[SCRIPT] Bail Signal Extension: Higher Chance & Big Ship Bailing v1.10 (03/08/2007)

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

voxol
Posts: 429
Joined: Sun, 30. Oct 05, 14:42
x3

Post by voxol »

X2-Eliah wrote:I mean I lose the rep with the race in whom sector i killed the astronaut..
For instance, I was at argon Fed. protector at 58%, killed two Pirate Harriers, third bailed, killed Astronaut, now rep. is 57%.. Or I am at goner sceptic 50%, kill one (or was it two) pirate astronauts in their sector, and now I am Goner absent (something similar) 47%, and betty says that I have lost reputation.

Perhaps it is hardcoded in the game that astronaut killing is bad? Not really sure on it.. Anywho, I will definately do some more research on my own, see how various races react on this..

Ah wow, thanks for the research. Thats convincing enough for me to change the script, was two minds whether to change or not anyway. A very simple edit.
User avatar
X2-Eliah
Posts: 4369
Joined: Thu, 12. Oct 06, 16:30
x4

Post by X2-Eliah »

Thanks 8)
AH, forgot to say, I like the general idea and reasoning behind your script, makes much more sense to me than the vanilla behaviour.. Anyway, thanks for the script :thumb_up:
voxol
Posts: 429
Joined: Sun, 30. Oct 05, 14:42
x3

Post by voxol »

OK, done.

v1.1 posted: Now Pirate astronauts are the same race as other 'innocent' astronauts.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22437
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

you should be able to get small ships to be claimable the standard way, its jsut big ships that u'll have a problem with.

if i get chance, ill take alook at your scripts for the small ships and c if i can see what u've missed.

as for the price for SCS, there was really little choise, as at the time, there wern't any ware slots available between 600k and 6million. Couldn't make it 600k as thats the price of the standard one, so it had to be 6mil.

i do plan to change it to use the Plugin Manager custom wares at some point however so i can have direct control over the cost, and might as well add a light version into this as well
User avatar
X2-Eliah
Posts: 4369
Joined: Thu, 12. Oct 06, 16:30
x4

Post by X2-Eliah »

Alright, now everything regarding pirates is ok, works nice :D

Also, I noticed that upon killing an astronaut, you get exactly 1% race rep. penalty, so..uh.. I suppose it really might be hardcoded (or I just have weird luck with 3 races)..
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22437
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

i think it is, i tryed to do something simlar when killing astronaughts for the Bounty Hunters Guild, but no matter what race u set it to, u always seems to lose rep with who ever sector ur currently in, even when setting it to enemy race
Dragondoom01
Posts: 24
Joined: Wed, 18. Apr 07, 22:06

Post by Dragondoom01 »

X2-Eliah wrote:Owkay, did a little playing, it seems to work fine with XTM, except for the fact that the astronauts that bail are all enemies, and I do not think it was intended that way.. If it was, could you please fix that, because
2) The pilot/captain of a ship can have basically two choices: either go down with the ship, or eject and turn neutral, because he has just admitted his defeat and there is no point in further ..ehm.. enemy-ing.. (can't come up with a word, sorry).
I believe the word you were looking for is "fighting" Surprising really, considering your avatar ;)

Unrelated to the previous comment: I really like the idea of player ships bailing. I guess this means that ships you would have lost can end up surviving. But there may be a problem with Sector/universe traders. When those pilots bail, does it mean that their experience resets to the lowest level? I dunno how this works.
Last edited by Dragondoom01 on Tue, 5. Jun 07, 16:51, edited 1 time in total.
User avatar
X2-Eliah
Posts: 4369
Joined: Thu, 12. Oct 06, 16:30
x4

Post by X2-Eliah »

Mm, not really, I mean, how can one even be considered "fighting" in a spacesuit with 1 hull point, no shields, no guns, no software?
What I wanted to say was uh.. the act of posing a passive enemy, perhaps agressor is the word? (but I have no idea how to describe action or state with this, agressiveness is definately not really the right term, but close tho)
P.S. What's wrong with my avatar? :D
Dragondoom01
Posts: 24
Joined: Wed, 18. Apr 07, 22:06

Post by Dragondoom01 »

X2-Eliah wrote: P.S. What's wrong with my avatar? :D
Nothing, i was just wondering why you didn't know the word to use when your avatar is pretty violent himself.

