AL Plugin : Heavy Assault Capture Technology 1.2b 28/4/06

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Hieronymos
Posts: 830
Joined: Fri, 30. Dec 05, 22:14
x3

Post by Hieronymos »

LV,
just started a new BG-compatible DDRS Rebalanced campaign, and...horror of horrors, HAT will not work. Problem is that military personnel cannot be loaded onto buying ship at BGJ facility...You can order as many as you've space for..but the transaction won't complete, and resets to "0" MP's purchased when you press 'enter'.

Your cheats script won't add them either.

So they (mp's) cannot be loaded onto an otherwise suitable ship (i.e., ample cargo space of cargo size 'L').

Any ideas?

Also: any chance of updating HAT1.2b to enable capping of M7 class vessels?

Regards,

Hieronymos
fud
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Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud »

Hieronymos wrote:LV,
just started a new BG-compatible DDRS Rebalanced campaign, and...horror of horrors, HAT will not work. Problem is that military personnel cannot be loaded onto buying ship at BGJ facility...You can order as many as you've space for..but the transaction won't complete, and resets to "0" MP's purchased when you press 'enter'.

Your cheats script won't add them either.

So they (mp's) cannot be loaded onto an otherwise suitable ship (i.e., ample cargo space of cargo size 'L').

Any ideas?

Also: any chance of updating HAT1.2b to enable capping of M7 class vessels?

Regards,

Hieronymos
Make sure you have Cargo Bay Life Support installed.
Hieronymos
Posts: 830
Joined: Fri, 30. Dec 05, 22:14
x3

Post by Hieronymos »

fud,
believe I did, but will check. Although, I don't recall Life Supp being needed before for HAT..
Thanks,

Hieronymos
WingC3
Posts: 274
Joined: Wed, 28. Sep 05, 04:02
x4

Post by WingC3 »

Ok LV, In my version of the script, line 028 is empty. It's not as hard to read as I thought, and I see where it created the MP base as a teladi weapons component factory owned by pirates and neutral to me. But I don't see any lines similar to the ones you posted here, would pasting them in and running the script work? if so, how do I copy and paste them or should I copy them by hand?
WingC3
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Joined: Wed, 28. Sep 05, 04:02
x4

Post by WingC3 »

Actually, that code sits at line 012 in my version. It is followed by code similar to that which adds the MP's to the MP base....except it doesn't appear to actually work... :(

Here's a screenshot:

http://people.brandeis.edu/~joshg/HAT%20script.jpg

I also saw this in plugin.capbig.setup

http://people.brandeis.edu/~joshg/hatscript2.jpg

In that second photo is it supposed to say pirate "dock" or pirate base? or is that irrelevant seeing as I don't actually know this scripting language.
Warfreak
Posts: 35
Joined: Fri, 1. Sep 06, 10:50
x3

Post by Warfreak »

I'm running on v2.0.02 and I recently installed this script.

Question: How many MP's are needed to cap an M1/M2?
I've already capped an Elephant and I used about 300+ MP's. YEY!
However, I recently tried my luck in capping a Zeus using my M7. I had about 800+ MP's wth me but they were insufficient... I ended up destroying the prize. I've already stripped my M7 to the bare essentials in order to accommodate the MP's... and I don't want to waste those precious MP's in unsuccessful attempts.

Unless... Is there any way to reduce the number of MP's needed to cap M1/M2?
I don't know how to script and I don't want to destroy my game by editing scripts...
Life's a B*tch!
Don't F*ck with it!
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LV
Sith Lord
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Post by LV »

WingC3 wrote:Actually, that code sits at line 012 in my version. It is followed by code similar to that which adds the MP's to the MP base....except it doesn't appear to actually work... :(

Here's a screenshot:

http://people.brandeis.edu/~joshg/HAT%20script.jpg

I also saw this in plugin.capbig.setup

http://people.brandeis.edu/~joshg/hatscript2.jpg

In that second photo is it supposed to say pirate "dock" or pirate base? or is that irrelevant seeing as I don't actually know this scripting language.

