X Rebirth

X Rebirth

Miscellaneous Combat Tweaks
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更新于:2015 年 12 月 12 日 下午 12:17

MCT v0.42

12.December.2015 - Miscellaneous IZ Combat Tweaks updated to v0.55
12.December.2015 - Miscellaneous OOZ Combat Tweaks updated to v0.28

- Return of the UniBar! Thank you again to UniTrader for the code that led to this, and to Egosoft for making it so that (ab)using these characters to print the UniBar no longer corrupts the save file.
- An internal change in the X:R 4.0 Beta that allows searching for class.null broke the filter that was filtering out alerts from pilots of player-owned small ships and drones that get in trouble OOZ. This has been fixed.
- Captains of player-owned capships and managers of player-owned stations that are destroyed OOZ have now set automated messages to send you the moment that they die. Unlike other alerts, these will be printed to your logbook.

更新于:2015 年 11 月 28 日 下午 9:36

MCT v0.41

29.November 2015 - MICT_supp2 updated to v0.47.1

Sorry, missed a spot. Fixed

更新于:2015 年 11 月 28 日 下午 9:11

MCT v0.40

29.November 2015 - MICT_supp2 updated to v0.47

Fixed a bug that caused fighters escorting capital ships to sometimes continuously warp when their commander is going to a different zone, but hasn't gone yet. Was also keeping Marvin's fighters from docking in similar situations.

更新于:2015 年 11 月 24 日 下午 9:53

MCT v0.39

23.November 2015 - MICT_supp2 updated to v0.46

All ships immediately subordinate to a MICT Capital Ship will use their commander's sensors for target acquisition.

Please note that the squadron commander's target acquisition is limited to that ship's radar range. Should result in everyone in a squadron moving to attack a target as soon as the commander detects that target if authorized to do so. Squadron hierarchies are maintained so ships following a sub-commander will use the sub-commander's target acquisition system. This should make it possible to design a squadron such that it moves in waves depending on sub-commanders with better radar range than their superiors.

Please pay attention to your ships' radar ranges and plan accordingly.

Feedback, suggestions, criticism, and war stories welcome, as always.

更新于:2015 年 11 月 22 日 上午 10:30

MCT v0.38

22.November 2015 - MICT_supp9 updated to v0.02

Owning a Stromvok will no longer generate a mission to load up that Stromvok with Cargolifters. (They're just pretending to be freighters, but they still are combat ships.)

Thanks to birdtable for reporting this issue.

更新于:2015 年 11 月 22 日 上午 3:03

MCT v0.37

22.November 2015 - initial upload of MICT_supp9

The Canteran Stromvok is detected by all NPC ships as a trader rather than a combat ship, and is treated accordingly.

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22.November 2015 - MICT_supp2 updated to v0.45

If used with MICT_supp9, makes sure that MICT Stromvoks in squadrons have orders consistent with a combat ship.

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MICT Squadron subordinates search for and acquire hostile targets that can attack them, rather than targets that they can attack. If they are not authorized to attack such a target, they lower relations accordingly.

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Rather nasty bug in MICT_supp2 v0.44 prevented MICT Squadron subordinates from attacking at all! Don't worry, I don't think anyone got that update. Fixed in MICT_supp2 v0.44.1

Ships not in rapid response squadrons were incorrectly setting up their rapid response timer. Fixed

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Later accumulated changes appear to have broken the code I added to allow squadron subordinates to keep up with their commander if separated. This has been fixed. For best results, the squadron commander should have the slowest ship in a squadron.

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MICT Squadron subordinates should spot and respond to hostile targets as soon as they or their squadron commander spots the hostiles.

Fixed an issue that was preventing squadron subordinates from resuming formation in some situations. (Notably after combat and after boosting between zones)

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Bugfix: Found a bug that was interrupting inter-zone movement.
Tweak: Squadron subordinates/escorts should check to see if their commander/escortee is going to a different zone regardless of situation. Intentionally did not write this as an interrupt, so if they're busy (fighting, refueling, already boosting), they should finish whatever they're doing and then check.

