X Rebirth

X Rebirth

Miscellaneous Combat Tweaks
正在显示第 31 - 40 项,共 62 项条目
< 1  2  3  4  5  6  7 >
更新于:2015 年 10 月 18 日 上午 6:20

MCT v0.32

18.October 2015 - Miscellaneous IZ Combat Tweaks updated to v0.51

- Fixed a bug that was causing capship-based combat drones to immediately dock after being launched. Sorry about that. Thanks to Nemesis_87 for your persistence in reporting this issue.
- A couple of changes to capship-based drone launch:

++ MICT ships will launch combat drones from a maximum range of 12 kilometers. (Increased from 8km)
++ Combat drones will no longer target drone launch bays unless they are within 200 meters of a priority target.
++ Priority combat drone targets are fighters, engines, and jump drives. All surface elements or fighters within 200m of these targets are secondary targets.
++ Priority combat drone targets are designated, and drones are launched against them, regardless of line-of-sight.

更新于:2015 年 9 月 24 日 下午 12:28

MCT v0.31

Removed MOCT_supp4. Problem that it addressed has been fixed in the upcoming X:R 3.61. If anyone wants the added fireworks, you could simply install MOCT_supp4 from the MOCT thread linked in the mod description.

20.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.50

Removed a couple of "go home" conditions in the drone attack script that were keeping drones that were programmed to seek new targets from doing so.
A few changes to capship-based drone deployment:

The MICT Defence Officer generates two target lists:

A list of all ships (bigships and smallships) within radar range and all important surface elements within line-of-sight. These are set as turret targets.
A subset of that list consisting of small ships, drones, engines, jump drives, and drone bays within line-of-sight. These are set as drone targets.

The drone targets are sorted to find the target that is closest. This is designated as the primary drone target.
All turret targets within 200 meters of the primary drone target are marked for immediate destruction.

Each drone bay launches up to 9 combat drones, the drones divided into groups of three drones, each group going after a target within this last target set, and each group having all other targets in the set in it's target list.

If a drone group's primary target is destroyed, they should acquire another designated target within that initial 200 meter radius.

If all targets within that 200 meter radius are destroyed, they will attempt to dock.

...
Idea is that multiple small groups of drones will be launched against all fighters or surface elements in a very small area, and will support each other in an attempt to destroy everything in that small area. The ability of capital ships to do this is limited by the number of combat drones they have equipped, and the number of drone bays they have.

A capship with a single drone bay can launch drones that will simultaneously go after 3 surface elements within a 200 meter radius of a priority target.
A capship with two drone bays, 6 surface elements within 200 meters.
A capship with 24 drone bays can effectively engage 72 surface elements within a 200 meter radius simultaneously.

Distance is set to 200 meters because this appears to be close to the minimum distance at which all of most ships' engines will all be set in one group.

Marginally more effective than before, but drones still break easy.

.......
20.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.49

Capship-based Assault URVs will no longer try to dock if separated from their parent ship.*
Combat drone operational range now depends on the Defence Officer's skills:

+ Station-based combat drones have a maximum operational range of 50km.
+ Capship-based combat drones have a maximum operational range of 20km.

...
* Noticed that drone launch due to DOs pressing the Panic Button is almost always immediately followed by a jump or boost away from the attacking ship. While this is as it should be, this caused Assault URVs to be launched, then almost immediately try to dock. Since Assault URVs are extremely slow, this attempt inevitably fails, and always leads to them being slaughtered en masse without firing a shot. This change sets them to relentlessly go after the target ship even if their parent ship retreats.

更新于:2015 年 9 月 18 日 下午 1:58

MCT v0.30

Panic Button signals the ship's Engineer to overload the capital ship's shield generators. This immediately boosts the Ship's main shields while damaging the shield generators.

+ Amount of shield energy increased is directly proportional to that ship's Engineer's skills.
+ Amount of damage incurred to the shield generators is inversely proportional to that ship's Engineer's skills.