Hmn, It's so F******* annoying that I can't run X3 :evil:

Underneath line 12 where the script checks for $exister please insert another line of code, namely this ...

press insert on your keypad and it will add a space between line 12 and 13, then go into the script editor and find the logbook menu and choose "write to logbook" and add $exister as the variable. save the script when you have added the line

This will write the name of the $exister station to your logbook and it will either return a station or null. If it's null every time here lies the problem.

just manually run the setup.cap.bigships with "r,enter,enter" to check once you have added the code.

let me know



Warfreak wrote:I'm running on v2.0.02 and I recently installed this script.

Question: How many MP's are needed to cap an M1/M2?
I've already capped an Elephant and I used about 300+ MP's. YEY!
However, I recently tried my luck in capping a Zeus using my M7. I had about 800+ MP's wth me but they were insufficient... I ended up destroying the prize. I've already stripped my M7 to the bare essentials in order to accommodate the MP's... and I don't want to waste those precious MP's in unsuccessful attempts.

Unless... Is there any way to reduce the number of MP's needed to cap M1/M2?
I don't know how to script and I don't want to destroy my game by editing scripts...
bring a TS with MP's along to re-stock mid battle :)
LV's TC Scripts
Readme's For All My Scripts


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WingC3
Posts: 274
Joined: Wed, 28. Sep 05, 04:02
x4

Post by WingC3 »

Upon re-running the script, it has apparently placed the heavy assault tech at company pride pirate base. And I have found it in-game. I have no clue why it wasn't there before, but it is now. How many pirate bases stock it at once? Is it only one? From the code it looks like up to 5 possible? (Where does one learn this language? is there a guide to its syntax somewhere?)


bummer you can't run X3, what happened?

Thanks for all your help btw :D
Hieronymos
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Post by Hieronymos »

LV,
any ideas on why none of my ships with L-size cargo holds can no longer load MP's?? Very puzzling...I can only assume it's got something to do with v2.02.

Regards,
Hieronymos
Warfreak
Posts: 35
Joined: Fri, 1. Sep 06, 10:50
x3

Post by Warfreak »

Woohoo!!! I capped a Boron Ray last night!!! I brought along a TS and used about 1100 MP's... My TS got clobbered along with about 400 MP's when it got too close but not before I was able to restock my ship's MP's...

It's only my second capped capital ship and already HAT has paid for itself... with a price tag of over 86 mil on the Ray I might just buy another HAT for a second ship to tag along... Hmmm...

Question: LV, will using 2 or more ships with HAT and MP's decrease the time of capping an enemy ship? It should, right?

Thanks LV for this awesome script!!! Oh... and for the Deathmatch Arena script too!!!
Life's a B*tch!
Don't F*ck with it!
--------------------------------------
Intel Pentium D 2.8 GHz, Asus P5LD2, GEIL 1 GB DDR2 RAM @ 667 MHz, Asus EN6600 Silencer 256 MB DDR, WD 250 GB SATA HD
fud
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Post by fud »

I've found from past experience:

M6: 90-180 MP
TL: 290-550 MP
M1: 560-900 MP
M2: 750-1200 MP

Just some ranges I've observed. Oh, and for fun:

TS/TP: about 20. :D
WingC3
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x4

Post by WingC3 »

I used it to grab some Kha'ak M3's. They came loaded :twisted:

Not having a turret though is a serious disadvantage in X3 when attacking swarms of ships...so the LX is still king. However, for some reason, the sight of beta kyons convinces a huge percentage of pilots that today is a good day to bail. hard to cap M5's with it though...they die on the first shot. Too bad kyons aren't worth what they were in X2, that was a big, and disappointing shock...they're worth less than hammerheads!! that's an inbalance I think...........

So I was curious, what strategies do you all use to meet the MP base's slave quota now that there are no military transports from which to steal MP's. Also, how many slaves do you actually need for 1 production cycle of the MP base?
fud
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Post by fud »

See, this is where it becomes fun.


