[SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]

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ThisIsHarsh
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Post by ThisIsHarsh »

McCade wrote:Can anyone explain the configuration options. The thread says they are self-explanatory, but I don't really understand them.

bail rate 1-20? Is 1 alot or 20? Xenon 100%? Any help would be appreciated.
1 is very rare and 20 is almost all the time. Actually, values above 10 are pretty much all the same.

The Xenon and Khaak modifiers are just because some people wanted Xenon and/or Khaak to bail more often (>100%) or less often (<100%) than other races. So you can disable Xenon bailing by setting their modifier to 0%, if you want. Or make them bail half as often using 50%, or twice as often with 200%, etc, etc, etc.

I've added a spoiler tag to the OP detailing the formula used. So if you're really interested you can whip out a calculator (or even better, download gnuplot) and see for yourself.
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kidfusion3000
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Post by kidfusion3000 »

is this script updated to 3.0?
ThisIsHarsh
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Post by ThisIsHarsh »

kidfusion3000 wrote:is this script updated to 3.0?
Nope, though I don't think it needs to be. I haven't played 3.0 myself yet, still far too much RL work to do.


I would appreciate any reports one way or another that it works OK in 3.0...?
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

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Requiemfang
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Post by Requiemfang »

I got an simple answer for you...

It works :P
kidfusion3000
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Post by kidfusion3000 »

I don't know if its working, i got the plugin lite manager cuz cycrow's community thing requires it, i got cycrow's thing and the other one you said this script requires, i've used the plugin manager to install all three, but now i cant figure out how to manage the scripts in-game. I'm officially modded now, but i can't find the way to up the bail rate. I'm obviously new to modding so how does all of this work? what buttons do i push, how do i configure things?
Requiemfang
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Post by Requiemfang »

You need to set a hotkey for the community plugin script, after that press the hotkey and it'll make the menu pop up and you can set the bail rates
kidfusion3000
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Post by kidfusion3000 »

how do i set the hotkey for the comunity plugin? is that in game or in the plugin? I tried to set a hotkey for a script editor cuz i thought that was the plugin but it didn't do anything.
Requiemfang
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Post by Requiemfang »

You have to do into the game settings when playing in game :wink:
kidfusion3000
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Post by kidfusion3000 »

what menu? and what does the option i'm looking for look like?
Requiemfang
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Post by Requiemfang »

Okay... in the game you'll see a square with a check mark through it, highlight/hover your mouse over it. You'll see control as part of the options in the list, hit that and then you'll see several things pop up, go to interface and then scroll down until you see the items that don't have hotkey's yet, you will have to assign a hotkey to the thing, in this case the community plugin manager. I usually use shift key + F1 key to open it. From there you have will have to click the bailing plugin and then from there set the bail rates.
aka1nas
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Post by aka1nas »

One thing I am noticing in my current game is that many of the ships that bail from the plugin have bugged cargobay stats. I.E. I pick up fighters with -2/120 cargobay or 30/160 left with all cargo removed.

Has anyone else seen this behaviour? Is this an artifact of the equipment being destroyed by the script? I swear I have seen this issue in Reunion or earlier in TC, but again am foggy about what the context was.
ThisIsHarsh
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Post by ThisIsHarsh »

Interesting. The bug that was causing game freezes a version or two back was because some ships have negative quantities in their cargo bay.

So I don't think it is this plugin that causes it. There are ships already out there with bugged cargobays, I'm pretty sure.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
irR4tiOn4L
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Post by irR4tiOn4L »

Would i be right in saying that i could use this mod to enable capship bailing?

If so, awesome! I was never a fan of the whole boarding shenanigans.

All that hoopla about 'unrealistic' and cheated capship-of-thousands-of-crew bailing, never mind the fact that the ship might just have been disabled, ala the Xenon excuse, and that ships from WWII to the age of sail were often evacuated in battle and even where they were sabotaged properly, could be reclaimed from shallow water - or were simply not sabotaged in time.

