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AL Plugin : Heavy Assault Capture Technology 1.2b 28/4/06
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LV
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Joined: 06 Nov 2002
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PostPosted: Sat, 21. Jan 06, 16:55    Post subject: AL Plugin : Heavy Assault Capture Technology 1.2b 28/4/06 Reply with quote Print

Heavy Assault Tech 1.2 Cycrow Installer Download

Zip



Name : Heavy Capture Assault Technology

Description : AL Plugin providing the ability to capture capital ships
Version : 1.2b
Date : 28/4/06
Author : LV




Detailed description:

For the measly sum of 64 Million credits Heavy Assault Technology can be purchased from pirate bases (stock levels fluctuate)

Once installed you will gain the command "Launch Capture Assault" in your ships 'Piracy' menu. (Transporter Device is needed)

Capturing Capital ships is no turkey shoot, for starters you will need huge amounts of Miltary personel meaning ships smaler than M6 are pointless to use. (Reports are showing a MP Base in pirate sectors where MP's can be hired)

Before the command can be engaged the marks shields must be lower than 20% and while the assualt is taking place they must stay below 20%. In addition to this your own ships shields will cut out the command if they drop too much!.

The assult command can also not be engaged until the marks hull has been damaged sufficiently, and finally your distance must not be greater than 5k from the mark or the assualt will terminate.

Once the assualt is in full flow your ship will beam over MP's to board the mark, if you run out the asssualt command terminates!.

Finally, If you do manage to capture your target any MP's that belong to the mark will be enslaved, don't expect the ship to come without some damage to it though Smile

it's that easy Smile


-------------
Updated in 1.1
All ship classes are now cappable although xenon/khaak ships will take some effort

updated in 1.2
Military transports removed as they were getting on my nerves and taking up too much cpu time.


---------------------------------------------------------------------
Install:

Just extract the zip file to your main X3 directory


---------------------------------------------------------------------
Uninstall: First disable the plugin and leave it for a good while

all MP's will be removed from ships, Assault Tech will be removed from your ships and also for sale and the transports will be killed. The only remaing feature of this plugin that will remain will be the Miltary personel base in BJG.

LV's todo list

Ships are captured back by there orig race and more penalty's for the player (if it's too easy in it's current form.)

please feedback on this script Smile
---------------------------------------------------------------------

Enjoy Smile

(language files)

448820.xml

COMMAND_PIRACY_650

Standard Ego Ware
28;0;0;0;0;77;5933;0;2209150;1;1;0;2209150;-100000;0;0;SS_WARE_SW_NEW19; 62,022,317 credits


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Last edited by LV on Tue, 5. Dec 06, 18:50; edited 7 times in total
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djssuk





Joined: 11 Dec 2003
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PostPosted: Sat, 21. Jan 06, 17:03    Post subject: Reply with quote Print

Fantastic.

What about small ships? I guess they wouldn't need MP's or they would'nt fit in (small M5) perhapps a tractor beam for thse bringing them into your dock?

Great work.

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Malakie





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PostPosted: Sat, 21. Jan 06, 23:18    Post subject: Re: AL Plugin : Heavy Assault Capture Technology 1.0 21/1/06 Reply with quote Print

Description : AL Plugin providing the ability to capture capital ships
Version : 1.0
Date : 21/1/06
Author : LV

Detailed description:

For the measly sum of 64 Million credits Heavy Assault Technology can be purchased from pirate bases (stock levels fluctuate) /END




Now this is what I have been waiting for!!! NICE Script/Plugin!!! I will be using this one. Thanks much!!

Suggestion: Add the ability for other races and NPC's to launch assaults on each other and on my owned stations and complexes. I can imagine myself on the other end of the galaxy only to get a report that my station on the opposite end is now being assaulted and shields are down to 53% and I am out of energy cells for an immediate jump........

so cool...

Malakie

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Kvalyr





Joined: 01 May 2005
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PostPosted: Sun, 22. Jan 06, 01:01    Post subject: Reply with quote Print

Excellent. I love the idea, and the execution.
Downloaded Very Happy


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Darshu





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PostPosted: Sun, 22. Jan 06, 15:41    Post subject: Reply with quote Print

Does this script allow you to capture assassination mission ships too?