18.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.47.1

Panic Button uses all available and functioning drone bays to rapidly launch all combat drones.
Panic Button now also launches Assault URVs if they are equipped and available.
Panic Button drone launch now also checks to make sure that the ship has working drone bays. (Should be unnecessary since drones are destroyed along with drone bays, but this will make this ready in case drone launch and drone storage are made discrete in the future.)

.......
17.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.47

A grand conference of the MICT HappyTrigger Society of Trigger-Happy Defence Officers (or MICTHaTriSocTriHaDOS for short. They know they're really bad at acronyms. They're working on it.) was called to address a problem of increasingly epidemic proportions threatening their livelihood, their sanity, and at times, their constant urge to take bathroom breaks: The Player. Said one Sendy Brano, "This joker has sent more of us to our deaths than all of the Marauding Titurels AND pirate Drostans combined. And I'm talking about Drostans from back during the dark ages! Remember when Drostans used to take us out in one hit? This Player is worse!" Kriss Cheram opined, "Remember when he/she/it whatever sent old Val Nedley in a Stromvok against a Xenon I? How the hell was Val supposed to win that? Heard him/her/it muttering something about superior maneouvera-whatsit? Bah!"

Discussions on why they seemed compelled to obey this murky character were inconclusive: "He's telepathic!" "He's clairvoyant!" "He has psionic powers!" "Aren't those three the same thing?" "No, they aren't! Page 173 of the 89th ed Rule Book clearly states that one requires 1d10 with a THAC0 of 2 against a virtual AC of..." "It's all just a video game! We're all just pixels in a video game!" "Stop talking rubbish!" ... leading to a fist-fight which ended with everyone making up with a round of strawberry syrup.

Sorry, this is getting nowhere.

Long story short: they installed panic buttons in the Defence Officers' control panels in all MICT Ships. The Panic Buttons launch all combat drones against everything within range. They tend to press these buttons if they think that their ships are about to be blown up.

Thanks to Marvin Martian for the idea. Marvin refers to it as a Drone Flashmob. (Heh.)

Feedback on whether they tend to panic too early or too late welcome.

.......
13.September 2015 - MICT_supp2 updated to v0.38

A few changes to MICT Squadron movement when moving between zones.

IZ, if a MICT Squadron Commander is ordered to boost between zones, the rest of the squadron will get a notification of where the commander is going, and will immediately orient towards the destination and boost there as soon as the commander activates boost engines.*

If a MICT Ship is ordered to follow another MICT Ship, and the lead ship is en route to a different zone, the follower will rendezvous with the commander at the target location rather than going to where the commander presently is.

Ships in a MICT Squadron will now no longer join formation nor try to keep up with their commander if the commander is under boost.

Increased the threshold at which MICT Squadron subordinates will try to jump to keep up with their commander to 10km, from 5km.

Tidied up a bit.

...
* Actually got it so that ships in a squadron immediately plot their respective courses and boost as soon as the commander gets the order to go to a distant zone. Works well with an attack command. However, if the commander is given a "Fly to" command, and subordinates arrive first, squadron subordinates will stupidly wait for the commander when they arrive. Decided that having the commander go first, but reducing the time between the commander starting and the subordinates following is probably a better course of action.

They will STILL not simultaneously boost since subordinates will only plot a course right after the commander engages boost engines. This is to ensure that the commander gets to the destination zone first. Can take a while, particularly when a large, multiply layered squadron is ordered to move since the squadron members individually have to plot courses, orient to the squadron's target zone, and go there.

Squadron Jump will still work as it always has.

更新于:2015 年 9 月 9 日 上午 1:58

MCT v0.29

7.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.46.1

Text localized for Deutsch and русского языка.

Thank you very much to UniTrader, alexalsp, and DaveDee for your excellent work!

.......
Miscellaneous IZ Combat Tweaks updated to v0.46

All text moved to t-files, ready for translation.

