
At the moment it should work.
greets,
mq
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Are there any things that do not work correctly (for example appearing Mammoths and Astronauts, not attacking ships, wrong/not appearing messages, ...)
If you play longer, is this script annoying (or some features of it), what can you do avoiding this
Is the enemyforce too weak / too strong (balancing)
Should I really include the station-calls-hunter-function? I am not satiesfied with this function...
Should the messages always be directly displayed
Should the hunters of one group really be of different orignis, too? It looks cooler, if they are not, but it is more difficult, if they are
Still trouble? In the current version it should work without problemssmiley wrote:Had trouble with the language file like others but have that sorted now too.
Hm a bit unlucky, though I can make them appearing less often. At the moment the intervall is a random value between 20Minutes and 2 Hours. Maybe I should raise the first value.smiley wrote:At the moment I would say that the attacks come way too often. For instance, I was attacked immediately after I loaded the script and then twice more within the next hour. If you include SETA (at x6) that's 3 times in about 10 minutes. Is this normal or have I just been excedingly unlucky?
The Ion Ds are a very important factor concerning difficulty. It is a tightrope walk, they shouldn´t be to hard and frustrating for less experienced fighters but also shouldnt be cannon fodder for experienced fighters. They should be challenging, but not godlike.smiley wrote:I also am thinking that the strength of the attack is abit on the heavy side, but my opinion of that may change as I get used to it (it's the Ion Disruptors and PPCs that are the real difficulty).
It is possible that they are first assigned to a normal race and when they come nearer (maybe about 3km) they are assigned to pirates. The message should appear anyway, but maybe a bit later (that means another endless loop and some worksmiley wrote:My main gripe, which may be very difficult to fix, is that the bounty hunters announce themselves. I would prefer them to sneak up on you. But I suppose if they have the race 'Pirate' then they are immediately flagged as an enemy. Is there no way to have them not being pirates but still wishing to attack you? Maybe there strength and numbers could be less, but they could only announce there intentions when they are within weapon's range (ie not appear as red blobs as soon as they are within scanner range).
Very good.jmcavoy wrote:Afetr I updated to the new bounty hunter script I am not seeing any Argon Mommoths and messages are apperaing.Are there any things that do not work correctly (for example appearing Mammoths and Astronauts, not attacking ships, wrong/not appearing messages, ...)
That the Hydra kept disappearing... is strange, I wonder if that this is a bug in the script or in the game. Other reoccurenced would be interesting. Note that the enemy force is stronger when you are flying an Osprey than when you are flying a M3. Maybe I should make the M6 force a bit stronger and the M3 force a bit weaker.jmcavoy wrote:The first time I got attacked was after about one hour of play. I am not a good fighting pilot and they killed me twice before I could kill them. I decided to use a script to give myself an Ospray for when they attack me a second time. The second time they attacked me after about 45 min of play. I destroyed them all, wasnt very hard in my new Ospray. The third time they attacked me something odd happened. A Boron Hydra that was in the group kept disaperaing off the map. I could see it only when fireing at me, also the third attack was only after 10 min from the second attack. They made very short work of me.If you play longer, is this script annoying (or some features of it), what can you do avoiding this
Well... I try to balance this, at the moment Ion Ds is a 1:1 chance for each laser bay and PSG 1:2. Unless I doesn´t want to change whole "scriptnetwork", I have to find percentages that fit for all casesjmcavoy wrote:Is the enemyforce too weak / too strong (balancing)From what I have seen so far they seem to be stronger when your flying a Nova or some other same class ship. ( I was killed a lot more when flying a Nova ) Maybe tone down the appearance of the Ion and PSG when your using a Nova or other M3. In both versions pirate attack and bounty hunter at least one ship of the 4 that attcked had an Ion Disrupter and another had a PSG. I died a lot in my Nova, but again im not a good fighter pilot
On the other side when I had my Ospray the second attackers where not very hard to kill. They attacked me with a Split Dragon and 2 Paranid Perseus.
As I said above, reoccurences would be interesting.jmcavoy wrote:The third time when they attacked me with the disapearing Boron Hydra and 2 Paranid Perseus they made short work of me. I think that happened becouse I couldnt find the Hydra.
