AL Plugin : Heavy Assault Capture Technology 1.2b 28/4/06
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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
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
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- Posts: 9837
- Joined: Wed, 25. Jan 06, 14:26
Make sure you have Cargo Bay Life Support installed.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
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- Posts: 274
- Joined: Wed, 28. Sep 05, 04:02
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?
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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.

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.
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- Joined: Fri, 1. Sep 06, 10:50
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...
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!
--------------------------------------
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
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
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- Sith Lord
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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

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
bring a TS with MP's along to re-stock mid battleWarfreak 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...

LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
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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
bummer you can't run X3, what happened?
Thanks for all your help btw

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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!!!
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
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
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I used it to grab some Kha'ak M3's. They came loaded 
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?

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

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.
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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.

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: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 ?
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 ?
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On a lark, I changed the barracks to Player owner and chected the stats: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
24 - Slaves
5 - SpaceWeed
500 - ECell
= 1200 MP every 20min
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