Yet, having gone to all the effort of acquiring marines and the ships to deploy them, boarding has gone from something ancillary or related to the combat itself to a bona fide money making strategy, unlike boarding in reality and bailing in the game, and most people will not attempt boarding as an ad hoc strategy in combat but rather aim to make money from it via the simplest and most effective strategy available to them, either hunting down lone enemy capships or via the extremely cheap and cheated exercise of capping friendly capships while apologising to their escorts.

The whole exercise has become a bastardised end-in-itself, seperated from any semblance of reality or sense within the game - and rakes in far larger benefits than capship bailing would ever have provided.

One step forward, two steps back. Id rather have capship bailing and forget the whole messy boarding affair ever existed.

Edit - sorry bout the rant, i just hate having to do hundreds of extra tasks for the sake of an activity being *nominally* more close to someone's perception of reality - that and the blatant violation of the KISS principle in X3TC's boarding
Last edited by irR4tiOn4L on Tue, 19. Oct 10, 07:41, edited 2 times in total.
kidfusion3000
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Post by kidfusion3000 »

got all of that, thanks requiemfang, i was trying to run a script from the last tab which was something else. I got all of it to work, the pirate ships are bailing much easier set to 20 bailing small ships and then 20 bailing hull damage. but concerning the part of the balance of power campain i'm in, i still cant get the freaken fenrir to bail for anything. it can have a bravado of 62 and i'll pound it with HEPTs, nothing, still fights to the death so i'm not sure if this script doesn't work with 3.0 changes. I was under the impression that terran pilots would bail as of 3.0. other than that it seems to work fine.
irR4tiOn4L
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Post by irR4tiOn4L »

Honved wrote:Not 7%, that's 7 POINTS of hull left on an M6 sized ship. That's effectively scrap. At that point, you've got to worry about accidentally bumping the ship with your spacesuit and breaking the hull in half, or turning the airlock lever too vigorously and tearing the ship apart.

Since I don't use the "claim" software, it means that I'll have to do EXTENSIVE repairs (to 20% hull or better) with the suit laser before I can even send a boarding party to take it, and then have to repair the collateral damage done by the boarding crew afterwards. Net result will be that it will require more than 100% repairs in total, if I decide to keep it.
This is great! So with this mod, for big ships not only do you need to get them to bail (disabled), but if you dont use the claims software, you also need to board. Thats a good bridge between the standard boarding mechanic (which is hit and miss or very exploitable, or somewhere in between) and just 'claiming' the ship. Its also far more easily justifiable - rigged explosives/automated defences need to be cleared

Its like an abandoned WWII warship - scuttled but failed to sink - can be captured but requires some work
Honved
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Post by Honved »

Boarding an abandoned ship is a great compromise between just "claiming" them (I HATE giant "freebies" in games) and having to blow them up every single time, but there are still a few issues with it.

First, if the ship has any remaining shields, it's nearly impossible to keep them below 10% (especially with only one left) without destroying the ship, while simultaneously launching marines. You can't use other ships or fighter drones to do the job of suppressing the shields, because they just ignore it as an "already defeated" ship. Of the few ships which can carry marines for boarding actions, most (TP, M7M) don't have forward armament to do it yourself.

Second, it's no easier to board an abandoned ship than one that's fully crewed. I can understand where there's still an element of risk, automated defenses, accidents, and so on, but it should be a bit easier than having to fight a hostile crew. I don't know if it's possible to tone down the crew's fighting ability or not. You also get the usual messages, "...a lot of people here....", "...where's OUR marines?", etc., which don't always make sense under the circumstances.

Getting a mod that adds repair lasers (Mobile Ship Repairs?) helps out a lot. I just started using a TM as a Fleet Tender to fix up the wreckage, which still takes quite a while, but at least you don't need to sit there and hold down the "fire" button throughout the entire repair process.
irR4tiOn4L
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Post by irR4tiOn4L »

Honved wrote:Boarding an abandoned ship is a great compromise between just "claiming" them (I HATE giant "freebies" in games) and having to blow them up every single time, but there are still a few issues with it.

