[SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]

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dougeye
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Post by dougeye »

i may have it set wrong or a conflicting mod but none that directly effect bailing.

i wouldnt take my asking for the previous version as a snub of your work. im just in the middle of a game and have had to do reinstalls and all sorts for other reasons unrelated to your mod already so i just want to go with what i know works for now. ext time i restart ill defo look out for you next release

thanks for your reply doug.
Sunrayn
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Post by Sunrayn »

Sunrayn wrote:My findings after 2 days. NPC salvagers turned off IR with hot wars enabled.

Small ships: bail 8, hull 5 --- ships bailed is average.
Big Ships bail 9, hull 6 --- found 1 M6
Huge Ships bail 9, hull 6 --- 0 after 2 days.
Update:

Since this post on Wednesday I have gotten 1 M7M and 2 more M6s, nothing bigger than that.

So that puts the count for huge ships still at a goose egg and for the settings, dismal for M6/M7.
ThisIsHarsh
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Post by ThisIsHarsh »

OK thanks for that report. Out of interest, was this lack of ships bailing an issue with the previous version? It's weird cause I haven't changed the formula. Either the ships have a really high bravado rating in your game, or I've inadvertently 'fixed' something...

Anyway, releasing a new version in a sec that should help.
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ThisIsHarsh
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Post by ThisIsHarsh »

Update v1.7.3

:arrow: Added more selections for bail rate and hull factors. Now go up to 20 instead of 9.

:arrow: A zero or negative value for the "Time before self-destruct" means infinite time, i.e. it won't ever self-destruct.
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ThisIsHarsh
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Post by ThisIsHarsh »

Update v1.7.4

:arrow: Major bugfix: finally traced reason for bail rates being so low, now fixed. You will now find ships bailing all over the place if you have set your rates unnaturally high in an attempt to counter this issue.

It turns out that for some reason signal scripts get prematurely terminated if they have a wait in them. This must be a something new added in a patch or something, since exactly the same code worked previously. I can't think of any other reason why this bug would suddenly crop up.

So basically, the problem was that each ship would check hull damage only once, so would rarely bail. Instead, the ship should be continuously checking hull damage over and over to see if it is now low enough to bail. I've now fixed this.

Apologies its taken me so long to positively respond to the various complaints on this line - it was a tough one to weed out.
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Requiemfang
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Post by Requiemfang »

The end result of it is that you managed to snuff out that bug which is good for all of us in the long run. Now I can begin collecting ships once more at a steady pace and build up credits so I can get a big ship :D and no... that doesn't mean I'm going to set the bail rate to a high amount... I like balance in my games... unbalance and cheating are ways to easily break a good game and I don't like it... I like a challenge :wink:
dougeye
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Post by dougeye »

exellent ill try your new version now :D

just too check if i set hull damage as 4 is that ships have too take 40% damage before bailing or have 40% hull left for example?
ThisIsHarsh
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Post by ThisIsHarsh »

dougeye wrote:exellent ill try your new version now :D

just too check if i set hull damage as 4 is that ships have too take 40% damage before bailing or have 40% hull left for example?
Nah, the factors are just parameters in a function. From previous page:
I wrote:OK, here is the formula:
Spoiler
Show
factor^2 / (factor^2 + bravado)
The same formula is used for both probability of bailing and the hull damage at which the pilot bails at. The only difference is the factor that is used is different (i.e. bail rate factor and bail hull factor in the menu). Theoretically the bravado could be anywhere between 0 to 300, but in practice it is more like 20 to 90.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

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Emerson d'Anite
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Post by Emerson d'Anite »

Many thanks for this script.

I've sent you by PM a tanslation in french.
Use it as you like.

Thank you again.
« Il suivait son idée. C'était une idée fixe et il était surpris de ne pas avancer. » :)
Jacques Prévert
dougeye
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Post by dougeye »

happy to report the new version has fixed the probs i had :D no probs at this end.

although probly out of your hands is something else i noticed which isnt realy a prob or bug as far as your mod is concerned and that is the mercenary ships that hang round omicron lyrae if claimed then continue there jobs even after they become your property. u cant sell them or anything. they will follow a command like dock at station but then imediatly resume there final fury orders.i guess they are hardcoded into a mission script. like i say not realy prob just an irregularity i noticed.
Happyblue
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Post by Happyblue »

Most likely a hard code. I capped a khak corvette during the final fury mission to build 3 stations in the unknown sector north of argon military. It stays green to me but it will reset it's orders and attack me. I eventually just cloned it (cheat) and destroyed it. The cloned copy has no issues.
Varek Raith
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Post by Varek Raith »

Hmmm.

