[AL-Plugin] Unified Capture by Brand-X

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talonmaster
Posts: 11
Joined: Mon, 16. Jul 07, 06:41

Post by talonmaster » Sun, 29. Jul 07, 10:53

K, few quick questions.

1. Does this mod change in anyway the AI, or make ships generally weaker? I wonder because i recently engaged a group of pirates (2 m3s, and several smaller) in only a mamba. I killed them all in under 2 mins, and only got shot at twice. :?

2. Will Npc vs npc combat ever result in a ship or ships that have no pilot?

thanks :wink:

KRM398
Posts: 1556
Joined: Wed, 6. Nov 02, 20:31
xr

Hi..Brand X..

Post by KRM398 » Sat, 6. Oct 07, 14:33

I've been working and testing your Unicap software. My favorite up till now was always the Benco Capture software, but it costs 2mil a pop to just TRY. It does work pretty well, but thought I'd give yours a try. As you already know, it works, partly with the other mods, both XTM and DDRS. In XTM it causes a fired on ship to come to a complete stop, even if the ship hit was only a member of that wing. (sometimes 4 will stop at once) but then as you approach to try to capture thses ships by lowering their shields and hull, the other ships turn and attack you. This I believe is part of your playing dead principle, that part works.The biggest probelm is, of course the sound dont play or the battle part isnt working, but I'd perfer auto start with the first shot anyway. Damage before the ships stop is too low the way XTM works, I've stopped a whole squadron of fighters with 1 musquito missile each.I've also stopped M6 ships with musquito missiles, it doesnt pay to use anything bigger and waste money if your software is active. For those who said previously that all ships stop and then you MUST blow them up, not true..once they are disabled, switch to smaller guns and come into attack range, yes the turrents will still fire on you, they havnt surendered yet, their just disabled. But you can capture them randomly by dropping their shields and hull till some surrender, usually through eject, that works too. So you see, much of your ideas do work for XTM..but not all, for those looking for a lot of free ships, it takes time, but it does work, just not as planned,lol.

Now for DDRS...the software here acts completely different, it still doesnt give any audable sounds, so I ignor the battle button all together, it does seem to help get a few more ships to bail, using the 1.2 version anyway. Even captured a Kha'ak light fighter and had a interseptor go blue just as I blew it up..(darn)..it doesnt stop ships dead in DDRS like it does in XTM, but I see a slight difference in the way ships do react or surender, like the Kha'ak, I dont have Kha'ak capture software installed, so yours is the only way to get one in my game, that works. I personally think the battlebutton might be good for station attacks, since a lot of time and rescourses are needed, but for ship capture, the auto start with the first shot is king. After playing the XTM and disableing ships with one good blast from my guns, or one missile, I got killed a lot when I switched over and tryed it active on DDRS. Boy did I miss that when I jumped on a Xenon patrol and saw noone got disabled...6 on one without that help was a sudden shock..lol. I have tryed the Unicap capture button on both games and at 200 meters they do work, ty..saves getting out a lot. I'm a part time beta tester, so thought some of this info might help you work out the bugs, disableing ships with hard hits and missiles = very good..but maybe just not an M3 with 1 musquito missile..hope this helps. :roll:

Darkaar
Posts: 28
Joined: Wed, 7. Nov 07, 19:50

Post by Darkaar » Wed, 28. Nov 07, 13:28

I have same mentioned problem too that some enemies freezes, to be more specific, big ships did not freeze, only Xenon Ps & below did. Also the freeze happened after I destroyed a big ship (K or J) , i think after i used the battle key on the big ship and destroyed it , all her escort ships freezing, but I'm not sure because i was too much busy concentrating not to destroy bailed ships.
considering the game I have latest update installed, and these scripts from latest bonus package:
after burner, mobile mining, attack rocks, dockware manager, station manager, explorer software, cartel shield hacker, defend position, manual trade command, remote transporter, & scrap ship.
Hope this can help, & looking forward to a fix for this problem and additional such cool scripts.

*racers in Freedom's Reach are freezing as well, i made them move again by running "start job" script on them.

Phrathum
Posts: 39
Joined: Wed, 7. Mar 07, 09:11

Post by Phrathum » Thu, 24. Jan 08, 21:10

Does anybody know how I could isolate the station part of this script so it became compatible with XTM, and develop an 'auto-capture' cheat for stations? (I want to create an empire filled with stations, so I need to keep them all intact:)) Any help would be much appreciated, as I am completely new to scripting

Vaylon
Posts: 214
Joined: Sat, 28. Feb 04, 19:14
x3

Post by Vaylon » Wed, 6. Feb 08, 09:48

I need some help with this script, I can't get it to work. I've followed the read me to the letter but there seems to be some sort of conflict. I've installed it via the plug-in manager and activated it in the AL menu and assigned hotkeys the three commands. (I'm using the 1.20 auto trigger version) My x3 is patched up to 2.5.