Any help with translating to any of the languages supported by the game would be greatly appreciated. All text displayed is now in w.e_mict\t\0001.xml

.......
6.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.45

MICT Capital Ships now use Assault URVs.

These function as bomber drones. They are extremely slow, and are launched as a large swarm. If:

- authorization to launch is given -- Defence Officer set to both attack and manage drone resupply,
- the target is a capship or a station,
- distance to target is 12 km or less,
- AND any Assault URVs are equipped,

ALL of the ship's equipped Assault URVs are launched in one large swarm. They will all go after the target ship's or station's hull, and will completely ignore any other targets in the vicinity. They will try to dock with their parent ship if they survive the target's elimination.

Please note that Assault URVs are non-functional without either the just-published MICT_supp7, OR Camus' Assault URV Fix.

.......
MICT_supp4 updated to v0.11

Same as MICT_supp4_v0.10, but with fight.attack.object.drone.leader removed since that will be moved to the main mod. This is only for newcomers to the mod since install order would have the old file that was in v0.10 overwriting the new file that will be inserted into the main mod.

Those of you who already have supp4 need not redownload.

.......
initial update of MICT_supp7

Been loading my ships with Assault URVs in the hope that they will someday be useful. However, at this point, I don't think that that's very high in Egosoft's list of priorities, so decided to make them useful.

Problematic with Assault URVs is their armament: they launch limpet bombs that don't move and explode one second after launch. Rather than try to get the limpet bombs to work, decided that they will be just as good performing a bomber role.

They now carry the Drostan's medium-ranged torpedoes.

These torpedoes have a range of 4,080 meters, and do 60,000 damage a pop.

This does not, however, make Assault URVs displace the Drostan since the Drostan has 12 torpedo tubes, and Assault URVs only carry 1. You can, however, equip a capital ship with very many of these drones. In addition, Assault URVs are EXTREMELY slow, and have a tendency to get blown up in droves. Think carefully before using these.

Decided to publish this as another supplemental file in case some of you prefer Camus' Assault URV Fix that, I believe, does have Assault URVs firing functional limpet bombs. If using Camus' mod, do not install this supplement.

.......
Miscellaneous IZ Combat Tweaks updated to v0.44.3

MICT Defence Officers were changing attack/defend and drone management settings to comply with their commander even if they were set to escort a freighter. Decided that this is not good because desirable engagement settings for civilian ships and military ships are often different.

SO MICT Defence Officers will only change attack/defend and drone management settings to comply with their commander's IF their commander is in command of a military ship.

Please note that this has nothing to do with whether or not the squadron subordinate is a military ship. Defence officers of civilian ships following military ships WILL change their settings to comply with their commander's.

.......
5.September 2015 - MICT_supp2 updated to v0.37

Added better flow control to the target acquisition code of MICT Ships in squadrons. Should result in a slight performance gain, particularly in-zone with large squadrons.

.......
Miscellaneous IZ Combat Tweaks updated to v0.44.2

Streamlined the new code inserted in move.seekenemies. Probably negligible performance gain, mostly just makes it easier to read. Those who got v0.44.1 need not update to v0.44.2.

.......
Miscellaneous IZ Combat Tweaks updated to v0.44.1

Forgot to remove the notifications I used to verify that the new code is working properly. Sorry about that. - FIXED

.......
Miscellaneous IZ Combat Tweaks updated to v0.44

For ALL ships on patrol:

Ships with a maximum range of 8,000 meters or more will sort through all hostile targets within radar range, and will prioritize targets that can inflict the highest damage.
Ships with a maximum range of less than 8,000 meters will engage the closest hostile target detected.

All ships on patrol will not acquire targets while they are undergoing a boost maneouver.

Captains of close-range MICT Ships will decide to go above or below hostile targets depending on where there is least danger to themselves.

