[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.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Sun, 26. Oct 08, 15:36

lepidosteus wrote:Also, I used it, uninstalled it though plugin manager, saved, reloaded, ... and I still see some NPC ships bailing ?! Did I do something wrong in the uninstall process ?
Probably the ships that bailed were already under attack when you uninstalled the script. If the bail script is running on a ship already (it starts when a ship is attacked), then it will run to completion one way or the other even after the script has been uninstalled. You shouldn't see any more ships bail than those initial few though, let me know if you do.

lepidosteus
Posts: 34
Joined: Fri, 28. Jul 06, 15:47

Post by lepidosteus » Sun, 26. Oct 08, 18:25

Ships not having a "claim" option issue is more complex than "missions ships can't be claimed". They CAN be. Some of them have this bug, and although I'm not 100% sure I think I've seen this issue on non-mission ship too.

At the very least I definetly saw it on ships bailed when I'm OOS and without a mission going on.

As someone else said earlier, the only solution then is to use cycrow's cheat to claim.

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Sun, 26. Oct 08, 20:37

Update: v1.1

Notable changes:
:arrow: Modified the bail formula and added in some randomness. Please let me know your comments on this.
:arrow: If you have the Bioscanner installed on your ship, you can now use a hotkey to reveal a pilot's "Bravado". It is displayed as a subtitle at the bottom of your HUD.
:arrow: Attempted fix for some ships not being claimable. Please let me know if it helps.

User avatar
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

Post by Malakie » Sun, 26. Oct 08, 20:58

ThisIsHarsh wrote:Update: v1.1

Notable changes:
:arrow: Modified the bail formula and added in some randomness. Please let me know your comments on this.
:arrow: If you have the Bioscanner installed on your ship, you can now use a hotkey to reveal a pilot's "Bravado". It is displayed as a subtitle at the bottom of your HUD.
:arrow: Attempted fix for some ships not being claimable. Please let me know if it helps.


Download URL incorrect error from the hypershare website when I try to download your update 1.1
Take it light.....

Malakie

----------------------------------------------------

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Sun, 26. Oct 08, 21:04

Malakie wrote:Download URL incorrect error from the hypershare website when I try to download your update 1.1
I don't seem to have any problem, and there has been 10 downloads so far. Try downloading again, maybe it's just an isolated incident. Anyone else having problems downloading?

Thrandisher
Posts: 357
Joined: Sun, 1. Jul 07, 03:33
x4

Post by Thrandisher » Sun, 26. Oct 08, 22:37

The url there worked for me.

So far so good, although i was wondering if i could get a 10% change at bail. I went to one sector and there seemed to be a gy of abandined ships which wernt there about 2 hours ago (in game time). There was a Q there diceing up stuff before i arived and im sure thats why there was some ships with no pilot and almost destroyed. I was useing 20% chance btw.

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Mon, 27. Oct 08, 00:08

asser69 wrote:The url there worked for me.

So far so good, although i was wondering if i could get a 10% change at bail. I went to one sector and there seemed to be a gy of abandined ships which wernt there about 2 hours ago (in game time). There was a Q there diceing up stuff before i arived and im sure thats why there was some ships with no pilot and almost destroyed. I was useing 20% chance btw.
You mean you actually want an even *worse* chance of pilots bailing than 20% ?!

I've just been playing a couple hours on 60% and found 3 bailed ships in total (2 of which bailed because of me). Didn't come across any big battles though, which I suppose is where you would find a lot of ships.

OK, gonna start a poll (in a separate thread since once set it can't be changed) to see what settings people use and rebalance the next version to suit.

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Mon, 27. Oct 08, 00:13

Oh dear, doesn't seem to be any option for poll when creating threads any more...

Instead, I would greatly appreciate it if people would post which setting they have found to be the best balance for them personally (i.e. 20%, 40%, ..., 100%).

If I get enough data and it is biased enough, I can use that to rebalance the bail rates for the next version.

Dungeoncrawler
Posts: 1093
Joined: Sun, 7. Dec 03, 05:32
x3tc

Post by Dungeoncrawler » Mon, 27. Oct 08, 00:24

Thanks for the mod. I was thinking that what you suggested about npc salvage ships would truely compliment this piece of fine work and make it a little more 'balanced'. Are you still planning on this feature? Thanks again.

