PLEASE NOTE:
This is still very much wip. Although every menu, scenario, piece of script logic and switch has been heavily tested before release, its possible that i might have suffered a brain cramp at some point and a small bug or two may remain. If you find one, please report it on thread so it can be tracked down and fixed. Thank you.
Also to add. I'm aware there's better ways to add al menu options. What you see is intended. Its done to add additional handles that may potentialy be needed. I'm also aware that some of the script can be streamlined better but there is still some "patchit" script in this. Ie handles are left open, some parts of script are only temp. Remember, this is wip and it will all be tidied up even nicer in the final release.
Added a bug patch as opossed to a new version. This fixes a small bug and a major bug with v4.
Plugin features:
-With this mod, you can cap any ship by keeping pressure on them and pushing them to breaking point.
-It now gives basic, good old small ship capping abilities to all other fighter ships in your fleet, subject to the same rules and conditions as you. Ie pilots will ocasionaly bail on them as well.
-Your fleets "pilots" are race based and will send you varying, race based, incoming messages giving you specific details of where a ship bailed on them.
-HINT Intelligent, strategists will find its much more usefull to have wings when capping ships lol
-Every ship with a basic ship class is cappable. Large ships included. You just gota keep the pressure on for long enough...
-Small ships will bail as always, ejecting a space suit etc using the in game bail system.
-Large ships dont bail. Instead there is now 2 scenario's. On rare circumstances, the captains may turn over full controle to you. Most times though, captains will surrender, stand down, lower there shields and invite you to attempt to board there ship, thus including the in game bording system into the mod. Each instance of this can be toggled on or off via the AL menu, allowing you to custom tailor the mod to suit your tastes.
-Forcing large ships in to basic surrender triggers 1 of multiple race oriented and familiar feeling messages of surrender. They also warn that if you refuse there surrender and continue attacking, they will respond with deadly force...
-Races respond to ship cappings with varing force. If a distress call is sent out when a ship is capped, others of the same race, in that sector, will answer. This can be toggled on or off via the AL menu.
-Pilots wont always bail or surrender. Sometimes they will offer you the location of very rare abandond ships in return for letting them keep there own. Tbh, there cowards. There lifes not part of the deal. You could take that info then be nasty or nice. Choice is yours hehe

-The script runs perminantly in the background via the AL system. No interface is needed other than to play the game.
-This plugin is heavily race orientated and uses stats such as player rank, ship class and target ship race etc to play whats basicly a game of chance.
-It creates an aditional capping game or expansion to the games origional in built engine and by the chaos (random) based nature of the script and the ever increasing number of scenario's and possibilities being added, it adds loads more variation and as such, a much more realistic feel to ship capping.
-The whole mod was re-wrote to AL and was broken down into a more modular like form. The cores were stripped and minimalised to a good degree to stream line the whole mod. Functions stored seperatly and shared etc.
-The plugin was always smooth and fast enough but as each version is released, more and more cpu load is reduced and despite the extra aditions, the mod keeps getting easier on cpu and memory.
-The new version brings big gains to performence due to a restructure of certain area's of scripting logic. This has reduced hundreds of un-necisary data/function/script calls/comparisons per script core cycle with no actual effect on the "feel" of the plugin.
Basic Rules and Technicals:
-Player combat rank plays a direct influence. Ie the higher your fight rank, the quicker they will bail for you.
-The race of the ship plays a part as each race has a base capping strength.
-The class and size of the current player ship plays a direct influence. Ie the larger and more powerfull your ship, the quicker they will bail for you.
-Ships must be damaged first before the pilot will concider bailing
-This mod effects all enimes that are close around your ship and those of your fleet. You dont need to target a ship to cap it because of this.
-You must be in direct combat with the enemy before they will bail
-You need to stay close to them and use your intelligence to keep them and yourself alive long enough. Ie keep the pressure on them.
-Large ships tech and equipment is still always scuttled as normal in one scenario and minus shielding in the other.
Be Warned
This mod isnt simple. It can take alot of time, skill and patience to cap ships. Especialy the larger ships.
If you cap a ship in a sector with alot of the same race (core sectors), be prepaired to battle not only for your life, but to protect the ship you just capped.
As always, it all costs notoriety with the race you steal from.