Use the HAT to capture a Casino ship. Then use Cycrow's "Passenger Slaves" script. You now have anywhere from 20000-40000+ slaves to dump off at the "factory". :)


An alternative: sell the TL (what a Casino is) full of the slaves. You'll get 40-70M for it. :twisted:
Hieronymos
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Post by Hieronymos »

fud,
your casino ploy is absolutely ingenious!...and utterly evil :twisted: .

If you're curious about how many mp's are required to capp a specific class of ship--whether 5-race or Kha'ak/Xenon--open up the SE and check the file al.capbig.assault (something like that). All the mp requirements are listed in terms of ranges, e.g. 20-60. Add 15% to the high number, and if your HAT ship can carry that amount or greater, then it's in the bag.

Essentially, LV set it up that so that M6's can't capp M2/M1. Not unless you're able to start transferring over more mp's from a support ship mid-assault (which is pretty difficult).

Of vanilla M6's, the Hydra is most suited for HAT'ing due to her large cargo bay.

Unfortunately, LV hasn't yet been able to update the script for v2.02 to accomodate capping of M7 class..
.......................................

Has anyone else had my problem of not being able to (physically) load mp's onto my ships?? (I'm assuming it's v2.02 related, but may be script related..although SK's PG v0.70 is the only new script I'm running..)

Regards,

Nubby

EDIT: correct SE file name for # of mp's req'd per class/race of mark:
plugin.capbig.launch.assault
Last edited by Hieronymos on Wed, 29. Nov 06, 22:22, edited 1 time in total.
fud
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Post by fud »

Hieronymos wrote: Has anyone else had my problem of not being able to (physically) load mp's onto my ships?? (I'm assuming it's v2.02 related, but may be script related..although SK's PG v0.70 is the only new script I'm running..)

Regards,

Nubby

My numbers are from experience. I decided to pay attention to how many MPs it took for each class of ship.

Regarding the MP loding thing, make sure you have Cargo Bay Life Support instsalled. Otherwise, when you buy MPs, you'll get charged for them, but they won't appear in the bay. :)
WingC3
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Post by WingC3 »

Actually I think you guys misread my question, I'm wondering how many SLAVES are need for the MP base to run a production cycle. ie: how many pilots do I need to deliver there. I don't want to cap a casino as I'm working on my race reps to buy destroyers. Brilliant idea though :-P
fud
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Post by fud »

The rep hit is minimal, for the Casino itself. The catch tho, is that the local authorities won't be too happy. So in order to successfully take the Casino, you'll have to dispatch the locals. That is what pisses them off.


Of course, if there's already a race that isn't too fond of you....
Hieronymos
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Post by Hieronymos »

WingC3,
don't know ratio. Should be fairly easy to figure: when you dock at Mil Base, note max. storable quantities of each resource. As they're all proportional, you can determine your ratios on the spot.

Cheers,

Hieronymos
Kaze
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Post by Kaze »

:edit: Yep, blew up the station & Restarted X3 - new station awaited me, no more hostile. wheeee =)
Now I can cap that pilotless TL left over from an assassination mission. Yay =)
(Killing the pilots M5/M4 before it docks with the TL leaves the TL passive and stationary)
To LV: You rock =)

I've been playing my latest Khaak Invader' game for a while and have finally got the 60+ million needed for this, but I have a problem..
For some reason I cannot fathom the military barracks in BGJ is hostile to me (will not allow docking) =(
I believe this is the only place to buy MP ?
Is there any way to get them back to neutral without cheating ?

(I tried pirate hacking but they never offer to do that station).
If I destroy the barracks, uninstall the script, loading up+save, quit the game and then re-install the script, will it then spawn a new base when I reload my game ?
Jakesnake5
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Post by Jakesnake5 »

WingC3 wrote:Actually I think you guys misread my question, I'm wondering how many SLAVES are need for the MP base to run a production cycle. ie: how many pilots do I need to deliver there. I don't want to cap a casino as I'm working on my race reps to buy destroyers. Brilliant idea though :-P
On a lark, I changed the barracks to Player owner and chected the stats:

24 - Slaves
5 - SpaceWeed
500 - ECell

= 1200 MP every 20min
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