The problem is that when I fire on a ship it comes to a stop and just sits there doing nothing. If the ship has missiles or a turret they still fire at me but nothing else. Before you ask, no I don't have XTM and DDRS installed. Infact that was my first thought as other people have reported the same problems.

The scripts I have installed are;
  • X³ Reunion - Bonus Package 3.1.07
    The following items are in this Pack:
    Afterburner
    Attack Rocks *new*
    Cartel Capture Passengers *new*
    Cartel Shield Hacker
    Collect Astronauts *new*
    Commercial Agent
    Commodity Logistics Software MK1
    Commodity Logistics Software MK2
    Defend Position *new*
    Dock Ware Manager
    Explorer Software
    Fleet Support Ship Software
    Group Management System
    Group Hotkeys
    Manual Trade Commands
    Missile Defence Mosquito
    Mobile Mining / Mineral Collection Software *new*
    Remote Transporter Device
    Scrap Ship at Player HQ
    Station Manager
And
  • LV's X3 Cheat Scripts 1.4
    Cockpit callback by Galaxy 613

I can't figure out which one of these is causing the problem or if it's down to a corrupt file in Unicap. Does anyone know if any of these are causing conflicts before I start taking them all out one at a time?
Live Life without Fear

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salut_salut
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Joined: Wed, 17. Jan 07, 10:53
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Post by salut_salut » Wed, 16. Apr 08, 15:24

hi
first i want to thank you for this cool mod. I really like it :twisted: :twisted: :twisted:

but i think i found some sort of bug

this happened after i bailed a Khaak scout and claimed it
i sent it then to dock at a nearby station and docked myself and saved the game.
after that i undocked and flew for a few seconds (20 to be exact) and bam!! the game crashed.
luckly i just save before so i loaded a few times and the same thing happened.
it took me quite some time to figure out what happened (because i was running a lot of scripts :roll: ) but i found the problem.
it turnes out the scout i just capped had the self destruction active so went the time came for it to explode it couldn't because it was docked and as a result the game crashed.

so what do you think? :?

russbo
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Joined: Sat, 12. Nov 05, 21:53
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Post by russbo » Thu, 17. Apr 08, 06:14

I always wait a while before I dock captured ships. A few minutes. Sometimes I''ll SETA just to see if the damn thing is going to blow before I even try to cap it. I've spent too much time getting to within a 100 meters trying to cap these ships and then watching them self destruct, LOL.

It's a great script. I really enjoy it.

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salut_salut
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Post by salut_salut » Thu, 17. Apr 08, 11:10

russbo wrote:I always wait a while before I dock captured ships. A few minutes. Sometimes I''ll SETA just to see if the damn thing is going to blow before I even try to cap it. I've spent too much time getting to within a 100 meters trying to cap these ships and then watching them self destruct, LOL.

It's a great script. I really enjoy it.
i was doing exactly like you but recently i had a little problem

evry time i run SETA all ships in the sector stop moving and stay like that until i stop the SETA so now i have to wait a lot of time specialy if i capped 6 Xenon N's :evil: ( for exemple)

Dark Pony
Posts: 42
Joined: Fri, 21. Dec 07, 10:51

Question about bailing / turning blue

Post by Dark Pony » Sun, 20. Jul 08, 03:05

Thanks alot for this great script, it really adds alot of realism and joy to my pirate life in X3. I love the different scenario's and spent some time testing it tonight.

I have a question however; I tried my luck on a Goner Nebai some thirty times tonight and here are some observations.

When I get the crew to bail the script whistles it has finished, and the ship turns blue, but it keeps fighting with the npc pirates around it.

At this stage I -am- able to cap her with the claim command and it turns green. It doesn't seem to listen to me however and keeps on fighting. After a while on seta it explodes.

I wondered if this was one of the intended scenario's; being able to cap it after a surrender but still having crew on board continuing the fight (against npc's)

Ohw, and the auto-trigger script doesn't seem to run for me, I only get sound effects and a running script when manually starting or ending it.

This isn't much of a problem and could very well be fixed after I dock, save and load the game. (I haven't done so yet because I saved at the Nebai, decided I just had to get one and installed your mod to be able to. I could loose the Nebai's track if I go and dock so I haven't tried yet).

So, am I just unlucky so far with trying to cap the Nebai and should I try some more to hit the right scenario or is there something not working as intended for me?

Thanks alot, for your great mod nonetheless!