Edit: Meh that still doesn't sound right... whatever you know what i mean!!!!
Blinki1984
Posts: 245
Joined: Sat, 14. Feb 04, 11:15
x3

Post by Blinki1984 »

Cycrow wrote:you should be able to get small ships to be claimable the standard way, its jsut big ships that u'll have a problem with.

if i get chance, ill take alook at your scripts for the small ships and c if i can see what u've missed.

as for the price for SCS, there was really little choise, as at the time, there wern't any ware slots available between 600k and 6million. Couldn't make it 600k as thats the price of the standard one, so it had to be 6mil.

i do plan to change it to use the Plugin Manager custom wares at some point however so i can have direct control over the cost, and might as well add a light version into this as well
I was trying to do so with a pirat harrier vanguard, but even though I was about touching the ship, the command didn't come up. So I guess the command doesn't work (Version 1.1)

By the way Voxol, since you where wondering if people would like your mod, 29 responses in 24h should answer it :lol:
Erilaz
Posts: 161
Joined: Mon, 8. May 06, 13:49
x4

Post by Erilaz »

Oh, I like... All too often I'm sitting in an m7 and my wingmen are pasting enemies just out of reach, and I just knowed I'd capp them if I got there in time...

Definitely would like to be able to capp small ships without the SCS or SOS MK2, tho I have those, so will continue.
voxol
Posts: 429
Joined: Sun, 30. Oct 05, 14:42
x3

Post by voxol »

As promised, I just posted some helper commands, the Salvage Extension Commands, to help automate your new piracy empire. Enjoy!

Also, getting increasingly annoyed at the fact you cant cap ships the normal way with this script... cant for the life of me figure out whats wrong. Any help mucho appreciated (*ahem* Cycrow).
Blinki1984
Posts: 245
Joined: Sat, 14. Feb 04, 11:15
x3

Post by Blinki1984 »

voxol wrote:
Also, getting increasingly annoyed at the fact you cant cap ships the normal way with this script... cant for the life of me figure out whats wrong. Any help mucho appreciated (*ahem* Cycrow).
You are soooooo right. I really love your script, but I just can't make use of it at the moment.

There are those wonderful fighters ready to capture, this is making me crazy. :(
Dragondoom01
Posts: 24
Joined: Wed, 18. Apr 07, 22:06

Post by Dragondoom01 »

This script is fantastic, ive waited a long time for this, thanks voxol!

Edit: After playing awhile ive noticed a few problems. When an enemy ejects from their ship, only for it to explode a second later from "a meltdown" or whatever you called it, it completely negate any experience/bounty/etc that the player would have gotten. And then we don't even get to keep the ship. This is a problem as it seems that 3 out of 4 ships bail, not much experience is gained.
voxol
Posts: 429
Joined: Sun, 30. Oct 05, 14:42
x3

Post by voxol »

v1.2 released
- Claiming ships via stock methods now works for small ships (i.e. EVA or System Override Software).


For future reference, to anyone it concerns, setting race logic enabled to [FALSE] disables capping via normal methods! I just hope I dont find abandoned ships suddenly taking off in flight now (seems to be OK, actually).
voxol
Posts: 429
Joined: Sun, 30. Oct 05, 14:42
x3

Post by voxol »

Dragondoom01 wrote:This script is fantastic, ive waited a long time for this, thanks voxol!

