X: Rebirth

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w_evans

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fallout_knye

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7 comments

  1. iforgotmysocks
    iforgotmysocks
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    Hm... i have a couple really critical issues. :/

    1. Defense Officer settings don't do anything. Also drones get launched no matter if defensive or not.
    2. My Xenon I's suddenly don't use missiles anymore. (Not sure if that goes for other missile boats aswell)
    3. 1 fight actually streched over 8 times the enemy cap jumped away. And my cap jumped after it.
    4. It's kinda odd when i tell my ships to patroll a sector or kill things in a sector and they jump-follow an enemy in the neighbour system and fight him there, while completly ignoring their purpose. :/

    Edit: I found the issue of the missiles:
    MICT.fight.attack.object.capital.xml:
    <shoot_at object="this.ship" target="$target" slot="tag.secondary_slot" tolerance="15.0deg" locktarget="true" weapontype="combat" additional_targets="$MICT_PrimTargets.list"/>

    U set a 15 degree limit for secondary cap weapons, which are usually missiles. That means they will almost never be able to use them. :o

    Edit2: Seems bad DOs regulary launch missile slavos while experienced ones only fire missiles now and then.
    I didn't dig into your files deep enough yet, but maybe the vanilla script calls the "shoot secondary" command alot more often than your mict script.

    Maybe this can be improved to get experienced DOs to use missiles effectivly too.
    1. fallout_knye
      fallout_knye
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      Hey iforgotmysocks,

      sorry missed your post here. Should really check comments on here more often.

      For those interested, iforgotmysocks and i had this discussion, I guess about the time the above post was made, in the egosoft forum thread of this mod:

      http://forum.egosoft.com/viewtopic.php?p=4619712#4619712
  2. SalasValor
    SalasValor
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    Bug:
    The ships may release a lot of combat drones, and can take back only some of them, the rest of forever hovering in space. Ship-carrier at this time is in position with active accelerators.
    1. fallout_knye
      fallout_knye
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      Sorry missed your comment. Known issue. Until it's sorted out, capships and stations should recover all deployed drones when they're OOZ.
    2. SalasValor
      SalasValor
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      Unfortunately, even in OOZ drones are not joined with the capships. ((
    3. fallout_knye
      fallout_knye
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      Hm. Could the drones have gotten stuck before the mod was installed? Shouldn't matter though because the drone recovery stuff I put in should recover drones even if they got stuck before as long as they still recognize that they belong to their parent ship/station. It's a vanilla issue, but could be more pronounced with this mod because so many more drones are launched.

      If you're absolutely sure that your ships aren't recovering their drones, and that there is a big number of stuck drones now OOZ, I'd suggest that you try out Dock All Drones. I wrote it after encountering lots of stuck drones before I started touching drone usage.

      If you opt to use it, please read the instructions for that mod carefully, though.

      Before installing it, make sure you save in a zone where there are no drones deployed, preferably a zone where there are no capships.
      Install Dock All Drones.
      Load the game.
      Wait around 30 seconds.
      Save the game.
      UNINSTALL Dock All Drones.

      All of the drones in the galaxy should be docked after you reload.
    4. SalasValor
      SalasValor
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      Thank you, it has helped, drones docked successfully. Except as drones, which have long been lost somewhere in space.