[MOD] Better piracy

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fergrim420
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Re: [MOD] Better piracy

Post by fergrim420 » Fri, 24. Apr 20, 23:12

Am I correct in understanding that via this harass command, you are essentially guaranteed success in causing a pilot to abandon their ship? Except if they manage to kill you, I guess

Alberto.Rota
Posts: 78
Joined: Fri, 22. Feb 13, 17:34
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Re: [MOD] Better piracy

Post by Alberto.Rota » Sat, 25. Apr 20, 11:02

Naalei wrote:
Fri, 24. Apr 20, 11:59
Here is the french translation.
I still don't see the tooltips for the option.
I've only installed the required SirNuke mod (not all of them) so maybe this is related.
Spoiler
Show
<?xml version="1.0" encoding="utf-8" ?>
<!-- General language file: applies to french -->
<language id="33">
<page id="61537" title="Better piracy texts" descr="0" voice="no">
<!-- Harass mission related texts -->
<t id="5100">Harceler</t>
<t id="5101">(Harass mission title)Harcèlement </t>
<t id="5102">(Harass mission description)Aide à l'abordage des vaisseaux. </t>
<t id="5103">(Increase pressure objective)Augmentez la pression </t>
<t id="5104">(Maintain pressure objective)Maintenez la pression </t>
<t id="5105">(Damage shields)Réduisez leur bouclier </t>
<t id="5106">(Damage hull)Endommagez leur coque </t>
<t id="5107">(Approach)Approchez-vous de la cible </t>
<t id="5108">(Keep pressing)Ne détruisez pas la cible ! </t>
<t id="5109">(Claim)Le vaisseau a été abandonné </t>
<t id="5110">(Board)Débutez l'abordage </t>
<!-- Config related texts -->
<t id="5150">(Menu category)Better piracy</t>
<t id="5151">(Harass shield threshold name)Harcèlement - Seuil bouclier</t>
<t id="5152">(Harass shield threshold mouseover)(Harass shield threshold mouseover)Pendant l'opération de harcèlement, si le % de bouclier de la cible est supérieur à cette valeur, l'opération retournera à l'étape "Réduisez leur bouclier".\n\nL'étape "Réduisez leur bouclier" se termine 10% sous cette valeur.</t>
<t id="5153">(Early harass hull threshold name)Harcèlement - 1ère phase - Seuil coque</t>
<t id="5154">(Early harass hull threshold mouseover)Pendant la 1ère phase de l'opération de harcèlement, si le % de coque de la cible est supérieur à cette valeur, l'opération retournera à l'étape "Endommagez leur coque".</t>
<t id="5155">(Harass bail attepmps before mid name)Harcèlement - 1ère phase - Nombre de tentatives d'abandon de vaisseau</t>
<t id="5156">(Harass bail attepmps before mid mouseover)Une fois ce nombre de tentatives atteint pendant la 1ère phase, l'opération passe à la 2ème phase.</t>
<t id="5157">(Mid harass hull threshold name)Harcèlement - 2ème phase - Seuil coque</t>
<t id="5158">(Mid harass hull threshold mouseover)Pendant la 2ème phase de l'opération de harcèlement, si le % de coque de la cible est supérieur à cette valeur, l'opération retournera à l'étape "Endommagez leur coque".</t>
<t id="5159">(Harass bail attepmps before late name)Harcèlement - 2ème phase - Nombre de tentatives d'abandon de vaisseau</t>
<t id="5160">(Harass bail attepmps before late mouseover)Une fois ce nombre de tentatives atteint pendant la 2ème phase, l'opération passe à la 3ème phase.</t>