Edit: After playing awhile ive noticed a few problems. When an enemy ejects from their ship, only for it to explode a second later from "a meltdown" or whatever you called it, it completely negate any experience/bounty/etc that the player would have gotten. And then we don't even get to keep the ship. This is a problem as it seems that 3 out of 4 ships bail, not much experience is gained.

Cheers for the kudos. Yes, this is an issue I had to grapple with - the lack of notoriety increase opportunity. Only option really is to destroy the ship quickly before the pilot has chance to bail.

There are a couple of variables I can change to delay the bailing, so you have more chance to destroy the ship before they bail. I'm open to making the change, but will wait for some more feedback on this issue before I modify it. Anyone else see this as a major issue?

Another alternative is to give the player notoriety boost for abandoned ships similar to killing. Unfortunately I dont know of any resource that lists the notoriety bonuses/penalties for killing various ship classes of various races in different race sectors. If anyone can point me to such information, I will gladly update the script....?

Also, ships dont explode all that often (about 1/4 IIRC)... its just bad luck if you are finding it happens annoyingly often.
DarkSeraven
Posts: 31
Joined: Thu, 22. Apr 04, 23:14

Post by DarkSeraven »

hey once again, great script makes X3 even better than it alread is!

One thing I have noticed tho is on assasination mission if you attack the escorts first then they bail. If you leave them and go to destroy the main target, then after it is destroyed those ships you left to capture then become active again and uncapturable :(.

Also if the main ship bails then you have to destroy it (selling it works fine) in order to complete the mission. Please do not get rid of that feature tho just make it so that if the pilot bails then the mission is completed and you get paid.

Thanks already your script is my favorite script I am using
voxol
Posts: 429
Joined: Sun, 30. Oct 05, 14:42
x3

Post by voxol »

DarkSeraven wrote:hey once again, great script makes X3 even better than it alread is!
Thanks!

DarkSeraven wrote:thing I have noticed tho is on assasination mission if you attack the escorts first then they bail. If you leave them and go to destroy the main target, then after it is destroyed those ships you left to capture then become active again and uncapturable :(.
Is this with the latest version I just released? I hope not, cause that would mean the fix for claiming ships via stock methods is likely causing abandoned ships to reactivate. If this isnt the case, then there really isnt anything I can do.

DarkSeraven wrote:Also if the main ship bails then you have to destroy it (selling it works fine) in order to complete the mission. Please do not get rid of that feature tho just make it so that if the pilot bails then the mission is completed and you get paid.
Again, no way to do that I'm afraid. If a mission can only be completed by destruction of the ship then that is what it takes, no more no less, no matter what race it belongs to. A better written mission would classify the target ship as neutralised if it was abandoned, but there you go.


I could be wrong in not being able to do anything about it, but I cant think of any way. I'm open to suggestions...

Later.
voxol
Posts: 429
Joined: Sun, 30. Oct 05, 14:42
x3

Post by voxol »

Dragondoom01 wrote:Unrelated to the previous comment: I really like the idea of player ships bailing. I guess this means that ships you would have lost can end up surviving. But there may be a problem with Sector/universe traders. When those pilots bail, does it mean that their experience resets to the lowest level? I dunno how this works.
Sorry, missed this one on previous page. I'm 99% certain that UTs will retain their previous level if you recapture them after they are disabled. That goes for anything similar: CLS, FBC, etc.
Luckychuck
Posts: 11
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Luckychuck »

I'd like to thank you for this great script. Although I haven't gotten a chance to try it out yet, I'm looking forward to it this weekend.

I have a question/suggestion though. Would it be possible to make this into an artificial life plugin that you can switch on and off in the options menu? That way you could turn it off before doing XI and assassination missions.

The reason I ask is, I'm playing the Extended Mod, and I think there's at least one mission where you need get the shields and/or hull down of a ship without destroying it. I think capturing it would mess up the mission too.

Again, thank you voxol. I think this is just what I was looking for.

Return to “X³: Reunion - Scripts and Modding”