[SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]

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firestorm79
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Re: [SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]

Post by firestorm79 » Thu, 7. Nov 13, 11:13

ThisIsHarsh wrote: Pilots may bail from their ships during combat when their hull is severely damaged. A pilot's bravado is based on a combination of their morale, aggression and fight skill. The chance of bailing is based on the bravado and the bail rate factor. The amount of hull damage they must suffer before bailing is based on the bravado and the bail hull factor. A higher number indicates higher probability/hull percent. The bail rate and hull factors are configurable through the menu.
firstly, great script! my universe has suddenly filled with bailed ships!

ok noob questions here... so if bail rate is higher then they bail more often?

bail hull factor is set at 5 on default... can i set this at random? also if i reduce the hull factor will they bail at lower hull??

thx

edit: read through the posts a bit... I think I get it now. settings are from 1 - 20 (why were they not just set at percentages?!?) and therefore 1 = 5%. So the default hull factor of 5 means they will consider bailing at 25% hull?

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surefire_ven0m
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Post by surefire_ven0m » Fri, 22. Nov 13, 18:00

Hi all, please can someone tell me which i directory i place the spk in ? I am using an XRM 'fake patch' game so i cant instal with plugin manager without switching save directories.
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joelR
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Post by joelR » Sat, 23. Nov 13, 03:49

surefire_ven0m wrote:Hi all, please can someone tell me which i directory i place the spk in ? I am using an XRM 'fake patch' game so i cant instal with plugin manager without switching save directories.
This isnt a mod so using the PM wont screw anything up

Barleyman
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Post by Barleyman » Thu, 28. Nov 13, 00:40

Could someone suggest reasonable settings?

Default spawns whole a bunch of loot all over the place. I started a new game and was soon a proud owner of 4 Xenon Ls, Scimitar, Nova, Falcon, Buster etc etc.

I'm using XRM with "medium" hull adjustment, apparently this breaks things more?

To start with I suppose Xenons should be adjusted to 10% bail rate. It should be an anomaly.

For Khaak, 20% might be reasonable?

On top of that, bail rate factor for small ships is 6 and hull rate is 5.

Setting both to "3" should trim trigger happiness a lot? It's exponential scale, so..

Formula in the 1st post is a bit unclear. As already stated here we do not know how often the probability is tested or just once. Bravado is also unknown quantity unless you have a bio scanner.

It's also not quite clear how the hull rating is used. Are we supposed to take it at face value and assume this gives a static "bail here" percentage? It seems a bit odd if that's the case.

..

After taking a look at the script, it really works like that. The only value which affects "bail, do not bail" decision is the bail rate. Hull rate then gives a static hull condition where NPC will eject.

Depending on what "bravado" actually works out to, you can calculate the percentage.

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Sorkvild
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Post by Sorkvild » Thu, 28. Nov 13, 01:19

After a while of playing with this mod - I dumped it and reverted to vanilla bail settings (the best ones IMO)

I used really, really strict settings (very low chances) and after some time the whole universe was littered with garbage ships. Sometimes I could even find an Ozias with few percents of hull :O Bail rate is too high.

It breaks the game balance in my opinion, because player can make serious cash by picking up hulls and sell for big cash at no effort.
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Barleyman
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Post by Barleyman » Thu, 28. Nov 13, 02:27

I spent some time scanning ships and annoying people. It looks like bravado is usually 60-something. So armed with that knowledge we can deduce..

With default settings (5 and 6) fighter pilots with 62 bravado will bail 29% of the time and if they do, they'll do it when their hull is at 37%

If we lower that to 3 and 3 it's 12,7% for both.

So perhaps 2 and 3 (6% bail rate) would be reasonable. However it'd be very hard to make someome bail by yourself then.

It'd be nice if this differentiated between "I'm under attack by player" situation where normal rules would apply and NPC-NPC engagements would get the rates defined here.

I'm not sure if this script runs in addition to the normal bail mechanism so you'd still get normal bails by yourself.

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Post by Barleyman » Sun, 1. Dec 13, 00:30

Answering myself.. Yes, it seems the player-initiated bailing works just fine even if you adjust NPC-NPC bail to a rare probability. So far so good then.

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Post by VaporSnake » Sun, 1. Dec 13, 03:02

Barleyman wrote:So perhaps 2 and 3 (6% bail rate) would be reasonable. However it'd be very hard to make someome bail by yourself then.
When you say 2 and 3, is 2 supposed to be the bail hull factor or the bail rate?

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Post by Barleyman » Sun, 1. Dec 13, 05:18

VaporSnake wrote:
Barleyman wrote:So perhaps 2 and 3 (6% bail rate) would be reasonable. However it'd be very hard to make someome bail by yourself then.
When you say 2 and 3, is 2 supposed to be the bail hull factor or the bail rate?
2 bail rate (6% bail rate) and 3 hull factor (12,5% hull left at bail). That's maybe a bit too little, I've been using 3 and 5 now, I don't really see excessive bailing even so. I've set kha'ak and xenon to 20% factor so you should get a bail from them occasionally but it's not common.

