[SCRIPT] BenCo System Override Software

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Ben2006
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[SCRIPT] BenCo System Override Software

Post by Ben2006 » Tue, 20. Feb 07, 23:41

Script Name: Benco System Override Software
Version : 1.01
Author : Benco Industries
Released : 2/18/2007
Updated : 2/21/2007
For Game : X3 ReUnion v. 2.0.02
Packaged :WinRar v3.2 "RAR" file package and X3 Script Installer "SPK"
# of Files : 4

benco.sod.main.xml,
benco.remove.hotkey.xml,
setup.benco.hotkey,
benco.readme.txt


Download latest WinRar "RAR" file package version from here:

BenCo System Override Software v1.01 in WinRar "RAR" format

Download latest X3 Script Installer "SPK" file format version from here:

BenCo System Override Software v1.01 in "SPK" file format.


What is it :

Unconventional weapon technology that allows a Pirate to degrade the victim’s shields down to zero without damage. Then it beams over one of your Computer Components using a standard Transporter Device. The computer component then re-writes code on the victims onboard computer system resulting in a system override and re-registration of ownership over to the Pirate. The ship and all of its cargo (if any) now belong to you. Any crew, passengers, VIP passengers and/or military personnel onboard will all be turned into Slaves. BenCo Industries considered releasing this technology as a ware weapon, but did not for two reasons, first if you have an illegal ware in your possession it can be used against you as evidence. Second the cost to buy this powerful technology outright is in the hundreds of millions of credits. No station can display those figures properly on their ware menu and they expressed no interest in carrying such an expensive item in stock anyhow. So, BenCo Industries came up with a novel solution. When required they can transmit the software code bit stream using the gate network and Advance Satelites directly to your ship for a single usage. The code is not stored on your onboard computer, so there is no evidence. Rather, the bit stream is channeled through your Transporter Device and targeted at the victim’s ship. The BenCo data bit stream causes severe destabilization of shield generator harmonics, which causes them to degrade and stop working long enough for you to transport your Computer Component over to the victim’s ship.

How to use it: See the "ReadMe" text file for this.

All communication and feedback is given via your onboard ship's computer voice. Mother will tell you what's going on and when. A hotkey will be created and you will need to assign one of your computer keyboard keys to it. You will see "BenCo System Override Software" on your ships onboard computer menu ie: [Controls][Interface] (scroll down to the bottom of that menu page to see the BenCo hotkey assignment area). In Game, all you have to do is select a target (victim) and press the hotkey to activate the bit stream. You are restricted to within a 1 km or less range while hacking the victim. If the target exceeds the 1 km limit, you will exceed the Transporter Device's capability to channel the bit stream to the victim. This does not mean that you are required to keep a steady reticule aim lock on the target the whole time you are hacking. In fact, you can target other ships and shoot at them if needed without impairing or interrupting the BenCo System Override procedure. Once BenCo has locked onto a target it stays locked and will continue to hack the victim even if you are in a dog fight with an escort squad. BenCo Industries charges a per use fee every time they transmit the bit stream code to your ship's location. They charge 2,000,000 credits for every transmission attempt. So, it's a good idea to know your target's blind spots and hide in there. Match movements with the victim and hang on tell it's over. How long does it take to hack a ship? BenCo Industries guarantee that they can hack any ship within 5 minutes or less. A TS super freighter takes about 1.5 minutes and a Battleship takes about 4-5 minutes.

Required Equipment:

Transporter Device (used as a weapon to channel the BenCo bit stream on a carrier wave)
Computer Components (one for every successful ship capture)
Ship (you can use any class of ship)

Optional Equipment:

Ship (capable of holding M class cargo, so you can use a jumpdrive)
Jumpdrive
Extra Energy Cells

After a Capital ship has had it's shields reduced to zero, it takes a long time for them to regenerate. This leaves your newly captured ship vulnerable to severe damage from other ships (if you got caught) that may now try to destroy your newly one prize. So, you might want to use your Transporter Device to transfer a jumpdrive and EC over to the new ship and jump it out of there quick.