Dc

Thrandisher
Posts: 357
Joined: Sun, 1. Jul 07, 03:33
x4

Post by Thrandisher » Mon, 27. Oct 08, 00:24

Hmm, i think i just had bud luck there or something. Just did a few big xenon invasions (reloaded to see how bailing was working) and i had 1 or so eject out. So i might have had some bad luck in that one zone or i was seeing x14 or so since i didnt have coffee yet.

I just looked through all my old x3R stuff to see my notes at what i had that one set and of course thats one of the scripts i dont see anymore.
20 is probly good and low enough for me, some reason i think i had it set at 35 or 15 when i useta play (been almost a year).

Ill do some more testing to see how it goes and report back. Been suffering from alot of CTD and i know its know a fddraw reason.

Thanks for working on this script btw. This is one of the few ones i always made sure i had.

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Mon, 27. Oct 08, 01:13

Dungeoncrawler wrote:Thanks for the mod. I was thinking that what you suggested about npc salvage ships would truely compliment this piece of fine work and make it a little more 'balanced'. Are you still planning on this feature?
Yes, this is my next task, aside from general tweaking and balancing as I get feedback.

asser69 wrote:I just looked through all my old x3R stuff to see my notes at what i had that one set and of course thats one of the scripts i dont see anymore.
20 is probly good and low enough for me, some reason i think i had it set at 35 or 15 when i useta play (been almost a year.
One issue is that the formula used is quite different from xfir01s BSE equations, so settings in that script don't transfer to this one.


Thanks for the feedback! Keep 'em coming!

Thrandisher
Posts: 357
Joined: Sun, 1. Jul 07, 03:33
x4

Post by Thrandisher » Mon, 27. Oct 08, 01:27

Ok, it might be a few day's before i can get more testing in. Gotta jet for tonight/tommorow then F3 in 2 day's might make it rough.

Although was thinking in the shower, that when you do get some type of scavenger's worked into the script, then the current %'s should be fine.

I like to try to keep a clean galaxy so im always salvageing if i see empty ships, but i just cant bear to shoot up one, so npc salvagers would take care of that! ;)

Just as long as they dont eat up the "free" ships which are around the place at the start of a game.

On a side note, the M.A.R.S. script works great with the goblins on it for pulling shipsclose to you that were bailed out of.

lepidosteus
Posts: 34
Joined: Fri, 28. Jul 06, 15:47

Post by lepidosteus » Mon, 27. Oct 08, 03:03

Can I assume that in the new 1.01 bailing rate will be slower than in 1.00 ? Aka will I still have between 5 and 10 ships bailed every time I join a sector ?

I may want to test it back but only if this was reduced. Last time I spent more than an hour cleaning the sectors.

Khaak_Slayer
Posts: 403
Joined: Sun, 18. Apr 04, 17:04
x4

Post by Khaak_Slayer » Mon, 27. Oct 08, 04:19

Definitely needs to be other people claiming ships, if anything to clean up sectors after massive battles. I accepted a 'Very Hard' patrol mission yesterday, and killed a few ships, jumped away as it was ridiculously hard for me in my nova. i then did a few more missions about the universe and bought a Hydra, kitted it out and flew around to a while longer in between installing this script. I then jumped back to the patrol mission sector of Aladna Hill, and the entire sector was absolutely *littered* with derelict ships. I don't even have the patience to capture all of those adrift ships, there are that many. I hadn't actually modified the percentage, so i guess it was still on default. I have now reduced it to 20% so that might make it more balanced for the future.

One more thing though, i also cannot download the update from the provided link.

Loving the script idea in general though, adds an additional layer of realism for me, thanks very much!

[Edit]: Nevermind, i can download now. Sometimes this forum gives me the 'DOWNLOAD' button, and it won't work, other times i just get
"http://hyperfileshare.com/d/aadc3c56 http://www.egosoft.com/img/button_download.gif", and it does work.
Rawr.

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Mon, 27. Oct 08, 04:23

lepidosteus wrote:Can I assume that in the new 1.01 bailing rate will be slower than in 1.00 ? Aka will I still have between 5 and 10 ships bailed every time I join a sector ?

I may want to test it back but only if this was reduced. Last time I spent more than an hour cleaning the sectors.
Yes, the bailing rate is non-linear now, and there is some randomness. The formula is quite different..

Generally speaking, less ships will bail in v1.1 with the same option selected as in v1.0. But more than that, there is a much larger discrepancy between the settings now. The difference between e.g. 40% and 60% is much greater in v1.1 than it was v1.0. With the setting at 20% hardly any ships should bail.

