AL Plugin : Heavy Assault Capture Technology 1.2b 28/4/06
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Hi all.
Forgive me for reactivating such an old thread. I was too lazy to look through all 16 pages, but I am experiencing some difficulty with this script. It won't seem to install.
I downloaded hat1.2 and when I tried to install it, it only had the option to open or cancel. I also downloaded the X3 Plugin Manager and installed it withought problem.
When I opened the hat1.2 folder and tryed to run the hat1.2 file it only gave me the option to open or cancel. I hit open and received the message: there are no current valid directories to install to.
I am currently using 2.0.02 version of X3 - I don't know if that has anything to do with it. I also installed the latest bonus pack with no previous bonus packs installed ever.
This script seems very intreging and I would love to check it out, but if that is not possible then so be it.
Unfortunatly I was not able to figure out the Plugin Manager which was automatically brought up after the message: there are no current valid directories to install to, but the manager was blank - it was all grayed out -I couldn't do anything with it.
Any help would be greatly appreciated. Thank you!
Demmos
Forgive me for reactivating such an old thread. I was too lazy to look through all 16 pages, but I am experiencing some difficulty with this script. It won't seem to install.
I downloaded hat1.2 and when I tried to install it, it only had the option to open or cancel. I also downloaded the X3 Plugin Manager and installed it withought problem.
When I opened the hat1.2 folder and tryed to run the hat1.2 file it only gave me the option to open or cancel. I hit open and received the message: there are no current valid directories to install to.
I am currently using 2.0.02 version of X3 - I don't know if that has anything to do with it. I also installed the latest bonus pack with no previous bonus packs installed ever.
This script seems very intreging and I would love to check it out, but if that is not possible then so be it.
Unfortunatly I was not able to figure out the Plugin Manager which was automatically brought up after the message: there are no current valid directories to install to, but the manager was blank - it was all grayed out -I couldn't do anything with it.
Any help would be greatly appreciated. Thank you!
Demmos
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- Joined: Fri, 17. Feb 06, 04:55
That 'No valid Directory' message is from the Installer. You need to run the installer by itself, and tell it where your X3 directory is.
After that, it should work right.
After that, it should work right.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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- Joined: Fri, 29. Dec 06, 09:33
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- Joined: Fri, 17. Feb 06, 04:55
Run the X3 Plugin Manager Installer (locate where you installed it to, create a short cut of the applications and move those shortcuts to the desktop, makes things easier)
When you run the Installer, it will ask you where your game directory is, and the spk files are kept. Once done, it'll be ready for you when you 'open' a spk file again.
You can also click the Install button near the bottom and select from a list of available spk's what to install.
When you run the Installer, it will ask you where your game directory is, and the spk files are kept. Once done, it'll be ready for you when you 'open' a spk file again.
You can also click the Install button near the bottom and select from a list of available spk's what to install.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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well my first question would have been,
"can i cap stations with it or do i have to change the code first, like described earlier in the thread?" but then i came accross this
what about HAT REDUX?
secondly did anyone use it together with Bail Signal Extension 2.1?
I would want to use BSE to make cap ships bailing at low hull more often with nearly no equipment and to use HAT for the hard work to get a nearly full equiped ship with good hull.
"can i cap stations with it or do i have to change the code first, like described earlier in the thread?" but then i came accross this
soit can cap odins but you need to wait for HAT REDUX for stations which is 2/3 on my todo list after ALC

secondly did anyone use it together with Bail Signal Extension 2.1?
I would want to use BSE to make cap ships bailing at low hull more often with nearly no equipment and to use HAT for the hard work to get a nearly full equiped ship with good hull.
learn from the past, live the moment, dream of the future
tc-ap minimax
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Capping Stations is a bit of a sticker thats not easy to get around. The God engine has a nasty tendancy to do ugly things when you take control of a station.
All stations not scripted have set positions in the Galaxy Map. If you take over one of these stations, the God engine may eventually replace it. Unfortunately, if you haven't MOVED the station you took over, the new station will be parked RIGHT where the one you took over is.
This has an amusing result of one or both stations being destroyed because of collisions. Not exactly helpfull, you know.
HAT removes equipement from ships you cap. So you will never capture a ship in a 'nearly fulll equiped' state. BSE randomly removes equipment, based on what's installed, and the amount of damage the ship has received before the 'bail'. Results tend to vary alot dependant on the situation.
All stations not scripted have set positions in the Galaxy Map. If you take over one of these stations, the God engine may eventually replace it. Unfortunately, if you haven't MOVED the station you took over, the new station will be parked RIGHT where the one you took over is.
This has an amusing result of one or both stations being destroyed because of collisions. Not exactly helpfull, you know.
HAT removes equipement from ships you cap. So you will never capture a ship in a 'nearly fulll equiped' state. BSE randomly removes equipment, based on what's installed, and the amount of damage the ship has received before the 'bail'. Results tend to vary alot dependant on the situation.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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- Joined: Wed, 18. Apr 07, 19:32
Well, at least the hull is not damaged and so i may spare some credits and it has a nice roleplaying nuance.
I have heard some kind of problem with god and station rebuilding, there was something in the thread of the SalvageMod 2.4, that god builds one station after another on top of the remains of the last one.
I have heard some kind of problem with god and station rebuilding, there was something in the thread of the SalvageMod 2.4, that god builds one station after another on top of the remains of the last one.
learn from the past, live the moment, dream of the future
tc-ap minimax
tc-ap minimax
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Oh, don't get me wrong. I've had BSE eject a pilot at 80% hull, with a shield or 2, and cargo. It bases the bail rate on the settings and the pilot's moral.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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sorry for of topic, i am still playing arround with the bail custumization ^^ ,
as i started now my 4th game in two weeks because of script and ship testing, BSE was setted for frequent capping. The result was in the last attempt with the race invasion script:
I didn't shoot a lot of xenon but waitded till the smoke cleared a bit and fetched about 10 transporter. Hull between 20 and 50%. Half of them still with cargo and almost all with some shields and minor equipment.
It was a bit annoying carring thos e all arround but after the second invasion i got together about 16million credits and will now start building facs. Now i will change the bail rate again to make it more difficult again to get them bail.
What really would be nice if some of those advanced equpment i installed via script but i don't get because of bad reputation/notority with a race and very high costs would drop with a very small chance on bigger ships like TL/M1/M2 and only those equipment special to tghe ships owner race
.
as i started now my 4th game in two weeks because of script and ship testing, BSE was setted for frequent capping. The result was in the last attempt with the race invasion script:
I didn't shoot a lot of xenon but waitded till the smoke cleared a bit and fetched about 10 transporter. Hull between 20 and 50%. Half of them still with cargo and almost all with some shields and minor equipment.
It was a bit annoying carring thos e all arround but after the second invasion i got together about 16million credits and will now start building facs. Now i will change the bail rate again to make it more difficult again to get them bail.
What really would be nice if some of those advanced equpment i installed via script but i don't get because of bad reputation/notority with a race and very high costs would drop with a very small chance on bigger ships like TL/M1/M2 and only those equipment special to tghe ships owner race

