[SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
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I thought that meant that you would see a "bravado" rating for the pilot when you did a freight scan with a bioscanner (mind you, I might not have been close enough, I think I've been doing it at the max range of the scanner), unless that feature has been removed.A pilot's "bravado" is based on a combination of their morale, aggression and fight skill. This controls the chance of bailing and how much hull damage they must suffer before they bail.
If you have the Bioscanner installed then you may scan ships for their pilot's 'bravado' rating, which is related to their chance of bailing. This is done by performing a standard freight scan. The pilot's bravado will be reported as a subtitle at the bottom of your HUD.
True, it doesn't really, it just sounded like a nice feature.err.....why does that matter ?
Out of curiosity, what is the bail chance based on (in vanilla)?
Edit: Mind you, reading the readme, it seems like there's a specific hotkey to scan for bravado...
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I have fighters and transports bailing all over the place. However, I have never seen one capital ship bail, and so just to test it I set big ship bail up to 70%, which is what I have small ship on, too. Still nothing. I have a setellite is most friendly (i.e. main race, no pirates, Khaak, Xenon, etc) sectors, and the locate derelict ship script, so I'm pretty sure I'm not missing them, unless they are only in the aforementioned hostile sectors.
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There is something weird about the download from the site he uses. Every so often, it will come as a .man file.Rowddy wrote:I downloaded this but i get a MAN file?? what's that en where do i put it? never seen this before but i,m not modding my game for that long also.
Just rename the file from .man to .spk, and it will work fine.
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i have only a slight problem with this mod it used to work fine but now everytime i load up in the controls interface menu the hot key command is duplicated but has no key assigned to i.e ive loaded about 15 times and i have the configuration hot key 15 times but still only the first one has the hotkey assigned H in my case, now my question is if i load a hundred times will the long list of unassigned hotkeys clog up my data or interfere with the game and does anyone know how to remove them??
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Umm, this plugin doesn't add any hotkeys. Do you mean the 'Community Configuration Menu'? If so, that is a separate script you will have to ask in the appropriate thread here.jamiewest1 wrote:i have only a slight problem with this mod it used to work fine but now everytime i load up in the controls interface menu the hot key command is duplicated but has no key assigned to i.e ive loaded about 15 times and i have the configuration hot key 15 times but still only the first one has the hotkey assigned H in my case, now my question is if i load a hundred times will the long list of unassigned hotkeys clog up my data or interfere with the game and does anyone know how to remove them??
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
Black holes are where God divided by zero.
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Thanks for the reply its the plugin configurations that i have a lot of all blank, except the one i assigned a hot key to is that the Community Configuration Menu if it is i apologise for posting in the wrong thread but it only happens with bails installed 
EDIT:the only reason i ask is if i press H it lets me set the bails percentage wise and whether big ships bail or not

EDIT:the only reason i ask is if i press H it lets me set the bails percentage wise and whether big ships bail or not
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- Joined: Mon, 30. Jul 07, 23:01
I found a bug, I'm not sure of how it's happening completely but, when I bought two Mercury ships at Argon prime's shipyard, and went to put the software on the ships, I found that the software had increased to double the price.
I tested it again and it had the same result again, only it doubled the double.
Figured I'd warn you. Not that anyone still pays attention probably.
I'll take a look at the script in the meantime and see if I can't go ahead and reset the prices.
I tested it again and it had the same result again, only it doubled the double.
Figured I'd warn you. Not that anyone still pays attention probably.
I'll take a look at the script in the meantime and see if I can't go ahead and reset the prices.
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- Joined: Mon, 30. Jul 07, 23:01
Sorry.
Oi, well, after some digging around I noticed it had done it with something else, so I don't think it was this script after all.
I must have some sort of conflict somewhere.
It's been doubling the prices - and rewards - on some things. I only posted it on here because I had thought it was localized to this set of upgrades.
My apologies.
I must have some sort of conflict somewhere.
It's been doubling the prices - and rewards - on some things. I only posted it on here because I had thought it was localized to this set of upgrades.
My apologies.
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when you go buy ships and equip them at the shipyard that's normal. you buy more then one ship and then start putting upgrades and stuff in them the equipment is stacked meaning if you buy say 3 freighters and put some expensive equipment in them all at once... like say... guns? ones that cost around 150k each then you triple that price cause you are buying it for each ship. You buy 1 it really means your buying 3 of that one item 1=3= three times the price due to item being bought 3 times instead of one time for each ship seperately
Mercury freighter
base price lets say is 250k
after you get 3 of them that's 750k
you go to equip them with guns. The ships are stacked then and there and the guns are done so as well.
150k for one gun triple the price so that it is more like buying 3 of them instead of 1
150k x 3 = 450k
you are buying 1 gun each for each ship
3 mercs and 3 guns, one gun for each ship... simple ain't it? The game saves you the trouble of equipping the ships separately which can be time consuming so if you buy ships in stacks instead of separately then you equip them the same thing is applied. So it is no bug it's actually part of the game
Mercury freighter
base price lets say is 250k
after you get 3 of them that's 750k
you go to equip them with guns. The ships are stacked then and there and the guns are done so as well.