<t id="5161">(Late harass hull threshold name)Harcèlement - 3ème phase - Seuil coque</t>
<t id="5162">(Late harass hull threshold mouseover)Pendant la 3ème phase de l'opération de harcèlement, si le % de coque de la cible est supérieur à cette valeur, l'opération retournera à l'étape "Endommagez leur coque".</t>
<t id="5163">(Keep pressure timer name)Harcèlement - Temps de pression</t>
<t id="5164">(Keep pressure timer mouseover)Pendant l'opération de harcèlement, temps nécessaire pour chaque étape "Maintenez la pression". Une fois ce temps écoulé, une vérification de tentative d'abandon du vaisseau est effectuée et un point de pression est ajouté au pilote.</t>
<t id="5165">(Keep pressure max distance - S/M name)Harcèlement - S/M - Distance maximum de maintien de la pression</t>
<t id="5166">(Keep pressure max distance - S/M mouseover)Pendant l'opération de harcèlement sur des vaisseaux de classe S/M, l'étape "Maintenez la pression" augmentera uniquement si la cible est située à une distance inférieur à cette valeur. Si la cible est plus loin que cette distance, l'opération retournera à l'étape "Approchez-vous de la cible".</t>
<t id="5167">(Keep pressure max distance - L/XL name)Harcèlement - L/XL - Distance maximum de maintien de la pression</t>
<t id="5168">(Keep pressure max distance - L/XL mouseover)Pendant l'opération de harcèlement sur des vaisseaux de classe L/XL, l'étape "Maintenez la pression" augmentera uniquement si la cible est située à une distance inférieur à cette valeur. Si la cible est plus loin que cette distance, l'opération retournera à l'étape "Approchez-vous de la cible".</t>
<t id="5169">(Pressure build-up rate name)Harcèlement - Taux d'augmentation de la pression</t>
<t id="5170">(Pressure build-up rate mouseover)Effet de chaque point de pression sur le moral du pilote.\n\nUn point de pression est ajouté après chaque cycle de "Maintenez la pression".</t>
<t id="5171">(Harass L/XL min crew left - Base name)Harcèlement - L/XL - Equipage minimum - Base</t>
<t id="5172">(Harass L/XL min crew left - Base mouseover)Pendant l'opération de harcèlement sur des vaisseaux de classe L/XL, si le nombre de membres d'équipage restant est inférieur à cette valeur, l'opération passera à l'étape "Débutez l'abordage".</t>
<t id="5173">(Harass L/XL min crew left - Pilot name)Harcèlement - L/XL - Equipage minimum - Effet du pilote</t>
<t id="5174">(Harass L/XL min crew left - Pilot mouseover)Valeur à ajouter à la valeur "Harcèlement - L/XL - Equipage minimum - Base" en fonction des compétences du pilote.\n\nUn pilote 5 étoiles ajoute 100% de cette valeur tandis qu'un pilote 0 étoile n'ajoute rien.\n\nLes points de pression n'affecte pas cette valeur.</t>
<t id="5175">(Harass base bail chance name)Harcèlement - Chance d'abandon de vaisseau - Base</t>
<t id="5176">(Harass base bail chance mouseover)Pourcentage de succès des tentatives d'abandon de vaisseau dans le meilleur des cas.\n\nCette valeur est réduite par de nombreux facteurs, comme le moral du pilote, etc.</t>
<t id="5177">(Harass base bail number name)Harcèlement - Nombre de membres abandonnant le vaisseau</t>
<t id="5178">(Harass base bail number mouseover)Pourcentage de l'équipage restant abandonnant le vaisseau après une tentative réussie d'abandon de vaisseau dans le meilleur des cas.\n\nCette valeur est réduite par de nombreux facteurs, comme le moral du pilote, etc.</t>
