The file appears locked with the "This file is currently being uploaded to our CDN servers. If this is taking longer than expected, please contact a moderator or email us." message. Any reason, solution or explanation? I've never seen this happen to any mod before
Internal (experimental) station attack order. Written from scratch positioning ships against stations, including reaction on stations drones attacks in non-OOS mode. Works only for fleets with L and XL ships. For only L ships - four and more ships are recommended.
Possibility to select station attack order - by default it is Coordinate attack. Other possibilities are usual one and experimental one.
Additional confirmation for the working in hazardous regions, like The Void. Please be aware - the order will stop working in the sectors with the hazardous regions without the confirmation.
Own icons for the Protect Sector and Station attack orders.
Improved
Fully rewritten the logic of idling and scanning for enemy ships. Now it is more precise.
Implemented workaround for the repairing/restocking ships. By default Player owned ships can be repaired only in current sector. Please be aware - after installing version 1.08 the ships controlled by this order can go to be repaired/restocked after some time. It is not a bug, but a feature :-).
Fixed
Fixed a reaction on attack on player's ships/stations by enemy drones.
Accidentally attacks from the non-enemies are not considered as an attack on the player ships/stations.
I should have recorded this, but I have noticed the detection of targets is quite inconsistent.
Got a fleet patrolling a sector I am building in, that neighbours a XEN sector.
The fleet commander (Raptor) is set to Patrol Sector with:
L/XL targets only.
Visible targets only OFF
Everything else default, including scan frequency.
I have Adv. sats watching key areas in the system, but this doesn't matter cause a XEN K can be flying right next to the Raptor and they're just ignoring it while the K picks off support ships.
This feels like a job logic scheduling thing cause I have seen the order work, and then other times it doesn't. It may be coincidence but if I change a setting on the order, like scan time, and confim it, then the fleet will find and attack an enemy almost immediately.
Not faced with such issues. When you will face with it - the better way to help to found an issue - to save a game, then later load it with debug... Will be appreciated for this
Not faced with such issues. When you will face with it - the better way to help to found an issue - to save a game, then later load it with debug... Will be appreciated for this
Ok so I haven't got a repro of the failure to attack a target yet, but I do have an instance of very much unwanted retaliation for accidental friendly against one of the ships under the commander.
[Scripts] 265415.44 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] - event_player_owned_attacked, our : Monitor (YZQ-819) [0x120b6f] {ship_xl} in sector: Family Kritt with order: SupplyFleet, top commander: Gharial (EZD-776) [0x11fd5c] {ship_xl} in sector: Family Kritt with order: ProtectSector, assigned: null {null} in sector: null with order: null, assigned top commander: null {null} in sector: null with order: null, attacker: ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680] {ship_l} [Scripts] 265415.44 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] : Classes: [class.ship_xl,class.ship_l], Classes possible: [class.ship_xs,class.ship_s,class.ship_m,class.ship_l,class.ship_xl]. Station attack: 0. Protect: 1. [Scripts] 265415.44 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] : Response on attack by: ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680]. List of ships: [component.{0x122680L}]. Target: null [Scripts] 265415.60 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] - 1 - Target to check: ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680] {ship_l}, distance - 1446.25, relation - -1, threshold: -0.316228, share targets: 1, to skip - 0, ignore time: null, player age: 265415.605 [Scripts] 265415.69 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] - Final target is: ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680] {ship_l}, distance: 1439, targetInfo: table[$class=class.ship_l,$idcode='RAD-133',$isShip=1,$name='ZYA Planetary Orbital Fleet Rattlesnake',$stationIsUnderConstruction=0,$target=component.{0x122680L}] [Scripts] 265415.69 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] - move iteration : ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680] {ship_l} status: iswreck: 0, isoperational: 1, pilot: 0x12268d (1), distance - 1439, radar percentage: 70, acceptable distance - 38468.125 [Scripts] 265415.69 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] - Run order.fight.attack.object : ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680] {ship_l} status: iswreck: 0, isoperational: 1, pilot: 0x12268d (1), distance - 1439, acceptable distance - 38468.125 [Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: $boardingtarget?: 0, $boardingbehavior: null, $primarytarget.isoperational: 1, $boardingtarget == $primarytarget: 0 [Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: Found target: ZYA Planetary Orbital Fleet Rattlesnake(0x122680) [Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: signalling turret control to fire upon ZYA Planetary Orbital Fleet Rattlesnake 0x122680. [Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: Gharial (0x11fd5c) sending Raptor (0x120127) to attack ZYA Patrol Destroyer Adder (0x11fbfa). Multiple targets. [Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: 265415.77: Start script move.attack.object.capital on defensible 0x11fd5c against ZYA Planetary Orbital Fleet Rattlesnake (0x122680) [Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: signalling turret control to fire upon ZYA Planetary Orbital Fleet Rattlesnake 0x122680. [Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: difficulty_individual: 0.528484 difficulty_battle: 0.0834888 friendlyhull: 11256749.159, friendlydps: 351140.604, numfriendlies: 10 hostilehull: 374562.556, hostiledps: 23474.281, numhostiles: 5 [Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: EZD-776 Gharial 0x11fd5c attacking RAD-133 ZYA Planetary Orbital Fleet Rattlesnake 0x122680. assignment: null [Scripts] 265415.77 *** aicontext<move.attack.object.capital,0x11fed5>: ship_xl EZD-776 Gharial 0x11fd5c has best vertical quadrant down with dps 24471.772.