.......
4.September 2015 - MICT_supp2 updated to v0.36

Been working a lot with formations, and they simply don't work very well OOZ, so I took it out. MICT Squadrons will now no longer try to maintain formation OOZ. Ironically, this should result in them staying closer together when they're OOZ.

_____
7.September 2015 - Miscellaneous OOZ Combat Tweaks updated to v0.26.1

Text localized for Deutsch and русского языка.

Thank you very much to UniTrader, alexalsp, and DaveDee for your excellent work!

.......
Miscellaneous OOZ Combat Tweaks updated to v0.26

All text moved to t-files, ready for translation.

Any help with translating to any of the languages supported by the game would be greatly appreciated. All text displayed is now in w.e_moc-t\t\0001.xml

更新于:2015 年 9 月 4 日 上午 1:35

MCT v0.28

3.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.43

All ships (not just MICT ships) on patrol will not target capital ships that are boosting. Ships that were already targeted before they start boosting will stay targeted.

...
NB: That tweak to ships on patrol can still target a ship that comes in boosting if it's the only ship that is detected, or if there are no other potential targets that are closer. Can make it more restrictive, but didn't want to touch move.seekenemies any more than absolutely necessary.

Nice script, that one, but the code in that script is so precisely written that it wasn't easy to alter it via a simple replacement or node addition. And the code was so pretty, didn't want to muck it up.

Thanks to Scoob for pointing out the problem, and thanks to UniTrader for the key that fixed it.

.......
MICT_supp2 updated to v0.35

MICT Ships in squadrons will not target capital ships that are boosting. Ships that were already targeted before they start boosting will stay targeted.

.......
Miscellaneous IZ Combat Tweaks updated to v0.42.1

Minor update:

- Short range distance threshold changed. MICT Captains of ships with weapons with a maximum range of less than 7,200 meters will position their ships in very close range (20% - 50% of maximum weapons range). They will reposition if their target gets to within 15% of their weapons range, or moves beyond range.
- Structural change to the defence officer script in MICT v0.42 made a wait node when launching drones redundant. DOs should now correctly recalculate drone target acquisition and launch more drones every 3 seconds. Should be faster than in v0.42 but, for ships with less drone bays, not as fast as in pre-v0.42.

.......
2.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.42

A few changes today:

Captain:

- MICT Captains of ships with very long-ranged weapons will position their ships from 60% to 90% of their maximum weapons range. They will reposition if their target gets to within 50% of their weapons range, or moves beyond range.
- MICT Captains of ships with weapons with a maximum range of at least 7,200 meters (Jet/LR or modded HIVI/MA) will position their ships from 50% to 80% of their maximum weapons range. They will reposition if their target gets to within 30% of their weapons range, or moves beyond range.
- MICT Captains of ships with weapons with a maximum range of less than 7,200 meters will position their ships in very close range (20% - 50% of maximum weapons range). They will reposition if their target gets to within 10% of their weapons range, or moves beyond range.
- MICT Captains of ships which can equip more than 300 drones, and that have combat drones equipped will position their ships close to 8,000 meters away from their target.

- After escaping, MICT Captains will disengage and will resume their last command: patrolling ships will patrol, ships told to stand by will stand by, and ships that are in a squadron will rejoin their squadron commander.

(This is safest when they are attacking from a patrol command, or are in a squad. In those cases, they will immediately search for any targets nearby and, if they still need to retreat, they will do so.)

Defence Officer:

- A MICT Ship will rapidly launch multiple groups of 3 combat drones from all of its drone bays, each group launched against different targets that are close to each other. (This part isn't new.) After a MICT Ship has launched drones from all of its drone bays, it will now require 3 seconds to prepare drone bays and acquire targets for the next drone salvo.
- Defence Officers of MICT Ships will only launch drones IF:

++ The Defence Officer is set to attack enemies, AND
++ The Defence Officer is set to automatically manage drone resupply.

(They will still not automatically resupply drones, this will only authorize them to manage drone launch.)