<t id="5179">(Harass reputation hit name)Harcèlement - Effet sur la réputation</t>
<t id="5180">(Harass reputation hit mouseover)Si activé, les opérations réussi de harcèlement réduiront votre réputation auprès de la faction du pilote.\n\nLa logique d'application de la réputation est la même que lors d'un abordage d'un vaisseau de classe L/XL.</t>
<t id="5181">(Harass bailing pilots damage hull name)Harcèlement - Sabotage du vaisseau</t>
<t id="5182">(Harass bailing pilots damage hull mouseover)Si activé, le pilote endomagera le vaisseau lors de l'abandon.\n\nLes dommages infligés sont proportionnels au moral du pilote.</t>
<t id="5183">(Harass bailing pilots destroy components name)Harcèlement - Sabotage des composants du vaisseau</t>
<t id="5184">(Harass bailing pilots destroy components mouseover)Si activé, le pilote détruiera les composants du vaisseau lors de l'abandon.\n\nLe nombre de composants détruits est proportionnel au moral du pilote.\n\nLes boucliers ne sont jamais détruits</t>
<t id="5185">(Combat base bail chance name)Combat - Chance d'abandon de vaisseau</t>
<t id="5186">(Combat base bail chance mouseover)Pourcentage de succès des tentatives d'abandon de vaisseau, en combat normal, dans le meilleur des cas.\n\nCette valeur est réduite par de nombreux facteurs, comme le moral du pilote, etc.</t>
<t id="5187">(Combat reputation hit name)Combat - Effet sur la réputation</t>
<t id="5188">(Combat reputation hit mouseover)Si activé, attaquer un vaisseau jusqu'à son abandon aura un impact sur votre réputation.\n\nLa logique d'application de la réputation est la même que lors d'un abordage d'un vaisseau de classe L/XL.</t>
<t id="5189">(Combat bailing pilots damage hull name)Combat - Sabotage du vaisseau</t>
<t id="5190">(Combat bailing pilots damage hull mouseover)Si activé, le pilote endomagera le vaisseau lors de l'abandon.\n\nLes dommages infligés sont proportionnels au moral du pilote.</t>
<t id="5191">(Combat bailing pilots destroy components name)Combat - Sabotage des composants du vaisseau</t>
<t id="5192">(Combat bailing pilots destroy components mouseover)Si activé, le pilote détruiera les composants du vaisseau lors de l'abandon.\n\nLe nombre de composants détruits est proportionnel au moral du pilote.</t>
</page>
<page id="61538" title="Better piracy voices" descr="0" voice="yes">
<t id="4401">La bataille est terminée ! Abandonnez votre vaisseau immédiatement !</t>
<t id="4402">Nous voulons seulement le vaisseau. Ne compliquez pas les choses et rendez-vous !</t>
<t id="4403">Vous n'avez que 2 options, rendez-vous ou préparez-vous à mourir !</t>
<t id="4404">Nous allons aborder votre vaisseau ! Vous ne voudriez quand même pas croiser notre chemin...</t>
<t id="4405">Vous n'avez aucune chance ! Réflechissez et rendez-vous.</t>
<t id="4406">Vous voulez vraiment mourir ? Non ? Alors sortez de ce vaisseau !</t>
<t id="4407">Vous ne pourrez pas vous enfuir avec votre vaisseau, mais vous pouvez toujours vous enfuir sans lui...</t>
<t id="4408">Vous avez déjà prouvé votre courage, maintenant prouvez votre sagesse et rendez-vous !</t>
<t id="4409">Votre entêtement finira par vous tuer. Rendez-vous maintenant !</t>
</page>
</language>
Thank you very much for the translation!
I will add it to the next release.