Plowing through a cloud of astronauts with an Osprey, or just enslaving them all ... priceless.

valdilak
Posts: 2
Joined: Thu, 28. Sep 06, 20:20
x3

unicap question

Post by valdilak » Tue, 22. Jul 08, 22:13

I have the unicap add in installed on my game. For some reason however everything seems to work, except the part where i "engage" the enemy. I have the version requiring the button push installed. Some of the time it seems to work, making the notification noise and reacting as described. At other times, no noise, and it seems to be the "standard" egosoft formula. Anyone have an idea why it would work at times, but mostly not???

Dark Pony
Posts: 42
Joined: Fri, 21. Dec 07, 10:51

Re: unicap question

Post by Dark Pony » Wed, 23. Jul 08, 00:43

valdilak wrote:I have the unicap add in installed on my game. For some reason however everything seems to work, except the part where i "engage" the enemy. I have the version requiring the button push installed. Some of the time it seems to work, making the notification noise and reacting as described. At other times, no noise, and it seems to be the "standard" egosoft formula. Anyone have an idea why it would work at times, but mostly not???
Hmm, I have the auto version though it will only work when I push the button. But it always makes the right sounds and works fine. The only thing I can think off in your case is not being in weapon range yet. If else I wouldn't know. You did activate the plugin properly in your Artificial Life Settings?
GL :)

valdilak
Posts: 2
Joined: Thu, 28. Sep 06, 20:20
x3

Post by valdilak » Wed, 23. Jul 08, 14:18

Yes, it's activated and it does work SOME of the time. Seems that it ALWAYS works on stations or large capital ships, but normal ships are hit and miss (no pun intended). As far as range, I'm in firing range and have them dead center of screen, still more often than not, nothing.

What's really interesting is the part that shows stats works on every ship. And if someone happened to bail, the claim function works as well. only the "engage battle" function seems to be not working consistently.

Dark Pony
Posts: 42
Joined: Fri, 21. Dec 07, 10:51

Post by Dark Pony » Wed, 23. Jul 08, 15:27

valdilak wrote:Yes, it's activated and it does work SOME of the time. Seems that it ALWAYS works on stations or large capital ships, but normal ships are hit and miss (no pun intended). As far as range, I'm in firing range and have them dead center of screen, still more often than not, nothing.

What's really interesting is the part that shows stats works on every ship. And if someone happened to bail, the claim function works as well. only the "engage battle" function seems to be not working consistently.
Aye, I see. Well, last thing you could try is using the auto trigger version, perhaps that helps. I am running into another bug at the moment; ships in a sector stop moving occasionally and the game gets screwed up somehow; scrolling through stations in your map doesn't work and saving seems possible but it won't actually overwrite files. :<

Brand-X
Posts: 232
Joined: Thu, 15. Sep 05, 23:48
x3

Post by Brand-X » Mon, 4. Aug 08, 07:41

Some of these problems sound like the difficulty setting is on '3', whicxh allows only the capture of stations and capital ships.

However, there are some incompatability issues with other mods.

I've been away for some time and it will take a bit for me to get my head back into it. I will look into this stuff once I get organized.

I still have to finish Ver 2, anyway

tyxaing
Posts: 59
Joined: Mon, 17. Oct 05, 01:46
x3

Post by tyxaing » Sun, 17. Aug 08, 03:07

Having a problem with this mod. Every time an enemy ship gets shot, by me or an npc, the ship immediately stops moving and will not fire on anything. Happens every time with the mod installed, doesn't happen without it. If I reinitialize the scripts, this behavior goes away until the next time I load a save, then it starts up again. I'm running v2.5, XTM .7, and a bunch of scripts that add stuff to the BBS.

KRM398
Posts: 1556
Joined: Wed, 6. Nov 02, 20:31
xr

Post by KRM398 » Wed, 17. Sep 08, 12:51

I have used this script a lot, for a long time too, it always did a good job of stopping fighter patrols, and the 'play possum' part works, as all the patrol will stop and then chase you when you come in to see. It has a few things I'd like to see improved, as I'm sure that the next version may do, but heres a wish list anyways.

1) Mosquito missiles = nothing, that is, mosquitos can NOT be used to disable ships as they are too small, any other missiles, ok.
2) the patrols that you hit dont need to stop dead and wait, they should attack you to save their friend that you disabled, instead of waiting beside him playing dead.
3)the formula for capping big ships, while very impressive, never worked for me, and I capped in game for a living, litterally, I used the unicap to stop ships, and the 200 meter claim, but it never, ever capped a ship for me bigger than M3..so I'd ask that the capitol ship capping be increased by a factor of 2. I know that you had a big forula you used but consider this scenerio..

