[SCRIPT] Bail Signal Extension: Higher Chance & Big Ship Bailing 2.1 (8/18/07)
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Just found a program that goes along very well with Bail Signal Extension.
Scorp's map program. Not only does it make the best X3 maps I have seen, it also is mod friendly. XTM,DDRS they all work with it.
One feature of the map program is being able to find free ships. With Bail Signal Extension installed "free" ships also means the ships that bail during battles.
AND if you think there is too little catch?? Go add LV's Race Response Fleets scripts into the mix. Roleplay style salvager.
Scorp's map program. Not only does it make the best X3 maps I have seen, it also is mod friendly. XTM,DDRS they all work with it.
One feature of the map program is being able to find free ships. With Bail Signal Extension installed "free" ships also means the ships that bail during battles.
AND if you think there is too little catch?? Go add LV's Race Response Fleets scripts into the mix. Roleplay style salvager.
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Assign a Hotkey, press it, and you get a menu.bariumdose wrote:How do I adjust the capping rate on the BSE? I think I'm getting way too many pilots who bail from their ships.
Found a bug with this script. If you put explode at 1% and bail at 100%, the ships explode every time.
-G
@Vaylies: Ya, Scorp's map rules!
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I'm sorry. I'm a little bit noobish with using hotkeys. How do I assign a hotkey for the BSE in order to bring up the menu where I can set the bail probability? I just want to adjust it so that the pilots don't bail so often. On a related note, what is the default bail probability when you first install the BSE?
Gene O Mui
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I'm having a problem (I think?) with this mod. By no means am I an expert on vanilla X3, but ever since I installed this mod it seems like about 50% of the bailed ships that are left, accelerate randomly in circles or (even more strangely) autopilot to a nearby station.
I don't remember this happening with vanilla, is this a known bug with this script?
Using BSE, Salvage Claim Software and XTM. Also Pirate Guild mod, but I don't see how that would mess with unpiloted ships.
I don't remember this happening with vanilla, is this a known bug with this script?
Using BSE, Salvage Claim Software and XTM. Also Pirate Guild mod, but I don't see how that would mess with unpiloted ships.
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Haha, I noticed. My trial run for the script was to attack a Argon Centaur in Home of Light and it bailed. I just went around looking after that, and when I came back some time later it had vanished So some lucky salvager now has a nice ridekipstafoo wrote:You don't get a bunch of derelicts. The races have 'salvager' ship that travel around the universe salvaging pilotless ships. The best is when they do it to you in combat and steal your hard earned salvage (Like that Pirate Galleon that just bailed on me... stupid Boron salvage stealers)
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i was just on an innocent trade and i wanted to do a lil mining in elena's fortune when all of a sudden when i got there this huge ship was on the other side of the gate! i quickly turned to evade thinking it'll just zap through the gate but no.... what i nearly hit was an argon mammoth that was just hit my some pirates and it had a Solar plant XL in its bay! JOY! forget the lottery!
Time You Enjoy Wasting, Was Not Wasted
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Capping Capships with the BSE
Is it possible to capture a capship with the BSE? I managed to disable a Xenon capship, but when I hit the Piracy key, my ship seems to go around in circles without doing anything. I used SETA and nothing.
Or, do I need to have the Heavy Assault script and some boarding parties in order to capture a capship? Or, do I have to simply eject and fly my guy over to the capship to manually claim it?
{merged. The Forum rules. jlehtone}
Or, do I need to have the Heavy Assault script and some boarding parties in order to capture a capship? Or, do I have to simply eject and fly my guy over to the capship to manually claim it?
{merged. The Forum rules. jlehtone}
Gene O Mui
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Was tinkering around with this script the other day (XTM game) and got it to bail friendly race unknown drones instead of astro's..Much better for my game style (nice guy that would rather rescue astro's than sell them)..Pretty easy edit..These unknown drones zip off to the nearest station at about 400+ and don't clog up the sector..Kind of like each ship is fitted with emergency escape drones now....
X3..The most fun a man can have...With his clothes on.
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Ok, loving the sound of this but can't seem to get the menu up. It is enabled in the AL plugins in game when I look. How do I assign a hotkey for the menu? I tried altering the @ symbol in the xml script file but still no menu Any help greatly appreciated as I would love to use this excellent piece of work.
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You assign a hotkey in the options - controls bit. One of the tabs in there (I think game or controls), somewhere near the bottom is the area to assign the hotkey.
I'm really enjoying this script - it's given a whole new lease of life to X3R for me!! I've just completed the main plot and along the way, when the paranid core sectors were off limits to everyone, there was much fun and merriment for me to just sit in Trinity Sanctum and collect the bailing TS and other ships. Got a bit addictive though!!