Alberto.Rota
Posts: 78
Joined: Fri, 22. Feb 13, 17:34
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Re: [MOD] Better piracy

Post by Alberto.Rota » Sat, 25. Apr 20, 12:03

fergrim420 wrote:
Fri, 24. Apr 20, 23:12
Am I correct in understanding that via this harass command, you are essentially guaranteed success in causing a pilot to abandon their ship? Except if they manage to kill you, I guess
People keep saying things like this, let me explain it in detail so that I can refer everyone to this post.

First, in order to understand what this mod changes, you need to know how bailing work in vanilla X4, which is not trivial, since it is not documented anywhere nor properly explained in any tutorial, let me properly explain it:

Vanilla
For S/M ships: You are guaranteed to succeed in causing a pilot to abandon their ship.
Yes, you read it right, you can already force absolutely any pilot in any (Not Xenon nor Kha'ak) S/M sized ship to bail in the base game, you do NOT need this mod to achieve that.

The (Simplified) rules are as follow:
  1. The shields need to be under 20%
  2. The hull needs to be under 75%
  3. Once every 30 seconds, you can either shoot or ask for "Surrender!"
    • If you shoot (Even if you only hit shields) there is some chance (Inversely proportional to pilot morale) for 1 to 3 crew members to bail.
    • If you ask for "Surrender!" there is some chance (Inversely proportional to pilot morale) for ALL crew members to bail.
  4. You can repeat step 3 an INFINITE amount of times (If you have an infinite amount of patience) until you get the ship
  5. Once everyone bails, as far as you do NOT destroy the ship or de scape pod in the process, no one will care (No reputation impact) and you can claim it, either by hand (Spacewalk + repair data leak) or using marines (Right click + claim), but using marines will seriously damage your ship.
For L/XL ships: You are guaranteed to reduce their crew to 1 to 3 members, then you can board them with anything.
Yes, you read it right again, you can already nullify the crew of absolutely any L/XL sized ship to between 1 to 3 crew members so that you can board it with anything, the rules are the same as for S/M sized ships, but "Surrender!" option does NOT work.

So, as far as you have several hours of spare time to shot it every 30 secs (Even if it only hit shields), you are guaranteed to succeed.

With "Better piracy"
Changes to vanilla bailing mechanics
  1. Changed "Bail chance" calculation and made it parametrizable
    • Some strange parameters (Such as maxHull vs maxHull) were removed.
    • Base chance is configurable via "Combat base bail chance" config option
  2. Forcing a pilot to bail will make you lose reputation with the pilot's faction (Configurable via "Combat reputation hit")
  3. Added some more parametrizations ("Combat bailing pilots damage hull" and "Combat bailing pilots destroy components") to tweak vanilla behavior
  4. Disabled "Surrender!", it was too OP (It will empty a full ship, even if it had 250 crew members onboard), replaced with "Harass" command
  5. Using marines to claim a ship will no longer cause extra damage to the ship
New harass command
The new "Harass" command is meant to be a more reasonable implementation of the Vanilla absolutely random, un-explained, un-documented and un-guided bailing, think on it as the "Board" (Mission guidance, step by step approach, auto-explicative) for "Bailing", it will not do anything that you can't already do in vanilla, and in some points, is far weaker than the vanilla approach (But much less random and less mystical).
  1. You need to start a "Harass" operation.
  2. The shields need to be under 20%, as in vanilla.
    • This value is configurable.
    • A mission objective will be added to explain it to you, and a progress bar will display your progress
  3. The hull needs to be under 75%/50%25%, depending on the number of "Harassment" attempts.
    • Weaker than Vanilla, you can no longer acquire every single ship with 75% of the hull.
    • All these values are configurable
    • A mission objective will be added to explain it to you, and a progress bar will display your progress
  4. You need to be under 3km (S/M ships) or 6km (L/XL ships) of the target.
    • Weaker than Vanilla, you need to be on weapons range, further risking your own life.
    • All these values are configurable
    • A mission objective will be added to explain it to you.
  5. If all the above points are checked, every 10 seconds you will "Threat" the target.
    • For every "Threat", there is a chance for 1 to 1/5 of the current ship crew to bail, inversely proportional to pilot morale, successive "Threats" will increase the chance
    • Versus L/XL ships, the operation will stop when there is only between 25% to 50% of the max crew left, proportional to pilot morale. (Remember that in vanilla you stip almost all the crew out)
    • All the values are configurable
  6. Step 5 will be repeated every 10 seconds until
    • Any of the prior steps becomes false (Shield regenerates, new hull threshold, you are too far away, etc.), then you roll back to that step and the operation continues.
    • The ship is killed, the operation ends (Obviously)
    • Everyone bails, you lose reputation with the pilot's faction and are guided to claim the ship, then the operation ends.
    • You can't force anyone else to bail (L/XL ships with between 25% to 50% of the crew left), you are guided to board (Vanilla boarding operation) the ship, then the operation ends.
    • All the values are configurable
TL;DR
As you can see, there are some differences, but the main one is that YOU are now in control of what's happening and that you have real FEEDBACK of what's going on.
Piracy is nor longer something mystical, random, and unexplained, but a clear process, with clear steps, clear goals, and clear rewards.