- MICT Ships which are in a squadron under a capital ship will inherit their Commander's Defence Officer's settings with regard to attack/defend and automatic drone management.

.......
1.September 2015 - Miscellaneous IZ Combat Tweaks updated to v0.41

- MICT Ships in squadrons will stop fighting when their commander is given an order to do so. (Any order other than attack, attack all enemies or patrol.)

They will not immediately stop attacking, but will do so as soon as they finish their current action (jump/boost/move).

- MICT Defence Officers who are lucky enough to be in charge of big integrated guns (the IHC or Novadrones) will now try to hit surface elements if their weapons happen to be pointed in the right direction. MICT Captains will still orient their ships toward the centers of their targets to maximize the likelihood of scoring a hit.

.......
MICT_supp2 updated to v0.34

Mostly maintenance.*
A few changes:

As an unforeseen consequence of allowing only conventional engines against fighters and drones, some of my Stromvok crews sacrificed their virtual lives for Science when they were torn apart by capital ships while slow-boating their way against the fighters that were escorting those capital ships. In tribute to their bravery which was tested due to my stupidity:

- All MICT capital ship squadron subordinates will target other capital ships within radar range first. If no other capital ships are found within radar range, they will target stations or fighters.
++ Ships with a range of 8,000 meters and above will prioritize hostile targets according to the damage that they can inflict.
++ Ships with a range of less than 8,000 meters will prioritize hostile targets according to proximity to their squadron commander.
(Note: this now applies to all ships. Used to only apply to ships with integrated long-range weaponry. Also note that they will no longer target drones, because that's just silly. Best defence against drones, I think, is to stick together and use overlapping fields of fire from layered turrets from multiple ships.)

I vaguely remember doing a few other changes, but was concentrating on making sure everything was working, so didn't do a very good job of documenting this time around. In other words, there are probably other changes, they are probably improvements, but I can't remember what they are.

Oh yeah, cut out the move.die that was a safety feature left in from adoption of Ego's escort script. Shouldn't be necessary. Ships that'll need it will still most likely be running the vanilla script.

...
* I've been adding stuff to this script over time, and I find that it makes sense to occasionally go over the whole thing in detail again to make sure that the logic still works, that all the parts still make sense, to cut out things that are needlessly complicated and/or redundant, and to restructure things that are needlessly convoluted. Should run more reliably and marginally more efficiently now. However, since the structure was worked on, it's also possible that I broke something and didn't notice during testing. Would advise caution (although one should always be cautious when running code written by people you don't know who don't owe you anything, I think), and would very much appreciate feedback.

_____
3.September 2015 - Miscellaneous OOZ Combat Tweaks updated to v0.25

- All damage from integrated primary weapons, integrated missile launchers and turrets slightly increased. Now set to 40% of vanilla.
- non-MICT capital ships don't use drones against anything other than fighters IZ, so now they don't do it OOZ either.
- Effect of combat drones on OOZ damage reverted to use vanilla values.

.......
30.August 2015 - MOCT_supp4 updated to v0.04

Skunk's Astrobees divide into 64 submunitions instead of 8. Damage per submunition reduced such that total damage per salvo is unchanged.

更新于:2015 年 8 月 29 日 上午 9:14

MCT v0.27

29.August 2015 - Miscellaneous IZ Combat Tweaks updated to v0.40

MICT Ships reverted to using anti-fighter movement when station-keeping against capital ships. - FIXED

.......
Miscellaneous IZ Combat Tweaks updated to v0.39

MICT Ships will only use conventional engines when dealing with fighters and drones.
MICT Ships more effectively orient their most damaging side to the target.

Orientation is handled in three special steps (that's all you need. Sorry, kids are growing up and I'm waxing nostalgic.):

Step 1: Captain determines if they can do the most damage from the front, right side, or left side of their ship.

- They orient their ships such that the side of the ship that can deal the most damage is facing the target.

Step 2: Captain determines if their target can do the least damage from their front, right side, left side, or rear.

