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

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jagji56
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Post by jagji56 » Mon, 15. Feb 16, 12:34

Oh, cool. Any particular folder it needs to go in, or do I just put it in the main folder?

Taylor2008
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Post by Taylor2008 » Tue, 16. Feb 16, 13:11

/ scripts --> TerranConflict/addon/scripts
/ t --> TerranConflict/addon/t

jaab-paradise
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Post by jaab-paradise » Sun, 5. Jun 16, 21:56

here are the spk file you can downloade...

http://xdownloads.co.uk/index.php?optio ... Itemid=116

agentmith
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NPC Bailing addon 1.64?

Post by agentmith » Thu, 14. Jul 16, 01:13

Does anyone have the download for version 1.64? I'm using the current one and even with settings at 1 sectors are filled with empty ships. In reading some of the comments in the thread, 1.64 seems to work correctly, but the provided links are dead.

gundai192
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x3ap

Post by gundai192 » Thu, 13. Oct 16, 13:24

thank

pagulhan
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Does 'NPC Bailing Addon' help ME?

Post by pagulhan » Tue, 18. Oct 16, 13:33

I wonder if this mod is only about npc being able to bail other npc pilots. I think (albeit I haven't played the game for years) it also helps me, making me bailing pilots far too often. Is it true or it's just my memory tricking me?

<Moved to correct thread. AP>

Fulgrymm
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Post by Fulgrymm » Tue, 18. Oct 16, 19:51

Yes it does affect your bail rate as well.

pagulhan
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Post by pagulhan » Tue, 18. Oct 16, 21:17

Is there a way to stop it helping me? I find it waaaay to easy to bail. With rate set to 5 and 10% (xeon) I can bail that little xeon ship from terran first mission every 7 or 8 ships I encounter. It's nice that AI can bail now too but it's so hard to kill your target now that I even had to restart the game as so many xeon ships bailed and salvaging or destroying empty ship do not count as 'dead' in terms of mission progress that it got locked.

palzxc
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Post by palzxc » Tue, 18. Oct 16, 21:45

If memory serves you should be able to deactivate this script in the artificial life settings.

I don't quite remember where that is as I have not used this script for a looong time because there get to be too many abandoned fighters floating around.

Another solution is to uninstall it or deactivate it through the plugin manager until you finish the plots you are playing.

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soulmata
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Post by soulmata » Fri, 4. Nov 16, 07:37

pagulhan wrote:Is there a way to stop it helping me? I find it waaaay to easy to bail. With rate set to 5 and 10% (xeon) I can bail that little xeon ship from terran first mission every 7 or 8 ships I encounter. It's nice that AI can bail now too but it's so hard to kill your target now that I even had to restart the game as so many xeon ships bailed and salvaging or destroying empty ship do not count as 'dead' in terms of mission progress that it got locked.

Are you referring to the Xenon Ls that follow the Pirate Nova Raider? If so, those have "busted" AI even in Vanilla... they have their morale set to 0 in vanilla TC so even blasting them 1 or 2 times after shields are down will cause them to bail.

firefightervf06
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Bailing Max

Post by firefightervf06 » Wed, 9. Nov 16, 05:37

I've been trying to figure this out and hope someone can help me. Which settings would I want to have it on to have the ships of any certain size have max bail? Is it a higher number or lower? Thanks!

Playing A/P also.

bung_dorji
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Post by bung_dorji » Sat, 19. Nov 16, 23:56

i just back for this game after several years

Is this mod still active ?
the host server is already delete this file i guess
It is hard to live since the xenon and kha'ak patrol recentrly

bung_dorji
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Post by bung_dorji » Sun, 20. Nov 16, 09:12

bung_dorji wrote:i just back for this game after several years

Is this mod still active ?
the host server is already delete this file i guess
how do you download from that hosting server ?
i cant download it
It is hard to live since the xenon and kha'ak patrol recentrly

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X2-Illuminatus
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Post by X2-Illuminatus » Sun, 20. Nov 16, 10:22

Please do not double post. Having some patience is advised in this forum these days.

If you have a look at the second post on the previous page of this thread, you will find that Menzoberranzan posted working download links.
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dralicin
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Post by dralicin » Tue, 31. Jan 17, 08:15

I am having this weird issue where after i claim a ship and go to move it to another sector, a swarm of hostile ships spawn and kill it. Anyone know a fix?

OneFourTwo
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Post by OneFourTwo » Sat, 15. Jul 17, 03:33

Can anyone guide me through how to manually edit the ship bail rates?

I'm using litcubes and sadly community configuration menu is incompatible with it.

DaMuncha
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Post by DaMuncha » Mon, 25. Sep 17, 02:37

I am playing X3 again, and I would like to use this script, but the download for this is not working.

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Khaakbuster
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Post by Khaakbuster » Mon, 25. Sep 17, 09:59

DaMuncha wrote:I am playing X3 again, and I would like to use this script, but the download for this is not working.
The previous page has some download links that are working.

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Khaakbuster
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Post by Khaakbuster » Wed, 25. Oct 17, 11:46

It's a little hard to easily identify the bailed ships on the sector map so I decided to implement the same color coding that XTC has.

This is how it will look ingame:
https://img1.picload.org/image/drgrraww/bailed.png

The ships will be color coded when they bail and the color coding will be removed when you claim a ship.

If you like that little added functionality simply download the zip file and unpack the contents to your X3TC folder.

[ external image ]
NPC Bailing Addon 1.7.8 with color



{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}

kosjak111
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Post by kosjak111 » Thu, 28. Dec 17, 12:43

Someone can re-upload version 1.6.4 since its compatible with XRM?

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