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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Akorolev89
Posts: 7
Joined: Sun, 25. Oct 15, 16:02
xr

Post by Akorolev89 » Sun, 1. Nov 15, 13:09

Can you fix the links please?

Both Bailing Addon and JSON parser libary are dead

Menzoberranzan
Posts: 27
Joined: Sat, 29. Nov 08, 07:58
x4

Post by Menzoberranzan » Wed, 11. Nov 15, 11:15

Akorolev89 wrote:Can you fix the links please?

Both Bailing Addon and JSON parser libary are dead
I was hoping that I had copies of both packages, unfortunately I only have them installed to my game through the Plugin Manager.

Can I export these from the manager? If so, how?

Or, if anyone has these packages either in .spk or archive form, I will be happy to host them on Google Drive until a permanent hosting site becomes available (assuming the author has no objections).


Ok, I found a copy (in .zip format). I will be hosting the script here:

https://drive.google.com/file/d/0BwKqSG ... sp=sharing

The libraries are being hosted here (JSONparserlibraries):

https://drive.google.com/file/d/0BwKqSG ... sp=sharing

If you are the author of these scripts and you don't wish me to host them, please contact me and I will remove them.

IYIENACE
Posts: 17
Joined: Tue, 16. Jun 09, 12:00
x3ap

Post by IYIENACE » Wed, 3. Feb 16, 19:59

Menzoberranzan wrote:Ok, I found a copy (in .zip format). I will be hosting the script.
Thanks for doing that

jagji56
Posts: 88
Joined: Mon, 27. Mar 06, 03:59
x3tc

Post by jagji56 » Mon, 15. Feb 16, 06:03

Dose this work with AP? The reason I ask, is because when I go to install JSON parser library using the script manger, it tells me I can't do it to AP. Dose this mean that AP will pick it up even if its installed in the with the TC main, or do you have to do something so it installs in to the AP folder?

Have not done script stuff since X3R, so I am not sure how it all works with AP and TC.

Taylor2008
Posts: 114
Joined: Fri, 20. Mar 09, 17:38
x4

Post by Taylor2008 » Mon, 15. Feb 16, 13:11

You have to manually extract the file to your /addon folder.
I am also playing AP and all is fine. :)

jagji56
Posts: 88
Joined: Mon, 27. Mar 06, 03:59
x3tc

Post by jagji56 » Mon, 15. Feb 16, 13:34

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

Taylor2008
Posts: 114
Joined: Fri, 20. Mar 09, 17:38
x4

Post by Taylor2008 » Tue, 16. Feb 16, 14:11

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

jaab-paradise
Posts: 8
Joined: Fri, 14. Nov 08, 04:08
x4

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
Posts: 1
Joined: Wed, 17. Sep 14, 07:40
x3tc

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
Posts: 1
Joined: Sun, 9. Oct 16, 15:04
x3ap

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

thank

pagulhan
Posts: 8
Joined: Sat, 24. Jan 15, 21:15

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
Posts: 472
Joined: Fri, 25. Jun 10, 05:12
xr

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

Yes it does affect your bail rate as well.

pagulhan
Posts: 8
Joined: Sat, 24. Jan 15, 21:15

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
Posts: 32
Joined: Sun, 28. Aug 16, 21:30

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
Posts: 154
Joined: Thu, 15. Nov 12, 11:34
x3ap

Post by soulmata » Fri, 4. Nov 16, 08:37

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.

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