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Hieronymos
Joined: 30 Dec 2005 Posts: 827 on topic Location: California--A State of Mind

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Posted: Wed, 4. Feb 09, 02:49 Post subject: |
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The NPC Bail Addon is a script (can't find the link just now) that applies the same logic to npc pilots bailing during combat with player, to combat--or even collisions--with each other.
In combination with a navsat network operating with your script, the result is an endless stream of smaller fighters and freighters. M3's are rare, but there are a surprising number of superfreighters--most very badly banged up.
In the early game, it's quite a profitable way to spend time between quests..Although in the latest version of the script, you need to race other scavengers to the loot..
_________________
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Wed, 4. Feb 09, 12:30 Post subject: |
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Hi Hieronymos,
Sounds interesting, I might have a look at that (not that I play X3TC much these days).
Do you know if you can you disable the other scavengers?
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Hieronymos
Joined: 30 Dec 2005 Posts: 827 on topic Location: California--A State of Mind

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Posted: Thu, 5. Feb 09, 04:42 Post subject: |
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Apparently you can reduce them only, unless you mod the script. One postee said he did so; removed all other scavengers--and every single pirate base in the galaxy vanished! However, I may be wrong on this..as there are other variables that players can set/reset.
I haven't been playing TC for a while either--too much modding work getting DDRS mod ported to TC. And the version of Bail Addon I was playing with was before scavengers were added in.
The reason it works well with your script, is imo, because it creates sense that there's "a lot more going on" in Salvage-land. Your script, while very useful for both the navsat network & the claim & navigation features, is quite passive by comparison. Before the NPC Bail script, all I'd ever use the navsat net portion of yr script for was precisely locating coords of many of the free ships..
Adding the 'locate crates' portion of the script (including crate spawns) was very creative.
Which, if you ever expand your script, you could add some new Salvage Derelict missions. We're working with scripting some of these for DDRS too, whereby player gets coords of a derelict..but doesn't know what he'll find: a gutted, 12% intact hull--or a pair of mint condition, supertuned M3+'s. And he doesn't know whether or not it's defended or no. Maybe a party of Yaki spawn when he comes within 10km of the wreck. Or maybe a Xenon war party spawns nearby after making the claim...
Setting up an Adv. Navsat network--at least around areas I set up complexes in--is always a top priority for me. Yr script + Bail Addon + Mk3 Navsat trader, make the time and expense of a net, really worth it.
But if there was "more happening" in yr script, that'd be even better 
_________________
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Thu, 5. Feb 09, 11:20 Post subject: |
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Hi Hieronymos,
I don't play X3TC much as I played X2 and X3R to death, unfortunately, I probably overplayed them somewhat too...
I'm sure there is a way to reduce or remove the competition (safely), I may have a look at it later.
I may (eventually) get around to adding the Stealth Satellite Network back into the script, this was removed from the X3R scripts to speed up release of the X3TC version, and I did think of adding 'self-jumping' to the ships you salvage so they could jump to the nearest station instead of having to fly there...
Of course, any ideas welcomed, it's just a case of having the time, and inclination to add them!
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-Villain-
Joined: 14 Jan 2005 Posts: 390 on topic

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Posted: Thu, 26. Feb 09, 05:29 Post subject: |
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i installed this script and things went horribly wrong. My pc slowed down to a crawl and then locked up. Though maybe it was just over heating, so i restarted the pc and tried again. Nope, same slow down/lock up. I uninstalled this script and my pc ran at full speed again.
Any idea's?
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Thu, 26. Feb 09, 14:13 Post subject: |
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Hi -Villain-,
Sorry you're having problems, I don't know why the script should cause that to happen, it's never done it on mine or any others as far as I know.
The best solution would be to leave it off for now, V3.1 is in the pipeline, and it's a fairly major overhaul of 3.04 (lots of new features). Hopefully that will not cause the same problems for you.
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-Villain-
Joined: 14 Jan 2005 Posts: 390 on topic

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Posted: Thu, 26. Feb 09, 17:22 Post subject: |
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groovy. thanks for the fast reply too. I didn't want to let this script go, even though there were others that did sorta the same thing this one is the package IMO.
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Thu, 26. Feb 09, 17:38 Post subject: |
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Hi -Villain-,
Thanks for the compliment!
V3.1 also includes:
Sending claimed ships to TL's and/or Shipyards
Collecting wares with TL's (for those HUGE crates!)
Configuration menu (so you can tweak the script yourself)
Auto-Target next ship for multiple ships in the same sector
Mobile Repair ship
and lots, lots more!
Just bug-testing it at the minute...
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Malakie

Joined: 13 Apr 2004 Posts: 581 on topic Location: USA

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Posted: Tue, 10. Mar 09, 07:19 Post subject: |
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| TECSG wrote: |
Hi -Villain-,
Thanks for the compliment!
V3.1 also includes:
Sending claimed ships to TL's and/or Shipyards
Collecting wares with TL's (for those HUGE crates!)
Configuration menu (so you can tweak the script yourself)
Auto-Target next ship for multiple ships in the same sector
Mobile Repair ship
and lots, lots more!
Just bug-testing it at the minute... |
Do you have a working download link for the latest version?
Malakie
_________________ Take it light......
Malakie
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Tue, 10. Mar 09, 07:24 Post subject: |
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Hi Malakie,
It's still being written at the minute (yet more features added!)
When it's completed, I'll upload it and change the link at the start of this thread to the new version, so if you're watching this thread, you'll be notified.
Shouldn't be too much longer, as the majority of it is already being beta tested...
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DaveyP
Joined: 07 Nov 2005 Posts: 982 on topic

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Posted: Thu, 14. May 09, 18:20 Post subject: |
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If I install this on a ship, then send it off into the sunset will it report on vrates/derelicts along the way?
Cheers.
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Thu, 14. May 09, 18:31 Post subject: |
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Hi DaveyP,
You will only be notified when your ship detects a claimable item in this version.
However, V3.2 (soon to be released) features remote claiming, remote crate collecting and notifications of detected items in any sector.
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DaveyP
Joined: 07 Nov 2005 Posts: 982 on topic

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Posted: Sat, 16. May 09, 17:53 Post subject: |
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Excellent. Can't wait,
Cheers.
)
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ElminsterAU
Joined: 12 Aug 2007 Posts: 11 on topic

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Posted: Mon, 29. Jun 09, 11:09 Post subject: |
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TECSG,
Is this still being worked on?
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Mon, 29. Jun 09, 11:50 Post subject: |
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Hi ElminsterAU,
It is, but my PC was fried by a lightning strike last week and I can't do anything at the minute.
I'm currently awaiting delivery of replacement parts and hope to be back up within a week or two.
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