By the way - Experimental new logic for stations attack is under testing
Ships took randomly one of the components of the station, and going to attack it. They step by step going forward to station, till they will be under attack. On long distance such attacks are not dangerous. Then they will step back one or two turn, and stay on that position, till the component will not be destroyed.
They will use or direct path, or strafe, or safe arc to move to another component.
There are several Odysseus and Syns cleaning a Matrix #79B. No any of them had shield less 98%
I have a question about functionality to work in several sectors, which was requested by some of you there and on Steam. Do you mean the moving from one sector to another by some route? Or only reacts, if your ships in nearest sectors will be attacked?
great mod ,thank you for your good work, I have a suggestion,currently the protect sector order only protects one sector, can you make an option that allows the fleet to protect neighboring sector too? for example,like the autotrade command, let player set allowed max jumps from home sector. so in late game,one fleet can protect a large area,player can form much less fleets to protect owned sector, or even use it as a purge order,set max jumps to max,and watch the fleets kill every last enemies in x4 universe:)
Thanks for the positive feedback. Regarding several sectors - not sure if they will fast enough to cover more than one. How big fleets do you have in mind?
Regarding the size of the fleet, players should decide according to their own goals, If players want to protect several sectors with one fleet, they can set up a fast reaction fleet composed of high-speed fighter jets to protect sectors within 0-3 jumps from their home sector. If players want to clear space stations in hostile sectors, they can set up a powerful fleet led by a large number of battleships to only attack space stations. I think setting sectors within a maximum range of 3 jumps can compress command execution time within a tolerance range. If players want to focus on protecting a certain sector, they can form a fleet consisting of any combat vessel to only protect their home sector, just like now.
I notice that you have restricted the order to certain types of ships. Took me a good few minutes of trying to troubleshoot because I could see that the order was visible in the list, but was grayed-out despite my pilot having 3 stars. Turns out that the Prometheus isn't a ship that you can give this order too. You might add a note to the mod description page declaring that restriction.
61 comments
Your last update is saved with a ZIP extension when its a 7z archive file.
Will fix it
Added
Improved
Fixed
I should have recorded this, but I have noticed the detection of targets is quite inconsistent.
Got a fleet patrolling a sector I am building in, that neighbours a XEN sector.
The fleet commander (Raptor) is set to Patrol Sector with:
I have Adv. sats watching key areas in the system, but this doesn't matter cause a XEN K can be flying right next to the Raptor and they're just ignoring it while the K picks off support ships.
This feels like a job logic scheduling thing cause I have seen the order work, and then other times it doesn't. It may be coincidence but if I change a setting on the order, like scan time, and confim it, then the fleet will find and attack an enemy almost immediately.
When you will face with it - the better way to help to found an issue - to save a game, then later load it with debug...
Will be appreciated for this
When you will face with it - the better way to help to found an issue - to save a game, then later load it with debug...
Will be appreciated for this
[Scripts] 265415.44 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] - event_player_owned_attacked, our : Monitor (YZQ-819) [0x120b6f] {ship_xl} in sector: Family Kritt with order: SupplyFleet, top commander: Gharial (EZD-776) [0x11fd5c] {ship_xl} in sector: Family Kritt with order: ProtectSector, assigned: null {null} in sector: null with order: null, assigned top commander: null {null} in sector: null with order: null, attacker: ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680] {ship_l}
[Scripts] 265415.44 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] : Classes: [class.ship_xl,class.ship_l], Classes possible: [class.ship_xs,class.ship_s,class.ship_m,class.ship_l,class.ship_xl]. Station attack: 0. Protect: 1.