I hope that this helps to clear out all the doubts about "Better piracy".

Sirilius
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Re: [MOD] Better piracy

Post by Sirilius » Sat, 25. Apr 20, 14:16

I thought it was common knowledge that all S/M ships will bail hence the vanilla tip to use ion weapons to tickle them to leave the ship. It was the same mechanic in all the previous X games.

I love this mod as it’s configurable. Would you be able to add an option to turn on or off the player voice feedback.

Alberto.Rota
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Re: [MOD] Better piracy

Post by Alberto.Rota » Sat, 25. Apr 20, 15:22

Sirilius wrote:
Sat, 25. Apr 20, 14:16
I love this mod as it’s configurable. Would you be able to add an option to turn on or off the player voice feedback.
Yes, people are asking for that on the Steam page too, which is quite sad, since I am very proud of how they sound. :gruebel:

Any particular thing you dislike about it? Maybe I'm able to improve it instead of disabling it altogether.

Scoob
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Re: [MOD] Better piracy

Post by Scoob » Sat, 25. Apr 20, 15:31

Hi,

Liking the enhancements you've made to this mod, it does make the whole Bailing / prep for Boarding process feel more involved.

One query though: I'm finding ships with particularly large amounts of Crew (over 100 for example) tend to switch to the "Board target" phase a bit early, when there are still LOADS of crew left and the hull is well over 50% I took a look at the various setting, but I wasn't sure what might influence this behaviour.

When a L or XL-Class ship has lots of crew, the "keep up the pressure" stage needs to last longer. With my current target - a VRO Incaractura Raider (a Destroyer with lots of cargo and crew) the boarding resistance is still WAAAYYY above what my Marines can handle, yet the guidance says "Begin a boarding operation" which is way to premature. I know the Mod likely can't easily know what ships I plan to board with, so doesn't know my strength in that regard. However, having guidance say "keep up the pressure" OR "Begin boarding now (if you think you can handle it)" might be better.

Basically, with this particular target, I NEED to reduce that crew complement further, before I send in my Marines. Does the crew reduction logic still work the same, even though the "stage" of the operation has changed?

Edit: If I understand it right, there are a finite number of "Harass" attempts per operation, after which it switched to the "Board" stage. I wonder if this should be more dynamic, taking into account the number of crew. I.e. the number of attempts are ratio of Crew numbers / Marines aboard the target ship. So, one with a low crew and marine count would have few attempts for a given level (as set in the configuration) whereas a ship with a very high crew / marine count would allow more attempts for the same number perhaps.

Scoob.

Alberto.Rota
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Re: [MOD] Better piracy

Post by Alberto.Rota » Sat, 25. Apr 20, 15:56

Scoob wrote:
Sat, 25. Apr 20, 15:31
...
One query though: I'm finding ships with particularly large amounts of Crew (over 100 for example) tend to switch to the "Board target" phase a bit early, when there are still LOADS of crew left and the hull is well over 50% I took a look at the various setting, but I wasn't sure what might influence this behaviour.
...
The ones you one to adjust are "Harass L/XL min crew left - Base" and "Harass L/XL min crew left - Pilot".
When "Harassing" a capital ship (L/XL ship) the harass operation will advance to the "Board target" phase when the amount of crew left inside is equal or lower than those values.