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LV
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PostPosted: Sun, 22. Jan 06, 15:56    Post subject: Reply with quote Print

It allows you to capture anything (at least it should)

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Tritous





Joined: 15 Jan 2005
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PostPosted: Thu, 26. Jan 06, 02:04    Post subject: hmmm Reply with quote Print

sounds good, although you'd be better off using cycrow's script installer. small files, easy install = n00b proof lol


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Malakie





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PostPosted: Thu, 26. Jan 06, 02:29    Post subject: stations are red Reply with quote Print

LV wrote:
It allows you to capture anything (at least it should)



Are the stations that supply the marines supposed to be RED?? I am enemies with the Xenon and Kaack and Pirates. BUt the stations that supply the assault marines are also showing as enemy to me.... How do I get marines in this case?

Malakie

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LV
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PostPosted: Thu, 26. Jan 06, 20:17    Post subject: Reply with quote Print

Change your settings, they are created as neutral.

the device is researched and provided by pirates i'd suggest you keep them friendly or you'll have to hack their rep


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si tacuisses, philosophus mansisses
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Nightmariner





Joined: 24 Feb 2004
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PostPosted: Thu, 9. Feb 06, 11:30    Post subject: Capturing Xenon Js Reply with quote Print

First off, LV, this is a dynamite script. I have already capped an Orca and an Osprey and I am lovin' it. Only problem seems to be with Xenon Js. I capped a J and then attempted to dock my Nova on it and B. Betty told me "docking denied". I then had the J to dock at the shipyard in Argon Prime, landed my Nova there, and was able to switch ships onto the J's bridge. However, when I undocked the J from the shipyard and tried to dock my Nova on it, it still wouldn't let me do it. I cannot dock manually or with a docking computer.

Any thoughts? Thinking

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LV
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PostPosted: Thu, 9. Feb 06, 12:04    Post subject: Reply with quote Print

That's the gamecode which does not allow for docking on J's as they are not meant to be bought or capped i suspect. OOS it just puts a ship into space when told to undock

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Hieronymos





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PostPosted: Tue, 7. Mar 06, 01:00    Post subject: Reply with quote Print

Am busily building up an empire, so am game-days away from purchasing my first Elephant or M6, much less the HAT and marines. However, am wondering if there are any general rules-of-thumb as to what's capturable with specific ship types, so as to plan out my long-term strategy.

Is HAT worthwhile using in an M6? (In an M6, are other M6's or even TL's capturable?)

Is it worth using in a (slow, fat) TL? Even one as speedy as an Elephant?
(like would it be possible to cap a Khaak destroyer in an Elephant, toasting it's shields at a distance with PPC's, then closing to within transporter range???? Or against other TL's??) Or is it better to wait for an M2??

And what kind of Marine troop strength is considered adequate/safe for capping different targets like superfreighters? M6's? TL's? M2's?

Is using the HAT against superfreighters even cost-effective? (drools, thinks of pirate smuggler 'hi-tech traders' loaded with 1,000 crystals..)

Any suggestions are most welcome. I'm dying to use this tech, but don't want to waste time and creditsss on what's not possible.

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Unknown object 003





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PostPosted: Tue, 7. Mar 06, 03:23    Post subject: Reply with quote Print

Just a little hint:

You can capture everything with your M6 and this software. All you need is enough capacity for your troops. With about 350 troopers (= 1050 cargo space) and the biggest guns, your M6 can maneuver into any blind area of any capital ship, even it es still on the move. When the hull is about 80% your marines can bord the target. From that moment, you should use smaller guns to keep the shields down and the hull intact.
TL´s and M2`s are the main targets during assassination missions. The best situation is, when your target of the assassination mission is in the same sector. Take out the M5 first and the "big thing" does not move and shoot any more, assuming you don`t target it before you begin your capture run. In some cases, about 20-25 %, the captured ships are still fully equipped Smile. Just captured a fully equipped Paranid hercules. It was worth about 12 millions cr. Repairs for the hull damage, about 3.5 million.

I am using a modified (speed only) centaur and a frighter (for troops and intermediate store for unused M6 equipment).

This software is a MUST HAVE!

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Griefheart



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PostPosted: Tue, 7. Mar 06, 05:05    Post subject: Reply with quote Print

The script funcitons nicely, I'm just not a fan of all of these new ways of capturing that seem to be coming out lately. Totally feels like its making things too easy.


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Rheinlander





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PostPosted: Tue, 7. Mar 06, 08:35    Post subject: Reply with quote Print

I haven't tried this yet (too busy playing around with the Terran M1 and M3s right now because they look so sexy) but I have to say, this is the most inventive and badass means of capturing ships that I've seen, it makes a hell of a lot of sense that with transporter technology and a bunch of guys with guns, such assaults could be launched between big ships.

Kudos.

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