I was fighting a Pirate Guild ship and he commed me saying he was bailing.
He never did. His ship remained red the entire time.
Though, my turret was firing on him the whole time, destroying him.
Your thoughts?
ThisIsHarsh
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Post by ThisIsHarsh »

@dougeye and Happyblue: it indeed looks like plot ships get retasked by the mission director, it seems it does not check if the owner has changed. Do you guys enable the option "Allow non-standard ship bailing"? If not, then I have to have a rethink about what constitutes a 'non-standard ship'.


@Varek Raith: if the pirate commed you, then it was not NPC Bail Addon that caused him to bail (or not, as the case may be). It was either the vanilla bail logic, or some extra bail logic added by pirate guild. I would recommend you bring it up in the pirate guild thread, just in case it is something Serial Kicked added, he would like to know of such a bug.
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Varek Raith
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Post by Varek Raith »

ThisIsHarsh wrote:@dougeye and Happyblue: it indeed looks like plot ships get retasked by the mission director, it seems it does not check if the owner has changed. Do you guys enable the option "Allow non-standard ship bailing"? If not, then I have to have a rethink about what constitutes a 'non-standard ship'.


@Varek Raith: if the pirate commed you, then it was not NPC Bail Addon that caused him to bail (or not, as the case may be). It was either the vanilla bail logic, or some extra bail logic added by pirate guild. I would recommend you bring it up in the pirate guild thread, just in case it is something Serial Kicked added, he would like to know of such a bug.
Roger that.
Thanks.
:)
Sirilius
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Post by Sirilius »

Strange thing, I been getting crashes/lock-up since I updated this today. They were occuring for me like half-an-hour to an hour of playing.

I went back to v1.7 and it was fine, left it on seta for an hour and it was fine. Though I am running quite a few other scripts so maybe the new version aint getting along with them as well.

I have no idea what the cause is, maybe it's just me though. Just thought I'd put it out there.
Happyblue
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Post by Happyblue »

Yes I do have non-standard bailing enabled. This has happened with older versions of the script as well as the current version. I never really gave it much mind.

As a rule I don't cheat the game, what's the point, but
cycrow's scripts come in handy for things like that.
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TrixX
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Post by TrixX »

I have noticed a few "locked" ships bail every now and then. Very frustrating when it's a good one and you tend to play as a salvager.

The freighter in the Tears of Greed mission for the Terran plot does it almost every time. I've had a few fighters in Treasure Chest and Omicron Lyrae do it too, nothing special those times (Disco/Harriers) but annoying nonetheless.
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Honved
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Post by Honved »

After sifting through about 7 or 8 pages of the discussion with no luck, I finally abandoned the effort and decided to just ask:

How do you access the configuration menu? I loaded up and installed the Community Configuration script, and then installed NPC Bailing, but I can't figure out how to get to the menu.
Gravitycontrol
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Post by Gravitycontrol »

Sirilius wrote:Strange thing, I been getting crashes/lock-up since I updated this today. They were occuring for me like half-an-hour to an hour of playing.

I went back to v1.7 and it was fine, left it on seta for an hour and it was fine. Though I am running quite a few other scripts so maybe the new version aint getting along with them as well.

I have no idea what the cause is, maybe it's just me though. Just thought I'd put it out there.
im afraid i can confirm your problem ^^

Edit: i forgot to mention that i tested it with only running the npc bail addon ^^ and it froze for me ^^ without it it runs smoothly ^^
ThisIsHarsh
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Post by ThisIsHarsh »

Honved wrote:After sifting through about 7 or 8 pages of the discussion with no luck, I finally abandoned the effort and decided to just ask:

How do you access the configuration menu? I loaded up and installed the Community Configuration script, and then installed NPC Bailing, but I can't figure out how to get to the menu.
You just need to go into controls options, then under "Interface" tab there will be a hotkey setting for "Plugin configurations". Set a hotkey (I use SHIFT+F12), then use that to call up the config menu.
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.

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