Right now, by default, that's between 25% to 50% of the max crew that ship can carry (Depending on pilot morale).
If you set them to, for example, 10% and 5%, that will reduce it to between 10% to 15% of the max crew that ship can carry (Depending on pilot morale).
Or you can set it to something like 5% and 75%, that will change it to between 5% to 80% of the max crew that ship can carry (Depending on pilot morale), that way enemy pilot morale will be a HUGE factor to take into account before attempting any kind of piracy act.
Or you can put any other number you find enjoyable ;)

Once you change that values, you need to "Abort" the current operation and start a new one vs the same target (The values are not updated for already running operations)

Enjoy!

Scoob
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Re: [MOD] Better piracy

Post by Scoob » Sat, 25. Apr 20, 16:08

So that;s 25-50% of the MAX Crew rather than actual crew count at the start of the operation. Ok, got it. In my current boarding operation, the Captain is only 1 Star Morale and there were 120 Crew aboard. The operation switch to "Board target" while there were still 88 crew left out of a possible total of 226 for this ship. That does tie in with what you say of course.

I'm not really one for tweaking values per-encounter - feels a little cheesy lol - also just because a ship can carry more crew, I don't think values should be based on that number, rather the actual crew at the start. Perhaps that's a bit more tricky though, and open to exploit of course if the player effectively "resets" the operation after already getting a load of crew to bail.

In my current case, though the guidance say to Board when I'm no where near ready, continued shooting of the ship does make more crew bail, but at a much slower rate than before. I'll just need to get more marines :)

Scoob.

Alberto.Rota
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Re: [MOD] Better piracy

Post by Alberto.Rota » Sat, 25. Apr 20, 16:16

Scoob wrote:
Sat, 25. Apr 20, 16:08
In my current case, though the guidance say to Board when I'm no where near ready, continued shooting of the ship does make more crew bail, but at a much slower rate than before.
That's another perfectly valid approach, Vanilla bailing still applies, so you can push it that way (If you have enough patience).

Scoob
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Re: [MOD] Better piracy

Post by Scoob » Sat, 25. Apr 20, 16:18

Alberto.Rota wrote:
Sat, 25. Apr 20, 16:16
Scoob wrote:
Sat, 25. Apr 20, 16:08
In my current case, though the guidance say to Board when I'm no where near ready, continued shooting of the ship does make more crew bail, but at a much slower rate than before.
That's another perfectly valid approach, Vanilla bailing still applies, so you can push it that way (If you have enough patience).
It's what I did, just to get resistance down a little more. I then sent in my Marines. Lost a load, but the target is mine....can always get more Marines lol.

Scoob.

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Drewgamer
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Re: [MOD] Better piracy

Post by Drewgamer » Sun, 26. Apr 20, 02:22

Alberto.Rota wrote:
Sat, 25. Apr 20, 12:03
[...]
TLDR: This mod is awesome, and should be the way vanilla works :mrgreen:

On another note, it was mentioned (in this thread or another) of making it so ships you have "harassed" (or maybe at least boarded) won't be attacked by NPCs, do you think this is doable?
This mod has already made boarding/pirating way more enjoyable, but the one major thing that bugs is being in the middle of a capture and some overzealous patrol force nukes my target into oblivion.
Check out my mod Crystal Rarities

Scoob
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Re: [MOD] Better piracy

Post by Scoob » Sun, 26. Apr 20, 16:43

Drewgamer wrote:
Sun, 26. Apr 20, 02:22
On another note, it was mentioned (in this thread or another) of making it so ships you have "harassed" (or maybe at least boarded) won't be attacked by NPCs, do you think this is doable?
This mod has already made boarding/pirating way more enjoyable, but the one major thing that bugs is being in the middle of a capture and some overzealous patrol force nukes my target into oblivion.
I second this. If it's at all possible for "harass" to basically set a flag saying "this one's MINE!" to any friendly NPC's around would be perfect. I'd suggest that it should perhaps be dependant on player standing. I.e. If I'm trying to capture a ship that's enemy to Faction A, and Faction A and I are on very good terms - say +10 and above - then they'd break off. If I were +20 or higher with them, perhaps they'd target surface elements only - helping me out (nice!). If however I were only 0-9 with Faction A they might deem the threat too high, and not trust me to deal with it. Of course, if Faction A dislike me 0 to -9 standing, then they'd not consider me at all.