I wanted that to be changed in the next version, but maybe you are right and I let it unchanged.jmcavoy wrote:Both the second and third fight i set my ship on autopilot to attack all enimies.
Should I really include the station-calls-hunter-function? I am not satiesfied with this function...I havnt treid this out yet.
Should the messages always be directly displayedI think they should, becouse if your next to a gate that they jump in to ( right on top of you ) your not going to have time to goto your message log to see whats going on. Some scripts I use send messages, and for something that is as urgent as bounty hunters attacking you I think should be viewed right off, without waundering what other script is sending the lower priorty message.
I think that this would be possible without a lot of work, and I think I will do it as you suggestedjmcavoy wrote:I think that if a certan race hates you they should send ships of the same origin. After all they are the ones who want you dead For example, if your an enemy of the split, the bounty hunters ships should be of split origin, on the other hand if pirates hate you and want you dead, then I think they should come at you with a mix of different race ships since the pirates are of different races. It would be cool to see it this way, I think, but im happy with it the way it is set up now.Should the hunters of one group really be of different orignis, too? It looks cooler, if they are not, but it is more difficult, if they are
I´ll try to give it a better balance.jmcavoy wrote:I like this script very much, but I think that it is a bit unbalanced as far as when flying a Nova the bounty hunters are a bit to tough, as opposed to flying an ospray (excluding the third time I got attacked) they are a bit to easy. Again im not a good fighter pilot, so my observation is one sided.
Thxjmcavoy wrote:As for the disapearing Hydra I will play some more to see if it re-occurs. I also want to see what I get attacked by when flying a Destroyer and how well it works out.
Nice job overall on the script.
If I had to make a choice I would say vary the attacks from 1 hour up to 10 hours, but of course it's your patch, so take the majority decision or just do what you think best.smiley wrote:Hm a bit unlucky, though I can make them appearing less often. At the moment the intervall is a random value between 20Minutes and 2 Hours. Maybe I should raise the first value.At the moment I would say that the attacks come way too often. For instance, I was attacked immediately after I loaded the script and then twice more within the next hour. If you include SETA (at x6) that's 3 times in about 10 minutes. Is this normal or have I just been excedingly unlucky?
For myself I can change the value as I want, when signing the script it is important that you all like it so I will keep this in mind, too. But 10 hours is maybe a bit long, as some players use seta very rare.smiley wrote:If I had to make a choice I would say vary the attacks from 1 hour up to 10 hours, but of course it's your patch, so take the majority decision or just do what you think best.
Smiley
A very, very good point, you are completely right! As I find 10 hours still a bit long, maybe 4 - 8 hours is a good value?smiley wrote:My main worry is that though this is about the first script that adds a new complication (or bit of excitement) to your X2 life, it may not be the last. If there were say 3 more ideas that made it into the game, then these unusual event would start to take over. The mid point of 20 mins and 2 hours is 70 minutes. If there were 3 more script with the same random intervals then you would be seeing things every 15-17 minutes. This would allow little time for doing the missions (for what they are worth).
I guess I would like lots and lots of different random events happening, so if there were lots of new scripts (my dream) then each script would have to have a much longer delay between events. If something happens too often then it ceases to be special.
Smiley
Pleasy still test the things above- the bounty hunters are now flying in formation (or something like that)
- the bounty hunters will be tarned as a normal race until they are close to you
- a station will only in 33% of cases send bounty hunters
- The intervall of appearing is from 20-120 minutes set to 240-480 minutes because 1. keep realism and gameplay 2. not to compete with other (future) plugins
- the enemy force for M3s is weaker, for M6 and M2 stronger
- The risk that the enemys are equipped with Ion Ds and PSGs is noticeable lower
- f the bounty hunters are sent from a specific race or station, they are all of the same race. Are they sent from the pirates, they are mixed
If I understood you right, not the actual one? Try it, it should be fixed. It was probably a problem with my testfunctions, I had forgotten a lot in the last version.StevesX2 wrote:I was playing X2 + the script earlier and I had one attack which was fine.