I think the changed values do not kick in until you restart X3. I wrote simple (libreoffice) sheet to calculate the odds, grab it if you like.

Most people seem to have bravado in 60s, teladi are cowards and they are in 40s. For 60 bravado the bail rate with 3 and 5 would be 13% chance and jump at 29% hull.

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Post by akruppa » Wed, 11. Dec 13, 23:13

This is only partially on-topic, but this thread is probably one of the best places to look for an answer.

What are the game mechanics in vanilla X3AP for bailing, anyway? Which factors affect the probability of an AI pilot bailing? His morale, aggressiveness, hull damage, equipment damage? Weapons, shield and hull on player ship, maybe? Anyone know the actual algorithm used to decide bailing? I'd like to know what I can do to optimise my chance of capping my trophy ships before I resort to installing scripts to let me set the probability to whatever I want (which for me would kinda take the fun out of it).

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Post by pr0nflakes » Sun, 22. Dec 13, 16:48

I've been running NPCBailingAddon-V1.7.8-21.09.2010 with default values since i started my current XRM game.

Unfortunately it appears that a mod may be causing a memory leak and i am unable to continue playing.

Could this script be the culprit?
Has anyone else had any problems with CTD's when using this script?

I am quite late game (9 days in game time) and the error i get with the CTD is program has run out of memory check manual.

Only other mods im using are:
mars-tc-ap_v5.26_RepackedForPluginManager_for.major.mods
XRM
XRM cockpits
XRM hull rebalance mid.
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Gigabyte Aorus X470 Gaming
Powercolor RX56 Vega Red Dragon 8GB
16GB Corsair Vengance DDR4 @3200MHZ
Windows 10 X64
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Yacek
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Post by Yacek » Sun, 22. Dec 13, 17:55

pr0nflakes wrote:Could this script be the culprit?
Has anyone else had any problems with CTD's when using this script?
I use this for five years. In different games (with different mods) including also in the game with XRM. I've never had problems caused by this script.
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pr0nflakes
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Post by pr0nflakes » Sun, 22. Dec 13, 18:15

Okay thanks that would seem to rule this out then.
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DrBullwinkle
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Post by DrBullwinkle » Sun, 22. Dec 13, 18:20

CTD's are most commonly caused by sound problems or things that you have *un*installed.
  • (I did report a CTD caused by RSM a while back. It is hard to reproduce because RSM is, well, pseuodo-random.)

Joebloweres
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Post by Joebloweres » Sat, 4. Jan 14, 00:24

I am a little confused... No matter what I change the settings to it doesnt seem to make a difference all trade ships seem to bail at 90-99% hull... (every single ship bails 100% of the time at almost full hull)

I am running XRM (this is for albion prelude)

If I am doing the math correctly.. If I have it set to 1 on bail and 1 on hull


they should be bailing around 2% of the time correct? or at or below 2% hull
not 95-99%


What am I doing wrong? Thanks.

Nicoman35
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Post by Nicoman35 » Sat, 4. Jan 14, 00:36

Joebloweres wrote:What am I doing wrong? Thanks.
You're doing nothing wrong. It's simply because the latest version of NPCBailing is not compatible with XRM. It litters the universe with abandoned ships at ridicuously high rates. It's best to use v1.6.4 instead. I think you have to start a new game though.

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Post by Joebloweres » Sat, 4. Jan 14, 00:41

Nicoman35 wrote:
Joebloweres wrote:What am I doing wrong? Thanks.
You're doing nothing wrong. It's simply because the latest version of NPCBailing is not compatible with XRM. It litters the universe with abandoned ships at ridicuously high rates. It's best to use v1.6.4 instead. I think you have to start a new game though.
=/ Bleh... Figures... Thanks for the very fast response I really appreciate it :D so if I use this other version do I need to delete all my mods and reinstall cause they are messed up? or just the save - and this version is compatible with xrm? (does it also work with the hull multiplier mod from xrm? or makes things bad?)

Nicoman35
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Post by Nicoman35 » Sat, 4. Jan 14, 01:40

I think so! I use it with XRM and I barely see an abandoned ship. No need of reinstalling anything. Just delete all files of the old version from your game folder, then copy v1.6.4. Start a new game. Fiddle around with the options until you get reasonable rates for you :).

Joebloweres
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Post by Joebloweres » Sun, 5. Jan 14, 03:13

Cool man <3

Barleyman
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Post by Barleyman » Sun, 5. Jan 14, 10:36

Nicoman35 wrote:
Joebloweres wrote:What am I doing wrong? Thanks.
You're doing nothing wrong. It's simply because the latest version of NPCBailing is not compatible with XRM. It litters the universe with abandoned ships at ridicuously high rates. It's best to use v1.6.4 instead. I think you have to start a new game though.
I think the problem is specific to X3AP + XRM. I had no trouble with X3TC + XRM or just X3AP.

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