However, once the player has Marines on a target, Faction A should consider more carefully perhaps NOT killing them, weighting their response a little more in the player's favour.

This does link to something else actually, I was suggesting being able to set a "do not engage" flag on a target vessel. I.e. I want to capture that SCA Phoenix, and I don't want my AI-piloted ships to shoot it - I'm dealing with it personally - however, the other SCA ships that are harassing me during the operation, I want my fleet to freely engage. Basically, my fleet will "attack all enemies" while defending me, but they will ignore my flagged target...just as we propose other Factions do. Makes sense?

I don't know if this is possible, but it'd be great if it was. It depends if it's considered in-scape for Better Piracy by the author or not, personally, I think it'd be a great fit :)

Scoob.

Alberto.Rota
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Re: [MOD] Better piracy

Post by Alberto.Rota » Sun, 26. Apr 20, 21:16

Drewgamer wrote:
Sun, 26. Apr 20, 02:22
...
Scoob wrote:
Sun, 26. Apr 20, 16:43
...
Regarding Harass/Boarding target protection, that's something I've been thinking about for some time.
Sadly, I haven't found any reasonable way to implement it. :gruebel:

Having an "Un-targetable" ship dispensing death and horror across the whole galaxy just because YOU said you wanted to harass/board it is a huge problem, even more, if you remember that boarding operations can NOT be aborted.

The easiest/quickest/dirtiest way to achieve this is just to make them immortal (Hull can never go below 5%) for a given amount of time after the operation started (5 minutes should be enough) so that you have a reasonable time window to pick your target, but that opens the problem that you no longer need to be careful/precise about it nor plan ahead, with makes the whole process a bit... disappointing.

Changing how ships/factions pick their targets will be a huge development since the IsBeingHarassed/IsBeingBoarded flags will need to be added to absolutely all the ai scripts (Witch is much more than I'm willing to change), and that left us with the problem of having an "Un-targetable" ship that will shoot back with everything.

Adding it to only your own ships for Harass operations, the same way they do in boarding, is something doable, will require a lot of effort, but is doable, the problem is that it will not solve the root problem witch is AI-controlled ships killing their enemies (Which is exactly what they should do)

As you can see, I'm not against it, but making the ship immortal will be a fun-killer, and implementing some kind of "This is my target, stay away" needs to be done very very carefully.

If you have some idea/example/mod that will solve this problem in an elegant low-effort way, I'm open to it.

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Drewgamer
Posts: 536
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Re: [MOD] Better piracy

Post by Drewgamer » Mon, 27. Apr 20, 00:03

Alberto.Rota wrote:
Sun, 26. Apr 20, 21:16
Drewgamer wrote:
Sun, 26. Apr 20, 02:22
...
Scoob wrote:
Sun, 26. Apr 20, 16:43
...
Regarding Harass/Boarding target protection, that's something I've been thinking about for some time.
Sadly, I haven't found any reasonable way to implement it. :gruebel:

Having an "Un-targetable" ship dispensing death and horror across the whole galaxy just because YOU said you wanted to harass/board it is a huge problem, even more, if you remember that boarding operations can NOT be aborted.

The easiest/quickest/dirtiest way to achieve this is just to make them immortal (Hull can never go below 5%) for a given amount of time after the operation started (5 minutes should be enough) so that you have a reasonable time window to pick your target, but that opens the problem that you no longer need to be careful/precise about it nor plan ahead, with makes the whole process a bit... disappointing.

Changing how ships/factions pick their targets will be a huge development since the IsBeingHarassed/IsBeingBoarded flags will need to be added to absolutely all the ai scripts (Witch is much more than I'm willing to change), and that left us with the problem of having an "Un-targetable" ship that will shoot back with everything.