Your in an M7..you see an M2 patroling, and decided to attack it, hit the cap button and begin, not a chance you say?? Think again, the Captain is the only person on board with the say about surrender, even with a crew of 500 they mean nothing to capping, its his word only. The fight starts, he sits back laughing, and sends out 12 fighters and you kill them all, now you have his attention, obviously you have experience.
He sends out some more, in a few minutes they too are gone, now he's wide awake and watching carefully. He orders turrets active and missiles, you jump in on him and attack.His shields start down,now he's upset, he yells for better turret cover, the crew says ita as good as it gets, more missiles are fired. His shields go to 50%, now he worried, but stern, the fight continues. Now the shields are at 20%, the bridge crew starts to mutter to themselves, he demands silence, but he's worried.
His shields drop out completely, his eys pop, he didnt think it possible, the crew are asking about the escape pods, or suits, and he tells them to just hold on, he throws everything into the fight, like it wasnt already there, the hull starts to drop, and the crew starts to cry. Now at 75% and dropping, some mutiny and run for the pods/suits to escape, maybe he shoots one to stop them, but now the sounds on the hull and defeaning, he is sweating badly, he cant kill the whole crew, and he doesnt want to die either, noone does, so at 50% hull he surrenders, and he jumped out in a pod./suit with his crew and you claim the ship. He lives, the ship goes away.
All very normal and POSIBLE, and M6 can cap an M7-8..and M3 can cap an M6..all the same..number of crew means nothing, just the mindset of the captain, and Teladi and Boron cap easier, but in the current script, no cap ships have ever been capped using it by me, and I do this for a living, lol, hundreds of attempts, some fighters, even khaak, but no ships bigger than M3 ever. And in the game I'm playing now, the 'stop action' after a missile strike worked for a while then stopped working, possibly because I was doing the Otus or Bali Gi missions, as soon as I started them it stopped, reasonable. But after a few trys, I killed the pirate carreir, again and gave up, and got the Hyperion, and didnt get the phq yet, but it never restarted, shut it off, restarted it reset buttons and left for the day and restarted the next again, still nothing, the battle button makes good noises, and very nicely tells me when I blow up an M6 trying to cap it, but no stop action in a while, maybe tied to the missions, but dont know. Ok, Brand X just thought I'd stop by with an update, its been a long while since I was here, and still using your software, usually with Benco as a second, for cap ships..but it was always good,ty. :roll:

Orphan_smasher
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Joined: Thu, 5. Feb 09, 19:49

Post by Orphan_smasher » Thu, 5. Feb 09, 21:29

I know this topic is a couple of months old, but i made a new topic and nobody has replied yet, so this is the only place i can ask i think. I installed this mod onto my X - Plugin Manager v2.12 (if that makes a differance) but i have no idea how to actually run it on my game. Do i have to start a new game to get it to work? Also, where do i configure the hotkeys at?

(Activate the SE, install the scripts, and enable the plugin in the 'Artificial Life' section of the 'Gameplay' area in 'Options'. You may need to dock and reload in order for the plug-ins to show.)

thats what it says in the readme, but i dont know what "SE" stands for, and i also dont see the artificial life section in gameplay under options... I've never played any of the x series before but when i started playing this one i really enjoyed it, and id like to get this mod working so that i can enjoy it even more ^^ thanks for any help.

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Steamo
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Post by Steamo » Thu, 12. May 11, 13:45

How can I install this script if I am running X3 on a mac? I don't think Cycrow's script program works on macs does it?

NetHawk
Posts: 61
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x4

Post by NetHawk » Wed, 25. May 11, 12:50

@Orphan_smasher
SE -> Script Editor
To enable the script editor open up your personal menu ("p" by default), and go for "rename". Now your name is Julian by default, change that to
"Thereshallbewings", note it's a capital T, and 2x"l" :D
The game will freeze for a second or two, and then the editor is enabled, you get no message or anything about that.
Now hit "Esc" and under gameplay, the last entry is "Artificial Inteligence", check in there if find the plugin. if not, dock, save, exit the game, and load up. Check again. This should do it

@Steamo
I don't know about Cycrow's installer on mac. But you can install the scripts manually.
Get the .zip version of the script. save somewhere and extract to a folder. Now copy all the files in "scripts" to your game folders "scripts" and all files in "t" to your game folders "t".
Pretty simple :D

ptb_ptb
Posts: 142
Joined: Wed, 5. Sep 12, 18:56

Post by ptb_ptb » Fri, 12. Oct 12, 21:07

NetHawk wrote:Get the .zip version of the script.
Anybody got a link for the .zip version?

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