In other words, this is NOT a cheat script. You gota work realy hard to earn yer caps and they can cost dearly.
Install:
This is now an .spk, installable via the mod manager. There is also a manual install set for those who prefer it.
Aditional technicals:
-This mod uses text file id 9768. Plese notify me, via this thread, if this conflicts with any other mod.
-The games origional cap system still runs, uneffected. This only expands on and adds to it.
To do:
-Still to add universal wide race responses to capped ships.
-Still to add pilot error while being pressured.
-Gona expand more on mechanical issues as well, just to keep it all random. Weapons systems failure, shield recharge failure, engine failure, engine core meltdown.
-Add some of these factors to global combat ai. Ie you will be subject to them also.
-Add loads more variation to messeges and events
-Never ending bug hunt and optimisations
4.1 Bug fix patch added:
-Added as a bug fix patch. This will be in the next version as standard. Appologies in advance for these couple of bugs but this is an effective beta atm.
-Fixes a small flaw in the fleet core scripts logic. This now sees ships in your fleet only subject to the hull damage condition, only if they are in your sector. Helps address an issue with the mechanics of how the games engine deals with ships in your current sector vs else ware in the universe.
-Fixed a majour bug with the 'offer ships in return for safety', scenario that led to rare script failures when trying to cap terran/atf/pirate/yaki/xenon/kha'ak ships. Now restructured properly so that every race is covered and all but xenon and kha'ak will offer race specific special fighters in return for there safety.
Version 4 Added:
-Added second scripting core to give basic capping to entire fleet
-Added a new scenario to all forms of playership capping. Pilots will offer secret ship locations in an attempt to keep there lives and ship.
-Rewrote and restructured loads of script, massivley reducing cpu load. So much so, this release is faster than all previouse versions, despite having an aditional scripting core running.
-Fixed a bug that saw space suits not being destroyed when the script told em (nasty little beggers, die suit die lol)
-Fixed a bug that saw m7 ships wrongly classed as large caps
-Added a missing function that was accidentaly left out the previouse version. Used for purging a global array of capped ships of dead/destroyed/sold/rev engineered ships. This fixes a pottential "never ending array" bug.
-Minor rebalence to variouse parts to help acomodate the new core and keep a cap on certain areas.
Version 3 Added:
-Added new senario to large caps.
-Converted to AL
-Switches added to disable either/or large caps scenareo, as per requested. Acess the switches in the AL menu.
-Switch added to disable race capping response. Incase it's a bit strong for some. Switch added to AL menu.
-Rewrote the whole core and mod. Broke the core down to a smaller engine with event library calls when needed
-Fixed a bug with race responses that stoped them working properly
-Fixed bugs with global variables when i implimented the AL system
-Started adding .spk version for mod manager installation
-Added a signal that instanatly kills the older script versions in the global script task list.
-Rebalenced race base capping streangths. Now covers every race in game.
-Loads more stuff i cant remember at this time lol
Version 2 Added:
New in this version:
The X-Factor:
-Added race personalities. Different races have different base capping strengths. It works in the following order. From weakest to strongest. Boron, Teladi, Split, Paranid, Argon, Terran, Khak, Xenon.
-Race responses. Capping a ship causes every able bodied fighter, of the same race, in that sector, to come after you and attempt to scuttle the ship you just captured.
Ballance fix:
-Combined with race personalities, i've improved the overall balance of the mod and made it more difficult.
-Fixed combat ranking handy cap. Didnt acuratly reflect the upper regions of combat rank, making it easier as soon as you gained a few ranks. Now it's spread very wide but will only go so far. Ie once you achive a certain rank, you dont gain any more benifits.
Download from mediafire. Contains rar'd .spk for install via mod manager. 266KB:- http://www.mediafire.com/file/t0rw513kb ... ersion.rar
Download from mediafire. Contains rar'd origional script files and t file for manual instalation. 35KB :- http://www.mediafire.com/file/e7tb05e6l ... nstall.rar
Download from mediafire. V4.1 Bugfix patch. Important. Contains 2 replacement/fixed script files and a t file. Overite the origional files with the patch files, after you install version 4. Folder locations are kept. 11KB :- http://www.mediafire.com/file/af1arxo ... PATCH.rar