150k for one gun triple the price so that it is more like buying 3 of them instead of 1
150k x 3 = 450k
you are buying 1 gun each for each ship
3 mercs and 3 guns, one gun for each ship... simple ain't it? The game saves you the trouble of equipping the ships separately which can be time consuming so if you buy ships in stacks instead of separately then you equip them the same thing is applied. So it is no bug it's actually part of the game
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Haha, well I'm not a complete idiot, even though I realized after I posted that last post that I was posting this on the wrong topic. (late nights get to you sometimes)
The problem was that after I did that once, the products -stayed- doubled in price, and each subsequent pair of ships bought afterward doubled the price again, if I had bought 10 (shudder) well, you get the drift.
Also, it was the upgrades that had doubled and stayed doubled, none of the vanilla wares did.
(Some how ended up with me having 5 million + salvage insurance as well, even though I never bought any. o.O)
However this is the wrong topic for my problem and I have since fixed the problem anyway, one of the other scripts I had installed was messing with it.
Either way, ignore this whole section of replies please. (This post was actually intended for the Hyperdrive mod. I got switched around in my caffeinated frenzy. Too many browser windows open and such.)
The problem was that after I did that once, the products -stayed- doubled in price, and each subsequent pair of ships bought afterward doubled the price again, if I had bought 10 (shudder) well, you get the drift.
Also, it was the upgrades that had doubled and stayed doubled, none of the vanilla wares did.
(Some how ended up with me having 5 million + salvage insurance as well, even though I never bought any. o.O)
However this is the wrong topic for my problem and I have since fixed the problem anyway, one of the other scripts I had installed was messing with it.
Either way, ignore this whole section of replies please. (This post was actually intended for the Hyperdrive mod. I got switched around in my caffeinated frenzy. Too many browser windows open and such.)
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- Joined: Tue, 5. Feb 08, 22:52
ThisIsHarsh,
Don't know if you or anyone else can help. I haven't played the game for a while and have now come back to it.
Have upgraded the script to 1.6.4 (along with a couple of other scripts I have running), but now have no access to the bailing options.
It does still show in the configuration menu, but it does not allow me to enter the menu to change the percentages.
Any ideas?
Problem solved!! Found that there is an issue with auto update on X3TC. Manually updated to 2.5 and everything is now fine.
Don't know if you or anyone else can help. I haven't played the game for a while and have now come back to it.
Have upgraded the script to 1.6.4 (along with a couple of other scripts I have running), but now have no access to the bailing options.
It does still show in the configuration menu, but it does not allow me to enter the menu to change the percentages.
Any ideas?
Problem solved!! Found that there is an issue with auto update on X3TC. Manually updated to 2.5 and everything is now fine.
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- Joined: Thu, 15. Oct 09, 19:52
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- Joined: Sat, 5. Sep 09, 02:40
NPC bailing mod questions/comments
edit LV merged : [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]
I was just looking around the mods master list and seen this, I loaded mod manager lite and gave this mod a try.
I Do like the idea that not everyone goes down with the ship, so i gave it a run.
I set the bail rate to very high just to test it and attacked a TL that i was near. The crew bailed but the claim option was not available. I attempted to board, but giving 2.5 rules failed. (I am in a early game restart so only sporting a M6 with some medium trained marines
Is this normal for the mod, the crew bails and you have to board the ship to take it? It is amusing that this bailed ship with no internal defense and now no crew is just as hard to board as the live ship was.
Since i was able to board the ship even though it was blue to me would i be able to fire boarding pods at it? Or would i be stuck with a fleet of TP's.
I am thinking it will use this mod but set the big ship bail rate to 10% or so. Most will go down with there ship that way but on occasion the crew will *surrender* for lack of a better word. I will still need a army to board them but, with the ship being derelict a small fleet of TP's would make more sense.
I was just looking around the mods master list and seen this, I loaded mod manager lite and gave this mod a try.
I Do like the idea that not everyone goes down with the ship, so i gave it a run.
I set the bail rate to very high just to test it and attacked a TL that i was near. The crew bailed but the claim option was not available. I attempted to board, but giving 2.5 rules failed. (I am in a early game restart so only sporting a M6 with some medium trained marines
Is this normal for the mod, the crew bails and you have to board the ship to take it? It is amusing that this bailed ship with no internal defense and now no crew is just as hard to board as the live ship was.
Since i was able to board the ship even though it was blue to me would i be able to fire boarding pods at it? Or would i be stuck with a fleet of TP's.
I am thinking it will use this mod but set the big ship bail rate to 10% or so. Most will go down with there ship that way but on occasion the crew will *surrender* for lack of a better word. I will still need a army to board them but, with the ship being derelict a small fleet of TP's would make more sense.
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- Joined: Thu, 9. Apr 09, 00:43
It's more the problem of that there isn't a Claim Ship option on anything heavier than, I think, an M6, nor would you be able to get in range to use it because of the target's sheer girth. If you get Salvage Claim Software from the aptly-titled script you can just use that to claim it. And TLs are I think some of the hardest ships to board overall, methinks their hull resistance is the highest of the classes.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.