Adding it to only your own ships for Harass operations, the same way they do in boarding, is something doable, will require a lot of effort, but is doable, the problem is that it will not solve the root problem witch is AI-controlled ships killing their enemies (Which is exactly what they should do)

As you can see, I'm not against it, but making the ship immortal will be a fun-killer, and implementing some kind of "This is my target, stay away" needs to be done very very carefully.

If you have some idea/example/mod that will solve this problem in an elegant low-effort way, I'm open to it.
The only thing I can think of off-hand is changing it's faction to to one that is neutral with every race.
Maybe this would only be done when you have the target "under control" (turrets/engines all destroyed)?
Check out my mod Crystal Rarities

DeadAirRT
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Re: [MOD] Better piracy

Post by DeadAirRT » Mon, 27. Apr 20, 04:22

You could set a temporary relation for the ship only. Similar to how you only turn a couple ships red when you do something bad.

This prevents the ship being captured from attacking ai factions and from being attacked by ai ships if done correctly.

Sirilius
Posts: 303
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Re: [MOD] Better piracy

Post by Sirilius » Mon, 27. Apr 20, 09:23

Alberto.Rota wrote:
Sat, 25. Apr 20, 15:22

Yes, people are asking for that on the Steam page too, which is quite sad, since I am very proud of how they sound. :gruebel:

Any particular thing you dislike about it? Maybe I'm able to improve it instead of disabling it altogether.
Sorry for the late reply. It is nice and I’m not sure how you are doing them but either having more options (different voices) or being able to edit the frequency would be nice.

I find them a bit loud and sometimes jarring. As someone who likes to roleplay, having a voice sometimes doesn’t fit the type of character I want. Whether the voice is male or female or if you want to sound teladi/Paranid/split.

Scoob
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Re: [MOD] Better piracy

Post by Scoob » Mon, 27. Apr 20, 13:25

Erm, perhaps I miss-understood the prior post, but should I be hearing the comments my player character says when Harassing a target? I get the text at the bottom of the screen, but not voice. I did a Split start this time, so perhaps there aren't any lines for Split characters?

Scoob.

Alberto.Rota
Posts: 78
Joined: Fri, 22. Feb 13, 17:34
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Re: [MOD] Better piracy

Post by Alberto.Rota » Mon, 27. Apr 20, 13:33

Scoob wrote:
Mon, 27. Apr 20, 13:25
Erm, perhaps I miss-understood the prior post, but should I be hearing the comments my player character says when Harassing a target? I get the text at the bottom of the screen, but not voice. I did a Split start this time, so perhaps there aren't any lines for Split characters?

Scoob.
Make sure you have the latest version of the mod.
Betty (On-Board AI) should tell them, not your character. :wink:

Scoob
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Re: [MOD] Better piracy

Post by Scoob » Mon, 27. Apr 20, 15:37

Alberto.Rota wrote:
Mon, 27. Apr 20, 13:33
Scoob wrote:
Mon, 27. Apr 20, 13:25
Erm, perhaps I miss-understood the prior post, but should I be hearing the comments my player character says when Harassing a target? I get the text at the bottom of the screen, but not voice. I did a Split start this time, so perhaps there aren't any lines for Split characters?

Scoob.
Make sure you have the latest version of the mod.
Betty (On-Board AI) should tell them, not your character. :wink:
Mod it the latest version, but I get no audio. I'll re-downoad it in case something is broken. That said, while I like the dialogue, I'm not sure I want it in Betty's voice...being a male Split and all lol.

Scoob.

Alberto.Rota
Posts: 78
Joined: Fri, 22. Feb 13, 17:34
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Re: [MOD] Better piracy

Post by Alberto.Rota » Mon, 27. Apr 20, 20:02

I've just updated the mod!
- Removed boarding pods orbiting ship when using marines to claim a ship
- Added German translation
- Added French translation

As always, feedback is welcome.

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