freighters are slow and easy to destroy, will try an experiment and cap a fighter and make it part of my squad, it'll keep up easily with me if it has good hull yet, so then I'll see if it disappears or turns back again. More info to follow.
ok been there done that first thing went and disabled a fighter. Then added a pilot, np, then added it to my squad, again np she joined up in formation. We were sitting in Wrecksville, so I went into the highway. If you stay on it it comes all the way back in a loop no stops along the way, did that. Then waited there, beside the exit....nothing..opened my owned ships list...gone. Once a pilot is on board it either returns to duty and faction or is destroyed, you can NOT keep them as it is.
ok, did it again, save game, same ship same spot. Sit there after claiming it for 15 minutes RT. Nothing everything ok. rode around the system still ok, went through the loop...and back.First enemy ship out of the gate behind me...30% hull..and attacked me, they revert back to enemy or original faction in the highways system, why don't know but I guarantee they do. My owned ships shows no fighter now except for an old katana I got long ago which is sitting with 1% hull...its something fairly new in the patches that makes it happen, that old ship followed me around for a while and is still mine, but nothing in the last 2 days stays mine, either fighters or freighters I usded this to capture.
[Mod]NPC Bail Modifier v0.4
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Been testing this all morning, same save game. here's what I found out., It might have to do with the squad commands and the highways. If I cap something no matter what it is and put a pilot in it, then order them into my squad, they will disappear from my owned list the second I go into the highways. BUT if I put them in my squad and then use the new manual commands in the new mod, they will fly to whatever sector I command them to and still remain in my owned list and green. I followed two this way and while it seems odd they do what is commanded. Even to the point of staging waiting for more orders, and taking trade orders.
But just try flying around with them in your squad and you lose them, so they need a positive reason to stay, once they're out of the original sector it seems they stay yours, tried to get one into De fre to check that but the fighters in the gate sector hate me bad and I haven't made it though with a new ship yet, but will keep trying.
But just try flying around with them in your squad and you lose them, so they need a positive reason to stay, once they're out of the original sector it seems they stay yours, tried to get one into De fre to check that but the fighters in the gate sector hate me bad and I haven't made it though with a new ship yet, but will keep trying.
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Good data! You might want to post this in the bugs forum if you haven't already.
You don't talks about X:Rebirth...
X4 Mods: Collect Inventory Wares Stations Supply Build Storage Mass Move Marines
X4 Mods: Collect Inventory Wares Stations Supply Build Storage Mass Move Marines
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ok, know we all agreed this was good but, after you get a little experience, its nearly a sure thing, can you modify this to make it a little tougher? I understand it has modifiers already but they don't seem to do much, can cap nearly every fighter and at least half of the freighters in game I attack. Of course I salvage in every game so I know a little about their behavior, but its almost like going shopping now. 

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Feel free to modify it to suit your tastes. Increasing '$nextcapturechance' should get the job done.
If you feel that your time is best served banging on a trader for 10min to get it to bail, then so be it. You could have just as easily scanned down credits/wares or completed a trade in that time.
If, that is, you could actually sell the ship after it bailed.
I simply tried to add a little more predictability to the bailing portion of the game. =P Can it be manipulated? Yes, of course, but it certainly makes more sense to me than a flat percentage.
If you feel that your time is best served banging on a trader for 10min to get it to bail, then so be it. You could have just as easily scanned down credits/wares or completed a trade in that time.
If, that is, you could actually sell the ship after it bailed.
I simply tried to add a little more predictability to the bailing portion of the game. =P Can it be manipulated? Yes, of course, but it certainly makes more sense to me than a flat percentage.
You don't talks about X:Rebirth...
X4 Mods: Collect Inventory Wares Stations Supply Build Storage Mass Move Marines
X4 Mods: Collect Inventory Wares Stations Supply Build Storage Mass Move Marines
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