learn from the past, live the moment, dream of the future
tc-ap minimax
tc-ap minimax
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Ok, I must be missing something here, I have read through all pages and although I admit some pages refer to older version of the script, i have tried and tried again repeatedly to catch a kha'ak destroyer using 730 military personel and it ALWAYS fails and runs out.
Since I cannot dock anything bigger than the M7 to the military outpost and I cannot transfer military personel without them magically vanishing, how am I meant to gather enough personel to capture the destroyer?
They beam out of my ship fine but upon scanning the destroyer I do not see any boarding the ship, is this normal or is the vanishing act something going wrong?
If anyone knows how many it takes to capture a kha'ak destroyer that would be great.
Since I cannot dock anything bigger than the M7 to the military outpost and I cannot transfer military personel without them magically vanishing, how am I meant to gather enough personel to capture the destroyer?
They beam out of my ship fine but upon scanning the destroyer I do not see any boarding the ship, is this normal or is the vanishing act something going wrong?
If anyone knows how many it takes to capture a kha'ak destroyer that would be great.
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the 'magically vanishing MP' problem is probably because your target ship does NOT have a Cargo Bay Life Support system in it. This is needed for passenters, and MPs.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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- Joined: Mon, 13. Nov 06, 02:54
Yes, but is this normal, can I only capture ships that have a cargo life support system?
How am I meant to know when the personel are succesfully boarding a kha'ak destroyer and does anyone know how many I need.
Sorry if it sounds as though im whinging, im sure it is a great script, I just have absolutely no idea why after over 40 reloads I still have not captured this ship.
How am I meant to know when the personel are succesfully boarding a kha'ak destroyer and does anyone know how many I need.
Sorry if it sounds as though im whinging, im sure it is a great script, I just have absolutely no idea why after over 40 reloads I still have not captured this ship.
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i use the X-tended mod and that has a (i believe its a version of HAT built in)
but from that site have a look at these two threads, see if that helps
http://www.thexuniverse.com/forum/showthread.php?t=2676
http://www.thexuniverse.com/forum/showthread.php?t=4144
and down near the bottom it lists
now this might be modified for XTM, but it might also give you some ideas
Legionnaire
but from that site have a look at these two threads, see if that helps
http://www.thexuniverse.com/forum/showthread.php?t=2676
http://www.thexuniverse.com/forum/showthread.php?t=4144
and down near the bottom it lists
Spoiler
Show
Most M6 ships: 80-120
Most MM6 ships: 130-160
Most M7 ships: 220-280 (recommended cappings )
M8 special Frigates: 230-300 (panther has ~400)
Most M1 capships: ~1300
Most M2 Capships: ~1400
Khaak Destroyer T2: ~1600
Khaak Frigate M7: ~270
Xenon K: ~1900
Xenon J ~1800
Xenon Q 250-300
OWP (any race except terrans): 300-350
Most MM6 ships: 130-160
Most M7 ships: 220-280 (recommended cappings )
M8 special Frigates: 230-300 (panther has ~400)
Most M1 capships: ~1300
Most M2 Capships: ~1400
Khaak Destroyer T2: ~1600
Khaak Frigate M7: ~270
Xenon K: ~1900
Xenon J ~1800
Xenon Q 250-300
OWP (any race except terrans): 300-350
Legionnaire
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- Sith Lord
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not without editing all the scripts changing the ware from mp's to cyborgs, feel free to do so yourself 

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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses