They will bail, but no spacesuits will appear. Fighters already didnt have spacesuits appear on bail, but big ships did, which was a bug on my part.virgil64 wrote:Hi There,
Firstly, thankyou for this script, been using it forever, lol.
Question re: latest update, in version history you have
"Fixed: added exception to stop Khaak/Xenon big ships from ejecting crew."
Does that mean that Q's, J's anf K's will no longer bail?
Thanks again
[SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
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Life Bringer wrote:I don't know if it's due of the 2.5 or this script but I used to shoot with my repair laser to the ships that I was claiming (before claim them) but from some time if I shoot them before claim they start to run away even if there isn't any pilot inside

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At a guess I would say you need the plugin manager. You will likely need this for all good scripts and mods. It simplifies installation/updating, and makes it much easier to uninstall scripts/mods.acephantom903 wrote:Hello, I am excited to use your mod, but I am having a problem.
When I try to download it and it said that my computer can't read it.
Help will be apriceated.
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OK, it might be this MAN file problem some people have reported, it's an issue with the web server I think. I can't actually reproduce it.
Anyway, you just need to rename the file from xxx.MAN to xxx.spk.
Anyway, you just need to rename the file from xxx.MAN to xxx.spk.
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Suggestion for big ship bailing:
Since they are worth so much, it should be a very rare occasion when they are bailed from and left as derelicts. The current system allows us to pick a 10% incremental for their bailing (10%, 20%, 30%, etc). In my mind, even 10% is a bit high, and it would be nice to set it lower. I'd suggest a 2% rate per step, from 2% to 20% for big ships (1% to 10% would be a good scale too). Bailing rate selections are probably fine for the smaller ones.
Been using this script for a long time, and it is a nice value-add to TC, but the min 10% rate on big ships always produced more of them than I'd like to see.
Cheers.
Since they are worth so much, it should be a very rare occasion when they are bailed from and left as derelicts. The current system allows us to pick a 10% incremental for their bailing (10%, 20%, 30%, etc). In my mind, even 10% is a bit high, and it would be nice to set it lower. I'd suggest a 2% rate per step, from 2% to 20% for big ships (1% to 10% would be a good scale too). Bailing rate selections are probably fine for the smaller ones.
Been using this script for a long time, and it is a nice value-add to TC, but the min 10% rate on big ships always produced more of them than I'd like to see.
Cheers.
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I've got bailing set to 100% and big ship bailing set to 100%, not getting any bails. The fight I'm watching is all Improved Races ships: Paranid and Argon fighting over Emperor Mines. Is there any reason why ships spawned for that fight, the response and invasion ships with the different color names, wouldn't bail ever?
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It's possible the IR ships have a flag set which is also present on plot/mission ships. There is an option in the config menu "Allow non-standard ship bailing". This should be enabled if you want such ships to bail.Zhent wrote:I've got bailing set to 100% and big ship bailing set to 100%, not getting any bails. The fight I'm watching is all Improved Races ships: Paranid and Argon fighting over Emperor Mines. Is there any reason why ships spawned for that fight, the response and invasion ships with the different color names, wouldn't bail ever?
If this doesn't help then it's possible there is something hardcoded, and that I would need to modify the script to check for it. Let me know how it turns out.
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I might be being stupid, but I've installed this script (running X3:TC 2.0), got a bioscanner, but whenever I scan someone (usually as an illegal scan), it doesn't show the "bravado" of the pilot (is it being over-written by the "illegal scan reported" message?).
Sorry for not reading the ~22 odd pages, but does anyone have an idea as to why it's not working?
Sorry for not reading the ~22 odd pages, but does anyone have an idea as to why it's not working?