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[MOD] Hijack!
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BlackRain
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Joined: 15 Dec 2003
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PostPosted: Sat, 12. Mar 16, 21:09    Post subject: Reply with quote Print

pref wrote:
BlackRain wrote:

I have edited hijack so that only factions friendly to another faction will care if I am boarding a ship and I am really loving it. I set up my shipyard in Lava Flow and have been acting as a pirate, capturing any ships that come through from any faction. Quite fun.


As soon as hijack triggers, your target becomes a 'friendly faction' member, and should be skipped by any other race as target. Not sure why you needed to edit anything, no other ships should interfere, nor should any station/ship care about what you do with the target (rep loss will not occur regardless of friend/foe settings of any of the involved races).

Or do you mean excluding neutral ships when doing initial proximity check before hijack starts?
I wasn't sure if faction relations are fine for that in vanilla XR initially. Won't that result in being able to pirate almost any 'foreign' faction ships?
Practically letting boarding happen without any penalty in most cases?
For ex being able to capture any Argon defence forces in a zone where only JSS has stations.
If it makes for a better experience i would implement it, but unsure about the consequences.

********

@birdtable: you can fly to your target and check any nearby ship/station's distance via targeting. Or just start boarding to get the initial status report of how many objects are in range and cancel out if anything is too close.
You can do that as soon as you can target the ship (from 30km? or perhaps 50?).



I made it so the initial check would allow me to pirate ships without losing rep. Well, you can set Station to neutral and ship to friend. This way, you couldn't just hijack in a zone with stations but at least you could hijack a ship somewhere in a zone where there are no stations (for me in lava flow because there are always ROC ships running around and I couldn't hit up other ships like LEDDA industrial, etc)


Also, factions do have relations with each other (which could also be set and I can set faction relations between different factions). This is beyond the scope of "hijack" but its something I can do in CWIR which can affect this mod too. I only edited hijack for my own personal use anyway, not sure if others would like it or if it would work for you.


By the way I am on skype if you want to talk about it.

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birdtable





Joined: 07 Feb 2004
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PostPosted: Wed, 16. Mar 16, 07:45    Post subject: Reply with quote Print

Hi ... Using Hijack along with CWIR.... plus among others Boarding Options,

At the start a new game with cwir+Hijack I boarded a rahanas and then sold it but in the active missions it continued to display "obtain 5 cargo drones" in the end I tracked it down and re-boarded ,, but on the docking icon I could only get "info" ... recalled my marine and shot it to death.
Much later I found a Midar with around 130 scoop urv's ++ other drones, needed one and this was to good to miss, man what a balancing act after many failings I finally came out of the game gave myself 50 elites and tried again (was not going to destroy drone bay) at around 5 to 10% structure I despatched my boarding crew ... lost marines but boarded, the ships was mine, time to dock but only "info" was displayed ....
Not sure if this Hijack or other mods,, ... certainly have to pick your boarding locations more wisely.. Smile ..... Have found very few locations to board where you are free of other ships/stations and still cannot target and destroy radar fast enough ,, but that could be me being a numpty.

Edit ..on further testing without Hijack (new game) the rahanas mentioned above had to be shot again as it still wanted cargo drones after being boarded and sold...

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pref



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Joined: 10 Nov 2012
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PostPosted: Wed, 16. Mar 16, 20:00    Post subject: Reply with quote Print

Dont think it's hijack - i sold quite a few hijacked and non-hijackesd ships during testing, to check if penalties are working the way i want them when selling ships back to shipyard.
Every time the ship really got sold, also i could dock at hijacked ships to retrieve the MO (did not try anything else, but docking worked).

If you could check the log and see if there are any errors appearing there when selling ships it might help to get to the root of the problem.

I was also testing hijack with boarding options together - found no issues so far.

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eMYNOCK



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Joined: 21 Aug 2003
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PostPosted: Mon, 4. Apr 16, 14:13    Post subject: Reply with quote Print

Cheers pref,

i am pretty much sure that the Hijack is causing my "problem".

After every Hijack (i only count destroyed Radar) i have several Assault URV on these Ships... others do not get them.

Is there any way possible to stop that "lucrative" Bug?


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pref



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PostPosted: Sat, 9. Apr 16, 19:02    Post subject: Reply with quote Print

URVs are intentional, this has a chance to block you to get bigger ships with drone bay intact (fulmekron for ex), even with an elite team.

For smaller vessels, if you have good enough marines, you get some extra URVs with the ship. When you reach that point, the price of drones is negligible in my experience anyway.
Plus the way combat drones are utilized, they haven't much effect on the anything.

I could change them to construction URVs to achieve the same resistance increase, but those drones do have a use so that would be a worse exploit.

Ideally hijack should need a pricey consumable (from pirates exclusively), that costs more then the drones on the ship - but economic balance is so off in the game, i did not feel the need to code that part.
Originally i thought about player having to deliver a stolen albion militrary ship (arawn or tara) to a pirate guy, after which one-time-use military and freighter grade hijack modules could be bought from that guy.
Sadly the amount of money thrown at you during gameplay makes this part hard to balance, and then what remains is that player has to fly to some dumb npc every once in a while to do a quick fetch mission to be able to hijack.

Or i could skip the BR increase entirely, but then a full noob team could get next to any ship without having to do any fight at all.

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PostPosted: Sat, 9. Apr 16, 20:33    Post subject: Reply with quote Print

to be honest...

i would prefer Construction URV, makes it a bit more urgent to watch the hull and surface elements during a cap.

Or Fighting URV like Interceptors and such... makes a cap harder because the player is distracted while the boarding is in progress.

and who said that the ships does not have a hidden stash of old tech URVs, eh?


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pref



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PostPosted: Thu, 14. Apr 16, 20:03    Post subject: Reply with quote Print

If the repair rate increases dramatically with more drones, that might be a good point. Forces hull management with a lower team.

Giving away construction URVs for free might not be a good idea, but i could remove those afterall on success.

All of these drones are utilized i wonder, or there is a max limit on their number..? Assuming i set the target's engineer to 5*

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Requiemfang





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PostPosted: Sun, 31. Dec 17, 21:17    Post subject: Reply with quote Print

Curious if there are any mods that are incompatible with this mod? I remember when this first game out there were some incompatibilities with some of the other mods out there that changed some of the marine and boarding mechanics of the game.

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