- They orient their ships against a target's weakest side.
- If a target's weakest side changes due to damage incurred during a battle, MICT Captains reorient accordingly.

- LR ships default to moving in front of a target.
++ they should be far enough that any guns oriented forward can't reach them after approach,
++ should minimize later movement since the target is coming towards them.

- non-LR ships default to moving behind a target.
++ this should enable them to quickly disable a target's engines thus immobilizing it.

Step 3: Captain determines if they can do the most damage from above or below a target.

- If a MICT Ship can do more damage from above, they try to go above a target ship. Otherwise, they try to go below.
- When in doubt, MICT Ships default to moving below targets since most ships are more vulnerable when attacked from below, and this is always where the Jump Drive is located.

.......
MICT_supp2 updated to v0.33

MICT Capital ship formation distances are set to 400m plus the length of the squadron commander's ship or this ship, whichever is bigger. Results in looser formations that form up and maneouver faster.

Thanks to Scoob for pointing out that formations were getting crowded with a Fulmekron in the lead, and to UniTrader for suggesting to set the formation radius to the size of the biggest ship in the squadron.

更新于:2015 年 8 月 27 日 下午 11:05

MCT v0.26

27.August 2015 - MICT_supp2 updated to v0.32

- Fixed fighters sometimes flying in funky formations OOZ. Formations don't seem to work very well OOZ, so now they don't bother.
- Found and fixed a problem that could potentially significantly lower fps.
- Clearer delineation between in-formation and out-of-formation movement.
- Change in supp2 v0.31 made issuing patrol orders to carrier-based fighters not work. - FIXED (I should pay closer attention to my own notes!)

.......
26.August 2015 - MICT_supp6 updated to v0.02

The increase to the Gangrene Chaser's reverse speed was causing fps to sometimes drop to extremely low levels. - FIXED

.......
26.August 2015 - initial upload of MICT_supp6

I've been looking at Family Ryak's sole capital ship - the Gangrene Chaser. It has weak shields, weak weaponry, and isn't particularly fast. Been trying to think of a function for it, and concluded that the vanilla Gangrene Chaser's sole function is nostalgia: a familiar link with X3. I get the lore of it -- it's an old ship and isn't really useful for anything. However, to have that result in a ship that's completely useless is a waste, I think, so I've set about to repurposing the Raptor.

With a few tweaks, I think that it's particularly well-suited to be a fast, light cruiser; and that seems to fit the impression I have of how the Split fight from memories of playing with them in X3.

speed increased - it is now the fastest capital ship in the game, but not excessively so. Only slightly faster than the Balor.
ragefire turrets - reload rate tripled, bullet speed increased, range slightly decreased

Vanilla, the Ragefire turrets that this ship packs are identical to the particle repeaters that are mounted on some fighters. Since they're mounted on turret banks linked to a power plant that is, presumably, at least more powerful than a fighter's power plant, I thought it reasonable to increase their volume of fire, and slightly increase the speed of their projectiles. Damage per projectile is unchanged.

Together, these changes give the Gangrene Chaser unparalleled close range bite. Those rapid-fire turrets also give it very good point defense against fighters and drones. It can take down a Taranis one-on-one if it could survive to get close enough. It cannot survive an encounter with an Arawn one-on-one. The damage that it does both IZ and OOZ is now second only to the Xenon I, but it can do that only at very close range. They should be interesting to play in groups of three or four.

_____
25.August 2015 - MOCT_supp4 updated to v0.02

Fudged a copy-paste job. Turret-mounted and player Astrobees should now be doing less damage per submunition as intended.

.......
Miscellaneous OOZ Combat Tweaks updated to v0.24

- All damage from primary integrated weapons, integrated missile launchers and turrets set to 30% of vanilla.
- maxsize parameter set to 50. All ships bigger than 50 meters will be treated as being 50 meters big for OOZ combat calculations.
- effect of crew skill (both bonus and penalty) on OOZ combat increased.
- effect of relative speed (penalty only) on OOZ combat increased.