Can I get caught, if so what happens:

Yes you can get caught. The victim pilot's moral and aggressiveness values play a role in whether he/she will detect that their shields are going down and piece together that you are the attacker. Also, BenCo test trials indicate that there is a 25% chance of getting caught for every second that passes while you are hacking. This together with the pilot's
alertness and mood can increase the risk of getting caught up to 50%. You might get caught right away, any time during the Hack or not at all. The longer it takes to hack a ship, the more likely it is that you will get caught. Large ships take longer and are virtually a certainty that you will get caught. If you do get caught, you will lose any Police License you carry for the race of the victim Pilot involved. You will also lose Notoriety (13%) for the race of the victim Pilot involved. If the victim ship has a home base station/ship assigned to it, the home base might launch an assault squad after you too. If there are any military or police nearby, they might come after you as well. If the victim ship is a Carrier, then it will launch it's payload of docked fighters against you too. The victim pilot will attack you with everything they have. Strategy would suggest that at that point you might want to help reduce the victim’s shields down manually with laser fire to speed up the process of hacking, but don't bring the shields completely down with your guns or you might damage the shields. Let BenCo do the work in order to capture a ship free of damage.

How to Uninstall: See "ReadMe" text file for this.


Don't use this script if you are still playing the plot game for the first time. You could easily destroy your game plot by capping the stars of the show etc. Use a non-plot game with this script or use it when the plot game is finished.

Version History:

2/21/2007 1.01 Added code to control Hotkey ie: allow only one instance of script to run.
2/18/2007 1.00 Initial release
Last edited by Ben2006 on Wed, 21. Mar 07, 11:50, edited 2 times in total.

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Klyith
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Re: [SCRIPT] BenCo System Override Software

Post by Klyith » Wed, 21. Feb 07, 00:35

Ben2006 wrote:Caveats/Warning:

Currently, I do not know how to temporarily disable the Hotkey while the script is running. I have tried many variations of Global variable settings between other control scripts, but this did not work.
Global vars are the standard way to solve this. You don't want to disable the hotkey, just force any new instances of the script to exit early. A simple bool type flag is all you need.
Also tried controlling it through another script using the "call script command" to prevent the active script from running more than one instance of this script until the first script was finished (returned), but that command seems to be flawed as well.
The command is fine. It's just that all scripts run from hotkeys start as global scripts. When a script is running global, you can have many copies of it running at once. Using call script would work if you make it call on the player ship or some other object, ie
[PLAYERSHIP] -> call script benco.sod.main
but that wouldn't work the way you want because it would remove flight control from the player while running.
If someone knows how to fix this, let me know.

Code: Select all

$running=get global variable: name=benco.sos.running
if $running == [TRUE]
  <feedback that script is already running>
  return null
else
  set global variable: name=benco.sos.running value=[TRUE]
end

<rest of your script here>

set global variable: name=benco.sos.running value=null
return null

Ben2006
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Updated BenCo System Override Software

Post by Ben2006 » Wed, 21. Feb 07, 10:23

Thanks Klyith. Yes that code worked perfectly. I did try something similar, but my structure was wrong so it didn't work. My code writing skill was flawed, not the games command code's possible use. :D
It has been 20 years since the last time I did any code writing. Good thing this X3 script language is very similar to programming in BASIC, it is fairly easy to learn. Anyhow, I updated the script and the download link above contains the new update. Thanks again Klyith. Much appreciate your help. "Teladi need help, send Klyith" :D

Hadhafang
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Post by Hadhafang » Wed, 21. Feb 07, 13:58

I'm downloading it now and will give it a look, sounds great though, especially for my Mercenary who can easily rake in the 2mil in defending against invasions.