Please let me know if you try it out which setting works best for you.

lepidosteus
Posts: 34
Joined: Fri, 28. Jul 06, 15:47

Post by lepidosteus » Mon, 27. Oct 08, 08:14

I played a couple of hours on 20%, although it was less battle intensive than last time I can already say that the bailing is definetly better and looks like what I expected from the script: ships derelicts aren't a "mandatory freebie" when you join a sector but rather a nice bonus you can sometimes find ... And most of times not.

Couple of thoughts:

- I've read in some previous posts something suggesting that your script affects not only npc vs npc IS and OOS battle, but also battle between the player and its opponents. Is that true ? If yes, how easy would it be to disable it (or at the very least give it a distinct bailling rate) ? If that's possible, I would want a much slower rate of bailing for npc vs npc that for player vs enemy (game's default rate works for me in PvE).

- If you add derelicts scavengers, please either make it another script (requiring this one) or allow us to deactivate them. As I said, I don't care about racing for ships and all, I just wan't some nice lost treasures here and there, so for me scavengers would kill the fun.

- So far the claim issue seems either fixed or reduced, haven't had a single issue with it when I tried in 100% rate for testing. Will report if it comes back.

Soryy for all the options asking, but I guess this is something that every one enjoys in a different way, and since you seem to actually listen ... :wink:

Great work, and thanks again for this script. I will report back when I will have a chance to play again in some heavy battles (which shouldn't take long, considering the career I'm taking ... gotta love those Cutlass :D)

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Mon, 27. Oct 08, 11:25

Great feedback, thanks.
lepidosteus wrote: - I've read in some previous posts something suggesting that your script affects not only npc vs npc IS and OOS battle, but also battle between the player and its opponents. Is that true ? If yes, how easy would it be to disable it (or at the very least give it a distinct bailling rate) ? If that's possible, I would want a much slower rate of bailing for npc vs npc that for player vs enemy (game's default rate works for me in PvE).
Yes, when you personally attack an enemy the same script is fired,as well as the possibility of normal bailing. You mention you want bailing more often with player vs. NPC, well that is the effect this will have. An option to not run NPC Bail Addon if the attacker is the playership is easy to add, though, if that's what you wanted?


lepidosteus wrote: - If you add derelicts scavengers, please either make it another script (requiring this one) or allow us to deactivate them. As I said, I don't care about racing for ships and all, I just wan't some nice lost treasures here and there, so for me scavengers would kill the fun.
Yes, I was thinking yesterday I would release as an independent script, but with strong ties to this one (since NPC salvagers wouldn't be much use without this script). So not to worry.

lepidosteus wrote: - So far the claim issue seems either fixed or reduced, haven't had a single issue with it when I tried in 100% rate for testing. Will report if it comes back.
Awesome, thanks for testing that out.

mufflink
Posts: 115
Joined: Tue, 10. Feb 04, 12:44
x4

Post by mufflink » Mon, 27. Oct 08, 11:34

Hi,

Been using this script for the past day or so, excellent piece of work!

Everything is working very well, just 1 issue though.

Any way you could add a timer to the bailed ships so they are removed after a (user determined if possible) set period of time? I've got close to 100 bailed ships lying idle around the universe and this keeps expanding, there is no way I could claim them all without some sort of remote claiming device.

Regards,
Mufflink.
When in doubt.......cheat.

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Mon, 27. Oct 08, 12:16

mufflink wrote: Any way you could add a timer to the bailed ships so they are removed after a (user determined if possible) set period of time? I've got close to 100 bailed ships lying idle around the universe and this keeps expanding, there is no way I could claim them all without some sort of remote claiming device.
Oh dear, I considered this might be an issue, but I hoped the engine would take care of that automatically. As I've mentioned before, my preferred solution to such issues is to have NPC salvager ships to clear up the mess. But that might not be for a while. As a stop-gap solution I will add some sort of timer in, as you ask, asap.

milp
Posts: 100
Joined: Sat, 26. Jul 08, 20:39

Post by milp » Mon, 27. Oct 08, 14:37

My 2 cents on this are:


- Add an optional Salvage claim software please, yesterday i had an Elephant (Stationtransporter) Bail, and a Xenon P and i had no way of claiming them because im too stupid to use the Marine bailing (does it even work with stationtransporters?), i didnt manage to hold down the shields while my ship launches marines or whatever, this is too complicated for idiots like me :(

- Id say the Equipment damage variable should be more of a priority in the script, capping ships without equipment on them is almost useless in my eyes, ships are easy to get, the real reward is usually whats inside.

Thats all, great script so far!

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”