[Scripts] 265415.44 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] : Response on attack by: ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680]. List of ships: [component.{0x122680L}]. Target: null
[Scripts] 265415.60 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] - 1 - Target to check: ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680] {ship_l}, distance - 1446.25, relation - -1, threshold: -0.316228, share targets: 1, to skip - 0, ignore time: null, player age: 265415.605
[Scripts] 265415.69 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] - Final target is: ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680] {ship_l}, distance: 1439, targetInfo: table[$class=class.ship_l,$idcode='RAD-133',$isShip=1,$name='ZYA Planetary Orbital Fleet Rattlesnake',$stationIsUnderConstruction=0,$target=component.{0x122680L}]
[Scripts] 265415.69 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] - move iteration : ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680] {ship_l} status: iswreck: 0, isoperational: 1, pilot: 0x12268d (1), distance - 1439, radar percentage: 70, acceptable distance - 38468.125
[Scripts] 265415.69 *** aicontext<order.fight.protect.sector,0x11fed5>: [Gharial (EZD-776) [0x11fd5c] at Family Kritt, _War Fleet 4] - Run order.fight.attack.object : ZYA Planetary Orbital Fleet Rattlesnake (RAD-133) [0x122680] {ship_l} status: iswreck: 0, isoperational: 1, pilot: 0x12268d (1), distance - 1439, acceptable distance - 38468.125
[Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: $boardingtarget?: 0, $boardingbehavior: null, $primarytarget.isoperational: 1, $boardingtarget == $primarytarget: 0
[Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: Found target: ZYA Planetary Orbital Fleet Rattlesnake(0x122680)
[Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: signalling turret control to fire upon ZYA Planetary Orbital Fleet Rattlesnake 0x122680.
[Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: Gharial (0x11fd5c) sending Raptor (0x120127) to attack ZYA Patrol Destroyer Adder (0x11fbfa). Multiple targets.
[Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: 265415.77: Start script move.attack.object.capital on defensible 0x11fd5c against ZYA Planetary Orbital Fleet Rattlesnake (0x122680)
[Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: signalling turret control to fire upon ZYA Planetary Orbital Fleet Rattlesnake 0x122680.
[Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: difficulty_individual: 0.528484
difficulty_battle: 0.0834888
friendlyhull: 11256749.159, friendlydps: 351140.604, numfriendlies: 10
hostilehull: 374562.556, hostiledps: 23474.281, numhostiles: 5
[Scripts] 265415.77 *** aicontext<order.fight.attack.object,0x11fed5>: EZD-776 Gharial 0x11fd5c attacking RAD-133 ZYA Planetary Orbital Fleet Rattlesnake 0x122680. assignment: null
[Scripts] 265415.77 *** aicontext<move.attack.object.capital,0x11fed5>: ship_xl EZD-776 Gharial 0x11fd5c has best vertical quadrant down with dps 24471.772.
Experimental new logic for stations attack is under testing
Ships took randomly one of the components of the station, and going to attack it.
They step by step going forward to station, till they will be under attack.
On long distance such attacks are not dangerous.
Then they will step back one or two turn, and stay on that position, till the component will not be destroyed.
They will use or direct path, or strafe, or safe arc to move to another component.
There are several Odysseus and Syns cleaning a Matrix #79B. No any of them had shield less 98%
Do you mean the moving from one sector to another by some route?
Or only reacts, if your ships in nearest sectors will be attacked?
I srsly dont get why thsi was not in the game in the first place, the "patrol" command is pretty much useless.
I have a suggestion,currently the protect sector order only protects one sector,
can you make an option that allows the fleet to protect neighboring sector too?
for example,like the autotrade command, let player set allowed max jumps from home sector.
so in late game,one fleet can protect a large area,player can form much less fleets to protect owned sector,
or even use it as a purge order,set max jumps to max,and watch the fleets kill every last enemies in x4 universe:)
Regarding several sectors - not sure if they will fast enough to cover more than one.
How big fleets do you have in mind?
If players want to protect several sectors with one fleet, they can set up a fast reaction fleet composed of high-speed fighter jets to protect sectors within 0-3 jumps from their home sector.
If players want to clear space stations in hostile sectors, they can set up a powerful fleet led by a large number of battleships to only attack space stations. I think setting sectors within a maximum range of 3 jumps can compress command execution time within a tolerance range.
If players want to focus on protecting a certain sector, they can form a fleet consisting of any combat vessel to only protect their home sector, just like now.
Otherwise, thanks very much for the mod!
Yes, there is limitation on
primarypurpose="purpose.fight"
As it is combat order, the ship has to be prepared for the combat.
That's why there is no special not about it.
Ok, will look on possibility to check it another way. May be somehow by checking, if the ship has weapons, not only turrets