I'll let you know how it goes, I have quite a few non-signed scripts installed so I'll see if anything breaks :D
"And so it begins!" Ambassador Koch, Babylon 5

"I have got to get me one of these!" Me after seeing a Whitestar

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defiant1
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Post by defiant1 » Wed, 21. Feb 07, 16:39

sounds like the ship claim software that ive seen around here...what does this do differently other then "claim" ships? it seemes its closly the same to what im useing now...(plus id suggest making it in the script installer format so its compadible with cycrows script installer)


just my feedback/suggestion for ya :)
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Ben2006
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Post by Ben2006 » Wed, 21. Feb 07, 17:03

Hi defiant1,
sounds like the ship claim software that ive seen around here...what does this do differently other then "claim" ships?
This is not a claim abandon ship program. This is an aggressive weapon that does what the post above says it does, including capping all the people onboard and turning them into slaves. I don't know what other "claim" software you refer to that does what this program does.
...(plus id suggest making it in the script installer format so its compadible with cycrows script installer)
yes, I tried using that program, but for some reason it is not including/displaying the readme.txt file within it's companion program's UI when I packaged up the files and specifically tagged the readme as a readme. Plus the remove Hotkey didn't seem to work right in the X3 script installer either.

Anyway thanks for the comment.

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defiant1
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Post by defiant1 » Wed, 21. Feb 07, 17:06

so this little puppy will target the ship thats in my crosshairs and with out a single shot (assumeing all things are equial and thier shields are already down) will take over thier ship and make it mine and all cargo (no matter what it is) plus the pilot becomes mine (or slaves) and i can go on my merry way with out having to do much more?


also ill lookinto trying to make it compadible with the program...
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Khaak_Slayer
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Post by Khaak_Slayer » Wed, 21. Feb 07, 17:17

defiant1 wrote:so this little puppy will target the ship thats in my crosshairs and with out a single shot (assumeing all things are equial and thier shields are already down) will take over thier ship and make it mine and all cargo (no matter what it is) plus the pilot becomes mine (or slaves) and i can go on my merry way with out having to do much more?


also ill lookinto trying to make it compadible with the program...
lol, did you actually read the very first post?
Rawr.

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defiant1
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Post by defiant1 » Wed, 21. Feb 07, 17:21

lol...yea but when i did it sounded like another "ship claim" software (just how i interpetid it i guess)...but im still gonna try this little thing...


CURRENTLY WORKING ON PACKING IT...



EDIT: Done...i packed it up into .spk format (i hope i did it correctly)...now to test it...and find out...

EDIT #2: I packed it up and its done correctly :) not to get it to ben and let him take care of putting it up where ever he wants for other to enjoy :)

Took about a minute for it to take a super freighter (argon) and claim it...nice and fast and straight to the point as i like too...:D:D

hey ben if you have msn pm me with your contact addy and ill add you...so i can send you the .XSP file for you to upload (it works and i packed it correctly for ya...:D
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Ikaruga
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Post by Ikaruga » Mon, 26. Feb 07, 09:06

Great script you made here, really.

I tested it yesterday and it worked perfectly.

But I think it is just too easy to capture an enemy ship: I was in my M7, behind an enemy M6 Dragon, I activated the override, shot on the Dragon till it had no shields and the ship was mine.

Result : loss 2 millions
profit : a fully equipped Dragon (around 9 millions)

And if it had been a M1, I don't think it would have been much harder ...

You should make it either more expensive, or harder to capture a ship ( needs more different items, can fail sometimes ... )


Great work anyway, thanks 8)
If brute force doesn't solve your problems, then you aren't using enough

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defiant1
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Post by defiant1 » Mon, 26. Feb 07, 17:39

what makes it "hard" is the enemy ship could possibly call for help (like the split and boron have tryed to do with me) and then u got a whole fleet on your butt...and its hit or miss with the ships and what they have...some times you get lucky and get fully equiped ships other times you dont...
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Ben2006
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Post by Ben2006 » Tue, 27. Feb 07, 07:53

Ikaruga, thank you very much for your feedback. I really do appreciate it. As this is the very first script that I have ever written, user feedback is important to me.
I just bought the game only a few months ago and have many more ideas that I would like to incorporate into scripts. What I am about to say below is not in any way an attempt to discount the suggestions that you gave nor is it an effort to try and defend the script. It is just something to think about so you know where I am coming from. Then if you like, we and others can identify specific areas that could be improved and by what means these improvements should be implimented, keeping in mind the notions that are presented below:

When making a new kind of weapon like this, it is important to think about the effect it has on the game overall as well as the utility value and associated costs. Ease of operation among other things also play a role in it's design. Cost vs benefit and how it compares to other investments that a player could choose. Also, what kind of game is the player actually playing. What role or career path are they trying to pursue. Also, how much exposure has the player had to X3 already? Ie: has the player already played full length games of regular plot and non plot starts. I recommended that this weapon only be installed and used by players who have already played the game for a long time (ie: for after the plot is finished and non-plot games) and have thus already paid their dues with lengthy sector discovery, adventure exposure and empire building. Also, how is the new weapon introduced and at what price considering the power that it wields. I know this kind of weapon is worth hundreds of millions of credits and could be made available as a separate unit for sale at a Dock. This offering would be ideal towards players who already have 600 mil or even a billion credits and could buy the weapon outright without any ill effect or continued cost to use. So, where does that leave the player who wants to start a new game playing as say the Kha'ak Invader, Enemy of the State or other Pirate type? This weapon would come in very handy for these players right at the beginning of their new game when they do not have much credits. These players have already gone through the time consuming empire building experience and want to try something new and get some meaningful results sooner rather than later. Trying to strike a balance between mature game states and new "really hard" game starts by experienced players is what I was after.

Considering cost vs benefit. If you buy a Silicon Mine for 1 mil, would it not generate 6 mil over time or how about a Weed plant for 1.4 mil, would it not generate 6-10-20 mil over time? These investments are good "over time", but what if the player is not interested in pursuing another long, long game, but rather wants something faster and different. Maybe as a player you want to see how much credits you can make as a Pirate and not even own a single factory. Maybe you hate looking after factories and want a true Pirate experience or Kha'ak etc. (Speaking of Kha'ak, I am making a new game start mini mod that will allow you to really play as Kha'ak and build a Kha'ak empire, woops, getting off track). Yes, the cost per use could be adjusted upwards to any value, but what effect would this have? All smaller possible targets wouldn't be worth going after so all you have left are large Capital Ships. What impact would this have on game play overall, also what if you were just starting out playing as a Goner or Pirate or Kha'ak and are not allowed to buy a TS, but you really need a TS to get things going etc?

In any event, I do understand what you say. That's why it cost 2 mil for every attempt. The opportunity cost of 2 mil is what, a Weed plant, 2 Silicon mines, 4 Ore Mines etc. Also, there's Notoriety hits everytime you use the weapon and get caught. Also, if your ship gets damaged and you lose your Transporter Device then the attempt is a total loss. Plus, like Defiant1 says, you also run the risk of getting attacked by the victom pilot's home base fighters and others who will come to get you. Why not try hacking without firing a single shot and use a weak M4 to go hunting for a K in Xenon sectors etc. Sure, if I show up in a Destroyer and hack a Boron TS, yes, it's pretty easy all right, but that would be my choice of how to go hunting. You could also show up in an M5 with 2MJ shields with a top speed of 100 and only one Alpha Impulse Ray Emitter laser weapon or no weapons at all if you are playing as a Goner and firing weapons is not allowed etc. now with this ship go after a J or a K in Xenon Sectors. It is really up to you and how you play this game, is it not?

In closing, I would just like to thank you again and if you have some specific identifiable key points of how this weapon needs improvement, (given what I have said above), then please do tell me and I will see if it is good and adds to the product when used in various scenarios. You mention, "( needs more different items, can fail sometimes ... ) ". What would you like to see added, happen or go wrong during or after a Hack attempt?

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Ikaruga
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Post by Ikaruga » Tue, 27. Feb 07, 09:52

Wow !!! What a post, man !!! :lol:



I understand what you want to tell me : you want this software to be available to players who have little cash (beggining players, "hard starting" players (pirates, khaak) ) and to already rich players like me who have several complexes, already some big ships, taking mercenary missions which give millions of credits.