Squadron inter-zone movement should be much tighter and more reliable as a result.

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Compatible with X:R 4.00 Beta 2 and X:R 3.61

Thank you to UniTrader for enriching my knowledge regarding sel paths.

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Rapid Response Squadrons

These are MICT Ships or MICT Squadrons which rush to the defence of any player-owned civilian capital ships that come under attack.

To assign a ship or squadron to the Rapid Response Squadron, simply assign that ship or squadron to escort a non-combat capital ship.

If:

- the ship or squadron cannot detect any hostile ships in the vicinity of the civilian ship that they are escorting,
- the civilian ship they are escorting has fully charged shields and better than 50% hull integrity,
- and any player-owned civilian ship comes under fire serious enough to drop their shields to below 90%

Ships from the Rapid Response Squadron will move to the defence of the player-owned civilian ship that has come under fire.

The speed at which they switch escortees depends on the Captain's primary skills.
At the moment, the option for Really Rapid Response is not active, and they will use gates and jump beacons to move between sectors as normal.

Some ships do still clump under single ships under attack, but they shouldn't all group themselves under single ships (anymore).

Again, please keep in mind that while I have tested this, it appears to work, and doesn't appear to have adverse effects, it is an entirely new feature and, as such, has not been exhaustively tested yet. Thus the experimental tag. Please do take that seriously. Kha'ak and Xenon may yet abound!

Bug reports, suggestions, criticism, general feedback, and just general banter most welcome.

Thank you to birdtable for the idea that led to this.

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13.November 2015 - Miscellaneous IZ Combat Tweaks updated to v0.54

Drone garbage collection code moved from Captains' fight and escort scripts to the DO's script to make it less situational. Should now activate whenever a MICT ship with a DO and combat drones launched moves from IZ to OOZ.

Rapid Response Squadrons is out of experimental stage, and is now part of the main branch.

更新于:2015 年 11 月 6 日 上午 5:40

MCT v0.36

MICT_supp2 v0.41

Compatibility patch with X:R 4.00

更新于:2015 年 11 月 1 日 上午 2:03

MCT v0.35

MICT_supp2 updated to v0.39

Non-combat ships in a squadron will not break formation to attack hostile targets.

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Miscellaneous IZ Combat Tweaks updated to v0.53

- In addition to engagement (Attack/Defend) and drone management settings, capship-based Defence Officers' ammo management settings of capships in MICT Squadrons will now also follow those of their Squadron Commander.
- Tighter controls for authorization of torpedo firing:

++ IHC and Novadrone torpedoes will no longer be fired against small ships (class xs, s, and m)
++ Defence Officers of MICT Capital Ships will now only launch torpedoes if they are set to Attack, and are authorized to manage their ammunition stores. (Note that this will still not make them restock ammunition. It will only authorize them to fire torpedoes if available.)

Thanks to Monster for the feedback leading to these changes.

更新于:2015 年 11 月 1 日 上午 12:19

MCT v0.34

Miscellaneous IZ Combat Tweaks updated to v0.52
Miscellaneous OOZ Combat Tweaks updated to v0.27

Fighters and other small ships under attack OOZ will no longer send reports.

Thanks to Monster for the feedback leading to this change.

更新于:2015 年 10 月 18 日 上午 8:53

MCT v0.33

Included MICT_supp8 v0.04

supplement 8:

MICT Repair Ships repair damaged ships (capital ships and fighters) and stations owned by the same faction within radar range.

A MICT Repair Ship is:

- a non-combat ship (freighter, miner, CV, the disguised destroyer that is the Lyramekron)
- that is run by a MICT crew (crew requirements specified apply)
- that has Construction URVs equipped.

At the moment, Construction URVs are not launched. However, Construction URVs equipped in the ship or station that is to be repaired are used to accelerate repairs.

If Engineer Drone Fix[forum.egosoft.com] is also installed, Construction URVs equipped on the Repair Ship will be used to accelerate repairs in case the ship or station to be repaired does not have any.

Repairs otherwise work the same as vanilla repairs.