Eventually I completed the main plot and I've just collected my brand new shiny Khaak destroyer from Heretics End that bailed during the final fight. Once I've built up my money again I'll be able to afford to repair it!
I'm really enjoying this script - it's given a whole new lease of life to X3R for me!! I've just completed the main plot and along the way, when the paranid core sectors were off limits to everyone, there was much fun and merriment for me to just sit in Trinity Sanctum and collect the bailing TS and other ships. Got a bit addictive though!!
Eventually I completed the main plot and I've just collected my brand new shiny Khaak destroyer from Heretics End that bailed during the final fight. Once I've built up my money again I'll be able to afford to repair it!
My favourite memory of the X series was babysitting that TL across half the universe in XTension and finally arriving in Getsu Fune to be gifted the TL! I called her Big Bad Orca...
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problems setting a hotkey for the bail signal extension
I am having a problem with setting a hotkey to access the bail signal extension menu.
I am using a fresh install of X3
Upgraded to 2.5 using the X3Update1.0_to_2.5.exe
Installed XTM using the XTM_0.7.5_full.exe
Installed the X3_bonus_package_3.1.07.exe
Installed Cycrow's Plugin Manager version 2.12
Using Cycrow's Plugin Manager installed:
- Salvage Claim Software
- EMP mod
- Bail Signal Extension
I have started a new game and renamed the pilot to "Thereshallbewings" to enable the script editor.
By going into Options>Gameplay I can access the AL Settings and enable the bail system extension.
Having done so I access Options>Controls and go to the Interface tab but nowhere does it list the option to set a control to access the bail signal extension menu (which I would have expected to find under the Extensions heading).
I have checked all the other tabs (Controls, Game, Interface, and Script Editor but cannot find the control anywhere).
If I am doing something wrong or being unbelievably stupid could someone please help me out and tell me definitively where I should be finding the control to set a hotkey for the Bail Signal Extension.
I am using a fresh install of X3
Upgraded to 2.5 using the X3Update1.0_to_2.5.exe
Installed XTM using the XTM_0.7.5_full.exe
Installed the X3_bonus_package_3.1.07.exe
Installed Cycrow's Plugin Manager version 2.12
Using Cycrow's Plugin Manager installed:
- Salvage Claim Software
- EMP mod
- Bail Signal Extension
I have started a new game and renamed the pilot to "Thereshallbewings" to enable the script editor.
By going into Options>Gameplay I can access the AL Settings and enable the bail system extension.
Having done so I access Options>Controls and go to the Interface tab but nowhere does it list the option to set a control to access the bail signal extension menu (which I would have expected to find under the Extensions heading).
I have checked all the other tabs (Controls, Game, Interface, and Script Editor but cannot find the control anywhere).
If I am doing something wrong or being unbelievably stupid could someone please help me out and tell me definitively where I should be finding the control to set a hotkey for the Bail Signal Extension.
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1. After you renamed to "Thereshallbewings",
you must see your former name again.
2. On the outer left side to where you changed your name, you go into the global(?) ... something ... tab and activate there the scipt editor.
3. then you set your Options>Controls>interface>shortkey
4. go out of any menu and don't be at any station
5. press your shortkey
6. go to your privat messages, scroll down, hit return
7. adjust your bail settings
8. exit bail settings
9. reinit your script(outer left to where you change your name)
10. fly to any station and save
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When the ships are bailing, are they destroyed or removed before they get put back into the sector?
When bailing takes place are the race notorities triggered for "not destroying but bailing a foe of the race of the current sector"?
In mind of the two questions is there a difference to OOS bailing?
Reason for my question is a script like the salvage mod, which produces large debris of capital ships is only triggered bye destruction of a ship(methinks) not of a removal or the switch of a race. Anywheere ther eis a problem with BSE i think. Anyone here who uses both?
you must see your former name again.
2. On the outer left side to where you changed your name, you go into the global(?) ... something ... tab and activate there the scipt editor.
3. then you set your Options>Controls>interface>shortkey
4. go out of any menu and don't be at any station
5. press your shortkey
6. go to your privat messages, scroll down, hit return
7. adjust your bail settings
8. exit bail settings
9. reinit your script(outer left to where you change your name)
10. fly to any station and save
--------------------------
When the ships are bailing, are they destroyed or removed before they get put back into the sector?
When bailing takes place are the race notorities triggered for "not destroying but bailing a foe of the race of the current sector"?
In mind of the two questions is there a difference to OOS bailing?
Reason for my question is a script like the salvage mod, which produces large debris of capital ships is only triggered bye destruction of a ship(methinks) not of a removal or the switch of a race. Anywheere ther eis a problem with BSE i think. Anyone here who uses both?
learn from the past, live the moment, dream of the future
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