To make everyone happy (giving "poor and rich" players a chance), you could just put more conditions to your scripts.
Correct me if I am wrong but for the moment, your conditions are :

- a transport device
- computer components ( i don't know how many)
- be at less than 1 km of the ship

You could add for example a special software which is only buyable in pirate bases, or in a single, "hard to find" station;

or you could need more rare components (a tractor beam, nividium...);

or also forbid big ships to capture other ships (they have too many electronics, that interferes with the BenCo Network :P) so only a M5/M4/M3 could capture. With this, you couldn't "kill a big ship's shield and wait till BenCo finishes the work!" ...


Those are a few ideas, i don't know if they will be useful ...




By the way, is it really your 1st script ? Me = Impressed :D
If brute force doesn't solve your problems, then you aren't using enough

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defiant1
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Post by defiant1 » Tue, 27. Feb 07, 19:13

actually i tryed useing a ship similar to the "argon one" and its near impossible since

1) its too damnd slow
2) so big it smashes into the target and blows it up
3) by the time i get the target ship (if i some how manage it) im very close to looseing it due to the distance
4) the targets normally can speed up and get away before the hack is finished (90% of the time its the latter of them getting away due to speed)
5) the cap (m2 or bigger) ships just stink when it comes to speed so its alot better to just use an M5 (which i perfer)
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Ikaruga
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Post by Ikaruga » Thu, 1. Mar 07, 07:43

With an Argon COlosus it might be impossible but with the M7 it is a cakewalk, trust me !! 8)

That's why I think ships bigger than M3 should not be able to use it. What do you think ?
If brute force doesn't solve your problems, then you aren't using enough

Ben2006
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Post by Ben2006 » Thu, 1. Mar 07, 19:27

Ikaruga wrote:With an Argon COlosus it might be impossible but with the M7 it is a cakewalk, trust me !! 8)

That's why I think ships bigger than M3 should not be able to use it. What do you think ?
So in other words, there is a built-in constraint where large capital ships are not appropriate for the task, even though they are real tempting to use because of their shield protection etc. This is also part of a learning experience by the player. Taking this option and experience away, may not be in the best interest of the player though. See, these are tries or attempts and attempts cost credits, etc. My goal is not to create a "cheat" weapon and narrow it's possible application or implementation possibilities down to perfect circumstance before it can be used by the player. A wide range of possibilities are better. :wink:

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defiant1
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Post by defiant1 » Thu, 1. Mar 07, 20:31

well i tryed with an M3 and still had some issues...any thing from M3/2/4 or bigger starts to get tricky and you still got to deal with the other patrols and what not fireing at ya...I like it the way it is...its still a challenge (M7 i dont use cus i dont want to loose it)...I recommend the buster or other equally sized ship....
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reinhart_menken
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Post by reinhart_menken » Fri, 2. Mar 07, 00:16

I must say I like the constraints that it brought on by the game itself, in a way that balances out the easier parts of the script.

It is still hard for the most part to capture a capital ship - using a fighter would mean dealing with close range Flak Cannons and using capital ships would mean dealing with PPCs. Unless of course, I've taking on missions from the BBS to prevent Xenon invasions, and somehow the K's that comes with that mission is only armed with Gamma PPCs, and only one on each turret spot even though they carry 40. They don't come like this, however, if you were to venture into Xenon sectors. You'd get HEPT, Flak Cannon, PAC, and PPCs firing at you at the same time. Quite entertaining firework actually, if they didn't hurt as much.

It is making the capture of intact Kha'ak fighter a lot easier though.

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defiant1
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Post by defiant1 » Fri, 2. Mar 07, 21:39

mmmmm...Ka'ak ships...yummy....lets see...i currently got 5 of the intercepters/scouts in my federation carrier....hehe (always looking for more tho)
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reinhart_menken
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Post by reinhart_menken » Fri, 9. Mar 07, 06:32

I don't know if this has happened to anyone else but I seem to have a problem hacking a friendly ship with a polit in it (though no problem with enemy ships with polits). I went to Freedom's Reach and hacked one of those racers' Arrow, with the pilot in it. The hack was successful and I wasn't caught (well...I wasn't really watching, but I wasn't attacked). The ship became my property, but somehow I can't give it a command. Everything else works fine, transporter, freight transfor, I can fly it, just not commands. And the ship still has the same original pilot in it.

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