.......
initial release of MOCT_supp4

Changes Astrobees such that OOZ dps is dropped by a factor of 8, but 8 times the projectiles are launched IZ. IZ dps, assuming all projectiles hit, is unchanged.
Same change to the Skunk's Astrobees.

更新于:2015 年 8 月 25 日 上午 4:15

MCT v0.25

25.August 2015 - Miscellaneous IZ Combat Tweaks updated to v0.38

Fixed LR ships not using LR movement on new game start.

更新于:2015 年 8 月 23 日 上午 2:10

MCT v0.24

23.August 2015 - Miscellaneous IZ Combat Tweaks updated to v0.36

Single tweak to make MICT ships deal more effectively with stations.

If you ever find yourself in a situation where stations in X:R could be destroyed, MICT ships would now more effectively do that.

Needed a single tiny tweak. Was so tiny, it's funny.

.......
22.August 2015 - Miscellaneous IZ Combat Tweaks updated to v0.35

Tweaks to movement thresholds.

更新于:2015 年 8 月 21 日 下午 2:23

MCT v0.23

21.August 2015 - MICT_supp2 updated to v0.29

Bugfix

- MICT Ships in MICT Squadrons now join formations only if they are within 5 kilometers of their squadron commander. Otherwise, they should use faster means to get closer to their squadron commander.
- If not attacking, and squadron commander is not attacking, MICT Squadron ships will stand down and rejoin their commander.
- After interruptions of squadron movement (via combat, refueling, squadron commander docking, etc.), MICT Squadron members will now more reliably rejoin formation.

Between these three, should iron out any lingering problems with squadron members slowing down after boost between zones is interrupted, or sometimes taking a long time to rejoin their squadrons after separation via combat engagement.

.......
Miscellaneous IZ Combat Tweaks updated to v0.34

Target distances for LR ships pushed back to extreme range.
Improved compatibility with modded ships.

Modders:

The movement script in this mod has long-ranged ships act differently to other ships, namely:

They always orient forward,
And they use the maximum range of all of their weapons to determine range, rather than maximum turret range.

If you have a ship that you want to use this LR code, please make an md cue, and add the following line:

<append_to_list name="global.$MICT_LR_Ships" exact="macro.units_size_xl_van_destroyer_macro"/>

replace "units_size_xl_van_destroyer_macro" with the macro name of your ship.

The init cue that generates the list in MICT is set to run immediately upon <event_player_created/>. I would suggest that you use that same condition, and apply a short delay to make sure that the MICT init cue is run first.

Thanks to Marvin Martian for pointing out that this would be a really good solution to the compatibility problem.

.......
Miscellaneous IZ Combat Tweaks updated to v0.33.2

Target distances shifted closer by 20%.

.......
20.August 2015 - Miscellaneous IZ Combat Tweaks updated to v0.33.1

Reduced OOZ combat penalty due to actual relative speed.

.......
Miscellaneous IZ Combat Tweaks updated to v0.33

More effective combat drone usage by MICT Ship-based Defence Officers.

code and description here[forum.egosoft.com]

.......
MICT_supp2 updated to v0.28

MICT Fighters escorting capital ships now correctly use the capital ships' scanners to acquire targets.
MICT Fighters escorting Drostans now always scan for hostile targets, and attack them when found.
MICT Fighters escorting other fighters (m- or s- class) only engage at half their own scanner range to maintain unit cohesion until the very last moment.

.......
MICT_supp4 updated to v0.10

Bugfix

There was a variable inconsistency in the function that determines how many drones of a type to purchase. Should be more consistent now.

.......
Miscellaneous IZ Combat Tweaks updated to v0.32

Improved compatibility with IHC armed ships from other mods.

_____
20.August 2015 - Miscellaneous OOZ Combat Tweaks updated to v0.23.1

Reduced OOZ combat penalty due to actual relative speed.