[Mod]NPC Bail Modifier v0.4
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[Mod]NPC Bail Modifier v0.4
v0.4
Nov 21, 2013
Changed npc ship bailing modifier. Now instead of it being a set percentage, the chance for a pilot to bail is based on his morale, and how much of his hull is remaining. Also pilots now give you an audio warning when they bail out.
Note: The only ships currently which you can force to bail are ships that have *shields*. Not shield generators (Capital Ships) or Police/Mass Traffic Ships. Just the Small/Medium Transports and Fighter ships.
http://xrebirth.nexusmods.com/mods/116//?
Nov 21, 2013
Changed npc ship bailing modifier. Now instead of it being a set percentage, the chance for a pilot to bail is based on his morale, and how much of his hull is remaining. Also pilots now give you an audio warning when they bail out.
Note: The only ships currently which you can force to bail are ships that have *shields*. Not shield generators (Capital Ships) or Police/Mass Traffic Ships. Just the Small/Medium Transports and Fighter ships.
http://xrebirth.nexusmods.com/mods/116//?
Last edited by Tyrant597 on Fri, 22. Nov 13, 05:54, edited 2 times in total.
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Central wrote:how about making bail chances dependant from the moral-property of the pilot?
0 stars: 50% chance
1 star: 40%
2 stars: 30%
3 stars: 20%
4 stars: 10%
5 stars: 5%
Just open the aiscripts.xml file with notepad and change the '35' to 'whatever you think is good' . Presto As to having it work with their rating, that is beyond my skills.
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Are you using a good bailing technique? whittling them down slowly with the maser is a good way to give them plenty of time to bail.lplates wrote:I just noticed this as well and as yet I have not had a single ship bail.
By your calculations at least 3 of the 10 ships I attacked should have bailed and they did not.
Cap ships have small generators that protect an area around them dotted around the hull. They're the blue glowing cylinders i think.Dark_Ansem wrote:why capital ships have no shields ?
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Thanks! Fixed.lplates wrote:The description for this mod says "5km station scan increase".
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Good idea! I'll look into that.Central wrote:how about making bail chances dependant from the moral-property of the pilot?
0 stars: 50% chance
1 star: 40%
2 stars: 30%
3 stars: 20%
4 stars: 10%
5 stars: 5%
[Edit] Done.
Last edited by Tyrant597 on Thu, 21. Nov 13, 08:31, edited 1 time in total.
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The 'mass traffic' ships will not bail. Nor will capital ships. You are looking for fighters and medium transport ships. They will have "shields" listed on your cockpit info screen. The trade ship naming scheme seems to be 'X_ware Trader'.lplates wrote:I just noticed this as well and as yet I have not had a single ship bail.
By your calculations at least 3 of the 10 ships I attacked should have bailed and they did not.
Spoiler
Show
Ships need to have less than 75% hull and 20% shields left before they will bail.
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ok a question...did anyone say anything about having trouble getting ships back to their base after putting a pilot in them? I lost 2 freighters I capped and put pilots in. one was full of stuff for my station, but after putting them in my squad I went through the highway and waited for them to catch up..never did, so I checked my owned list, not there. So I figured I turned my back and some fighter got it. Next one I followed him or he me, all the way to the highway, he was 1km from me and we both turned in and when I came out at my destination, he was gone and not on my list either.
There used to be a bailing extension for TC but when it first came out it had problems with ships disappearing when they were first caught and ordered through a gate, was wondering if something like that might be happening, because the second ship was never more than a km away from me until I hit the highway and it was only 1 jump...so where did it go?
There used to be a bailing extension for TC but when it first came out it had problems with ships disappearing when they were first caught and ordered through a gate, was wondering if something like that might be happening, because the second ship was never more than a km away from me until I hit the highway and it was only 1 jump...so where did it go?
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KRM398 wrote:ok a question...did anyone say anything about having trouble getting ships back to their base after putting a pilot in them? I lost 2 freighters I capped and put pilots in. one was full of stuff for my station, but after putting them in my squad I went through the highway and waited for them to catch up..never did, so I checked my owned list, not there. So I figured I turned my back and some fighter got it. Next one I followed him or he me, all the way to the highway, he was 1km from me and we both turned in and when I came out at my destination, he was gone and not on my list either.
There used to be a bailing extension for TC but when it first came out it had problems with ships disappearing when they were first caught and ordered through a gate, was wondering if something like that might be happening, because the second ship was never more than a km away from me until I hit the highway and it was only 1 jump...so where did it go?
All this mod changes, is the chance for a pilot to bail, nothing else. All the other stuff is Egosoft's fault. Other people have been losing ships as well. =D That said, I did try to fix the problem with ships attacking you after you claim them in the new version, is that the one you are using? (v0.5) I think I did notice that it takes the game a minute to update the faction which owns the ship. Not sure how to make that go any faster. The only thing I know to do is wait for the ship to turn to faction=neutral before you claim it. Looks like Egosoft released a patch that changed bailing behavior. See if it fixed this problem.LordSekmeth wrote:Dunno if this is due to your mod or not.
Sometimes when a pilot ejects npc's will still consider the ship hostile even after you sent a pilot to board it.
Also sometimes the captured ships will suddenly start shooting you again (for a few sec, then stop again)
-Tyrant
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