First, if the ship has any remaining shields, it's nearly impossible to keep them below 10% (especially with only one left) without destroying the ship, while simultaneously launching marines. You can't use other ships or fighter drones to do the job of suppressing the shields, because they just ignore it as an "already defeated" ship. Of the few ships which can carry marines for boarding actions, most (TP, M7M) don't have forward armament to do it yourself.

Getting a mod that adds repair lasers (Mobile Ship Repairs?) helps out a lot. I just started using a TM as a Fleet Tender to fix up the wreckage, which still takes quite a while, but at least you don't need to sit there and hold down the "fire" button throughout the entire repair process.
I do have a mod that adds repair lasers (and commands for ships to carry out repairs) and youre exactly right, that greatly alleviates these issues - you can repair BEFORE attempting to board, and having to do such a thing to a ship shot up to the point it is derelict actually makes sense! - an M6 with 8x repair lasers will pretty quickly repair a ship to the point where you can board
Honved wrote: Second, it's no easier to board an abandoned ship than one that's fully crewed. I can understand where there's still an element of risk, automated defenses, accidents, and so on, but it should be a bit easier than having to fight a hostile crew. I don't know if it's possible to tone down the crew's fighting ability or not. You also get the usual messages, "...a lot of people here....", "...where's OUR marines?", etc., which don't always make sense under the circumstances.
Yes, this is true and a problem, and theres also the problem of Khaak capitals and some other ships not being boardable altogether!

But at least boarding a stationary ship that doesnt fight back is much easier (and far less ridiculous, given how MARS shows trying to board a capital ship that properly targets boarding pods should be a suicide mission (I think MARS is actually designed NOT to actively attack them over missiles, which is certainly what id order my ship to do!)) then trying to board a fully MARS equipped capital ship! It would be nice if the marines didnt face as stiff a challenge though


Overall, i find that combining the traditional boarding with this new capital ship bailing THEN boarding is a great addition to the game! I just wish Khaak capitals were boardable!

I still cant understand how the community can talk about how great micromanagy things like the new boarding are while posting guides that involve dozens of loads per ship or even level and guides on how to steal friendly ships and abuse the game to avoid any repercussion (and call it 'hunting' as if it were some kind of challenge or sport!). If having fun with boarding requires these illegitimate tactics, then how can we praise it as a game mechanism?

Fact of the matter is that even in the Age of Sail with its supremely poor gunnery boarding was something that could not be attempted on ships of the line until they had been significantly disabled.

Frigates and under often featured boardings, but such boardings usually involved a mismatch of power, a significantly disabled ship or crew or piracy against untrained merchant crews.

By the time of WWII gunnery and higher speeds had made trying to board a ship that was not disabled or surrendered ludicrous.


With the kind of tech that X is supposed to have, the concept of boarding the equivalent of ships of the line (anything M7 and up might fit this category) with but a few boarding pods and a handful of marines is just ludicrous - as is the idea that those pods would somehow survive the barrage of fire these ships ought to send their way (boarding in reality involved ships lassoing each other after all!)

Even then the only reason it works in X is because SPECIFIC CONCESSIONS are made to allow boarding pods to make contact, even by MARS.

If the AI/turrets defended as they should wed only be able to board weaker M6's and TS/TPs. The rest of the time the opponents ship would have to be disabled first, then boarded - and thats exactly what i like to think this mod allows!
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Sesk
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Post by Sesk »

I've yet to see any capital ship bail on me. Got lucky with a M7M.

I'm running MARS and RRF/IR, so boarding is totally out of the question (as the previous post says, pods will just get shot), unless I try to board a neutral ship.

As reference, how does the 1-10 bailing rate compare to vanilla bailing rate?
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TrixX
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Post by TrixX »

It probably has a 10% chance of success....
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aka1nas
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Post by aka1nas »

On 10, they will almost bail every time, almost never on 1.

The thing with capital ship bailing is that by the time they bail, there is a good chance that the volume of fire in the air will finish them off IS if they are fighting other capital ships. You may want to tweak the hull setting for huge ships until it feels right.

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