
[SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Hehe, I never really use ships from those two races, though I've kept the LX Variants of the Xenon. I'd rather much destroy the swarm of Xenon ships then see them turn neutral towards me when I want to get the maximum amount of credits out of a patrol mission or defend sector/station mission. Though I don't mind a M6/M7/M2/M1 bailing on me... I'll get a lot more credits out of those then from the mission alone 

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Update v1.7.8
Added Khaak and Xenon modifiers. Leave at 100% for equal to other races. Set to 0% to disable bailing. Can also go above 100%, e.g 200% for double bail rate/hull.
Fixed Recon Drone bailing.
I've attempted to update the German and French translations myself, i.e.
Xenon/Khaak modifier/modifikator/modificateur ... ?


I've attempted to update the German and French translations myself, i.e.
Xenon/Khaak modifier/modifikator/modificateur ... ?
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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I just install the new version an I get this (French version):
[ external image ]
I see you forget these two lines
and for the new text, I think it is better to have
[ external image ]
I see you forget these two lines
Code: Select all
<t id="17">\33Y%s\33X%</t>
<t id="18">\33Y%s\33X</t>
Code: Select all
{
"id" : "locals.modifierKhaak",
"title" : "Coef. modificateur Khaak:",
"type" : "uint",
"tid" : 17,
},
{
"id" : "locals.modifierXenon",
"title" : "Coef. modificateur Xénon:",
"type" : "uint",
"tid" : 17,
},
« Il suivait son idée. C'était une idée fixe et il était surpris de ne pas avancer. » 
Jacques Prévert

Jacques Prévert
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Hi,
your german translation of the word modifier was correct
I think you need no more help for translating and we can now talk in german
I have the same problem with the ReadText.
I set the Bail rate factor for small ships to 7 and now I get bloddy fingers to get all the abandoned ships
Think it was a little to high.
Now I've set it to 5 and hope that I can clear the universe form all the ships.
Cu Thalon
your german translation of the word modifier was correct

I think you need no more help for translating and we can now talk in german

I have the same problem with the ReadText.
I set the Bail rate factor for small ships to 7 and now I get bloddy fingers to get all the abandoned ships

Now I've set it to 5 and hope that I can clear the universe form all the ships.
Cu Thalon
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@ ThalonMook - Just a personal preference...but I found (for small ships at least) that setting the the bail rate lower (like 4-6) and at the same time increasing Hull factor (to 9) works out really well. Ships don't bail as often, but when they do, you get a nice reward. (plus when fighters reach hull, they die so fast. So this helps a bit there)
Hektos
Hektos
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A great alternative is to try out the extra hull options from SRM - assuming you're running SRM, that is. You can get between 2x and 10x the Vanilla hull strengths depending on which you pick. I personally find it REALLY improves the feel of ship combat: battles tend to be longer, and bloodier. I run the largest one, and I find it typically takes longer to chew through a hull than it does the shields protecting it.ThalonMook wrote:Thx for this hint.
I set the Bail Rate for smal ships now to 6 and the hullfactor to 9.
CU Thalon
In Vanilla, if you lose your shields, you're typically heavily damaged very rapidly which results in a massive speed loss.... sealing your doom. With much thicker hulls, it's not uncommon to have your shields stripped, take some damage, but continue fighting... of course, this applies to NPC's as well.
The key point, though, is how this interacts with NPC Bailing. With much thicker hulls, you can set the hull amount remaining low (so NPC's do bail at appropriate hull amounts instead of largely intact ships) without fearing that the missiles/shots still in the air will destroy the derelict.
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Update
I've corrected the ReadTexts in the German and French translations, and modified the French translation as per Emerson d'Anite's suggestion.
Not bothered with a new version number for something so minor, so just redownload.
I've corrected the ReadTexts in the German and French translations, and modified the French translation as per Emerson d'Anite's suggestion.
Not bothered with a new version number for something so minor, so just redownload.
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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just realised the khaak/xenon modifiers lol. awesome addition! It bothers me each time a khaak ship "bails" that I would normally just carry on shooting at it lol. Not too sure why xenon bailing doesn't bother me though.
Got the khaak modifier at 1% just for laughs
and xenons at 50%
I was wondering if it were possible to make only xenon big/huge ship bails?
My settings atm has only fighters bailing, since I find it odd that a crew of a capital ship would just bail. But then I find it weird boarding xenon cap ships, why on earth would they have corridors?!? I could understand very small access corridor to do maintenance but surely not big and roomy enough to risk being boarded by marines.
"bailing" xenon capital ships could be explained (in my head) by some malfunction due to damages or perhaps by a lucky shot into some key control sections in the ship...
Anyways just a little pet peeve of mine
Got the khaak modifier at 1% just for laughs

I was wondering if it were possible to make only xenon big/huge ship bails?
My settings atm has only fighters bailing, since I find it odd that a crew of a capital ship would just bail. But then I find it weird boarding xenon cap ships, why on earth would they have corridors?!? I could understand very small access corridor to do maintenance but surely not big and roomy enough to risk being boarded by marines.
"bailing" xenon capital ships could be explained (in my head) by some malfunction due to damages or perhaps by a lucky shot into some key control sections in the ship...
Anyways just a little pet peeve of mine
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I don't know, I think that it's absolutely normal.Sirilius wrote: My settings atm has only fighters bailing, since I find it odd that a crew of a capital ship would just bail.
If the ship is flying apart, too damaged to continue fighting... why "go down with the ship"? It's a needless death if you can escape.
It's happened in history, albeit with naval vessels of course.
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So far, I'm enjoying the rare capital ship bails: two Centaurs and an Osprey so far, none of them over 15% remaining hull. At that point, it makes sense for the crew to get out and take their chances in a spacesuit, because staying aboard would be suicidal, especially against some crazed Nova pilot who seems to avoid 99% of your shots, while hitting with 90% of his own.
I also learned the meaning of "mixed emotions", when a Xenon P went blue with........(7) hull points left. It's too far gone to be worth selling, and will take somewhere between too long and forever to fix. At least now I've got one for the "collection", along with the L, M, and N. I hate to think of what I'm going to have to do to get a Q......
I just wish there was an option to disable or remove any remaining shields, so I can board without having to shoot them up any further. I prefer not to use the software package to just "claim" them, but it would be nice to make boarding a bit easier by changing the race to Boron or something, so they don't put up quite as much resistance (ideally, they should put up NONE, since it's abandoned, but I can understand that the modder can only do so much with the tools available).
I also learned the meaning of "mixed emotions", when a Xenon P went blue with........(7) hull points left. It's too far gone to be worth selling, and will take somewhere between too long and forever to fix. At least now I've got one for the "collection", along with the L, M, and N. I hate to think of what I'm going to have to do to get a Q......
I just wish there was an option to disable or remove any remaining shields, so I can board without having to shoot them up any further. I prefer not to use the software package to just "claim" them, but it would be nice to make boarding a bit easier by changing the race to Boron or something, so they don't put up quite as much resistance (ideally, they should put up NONE, since it's abandoned, but I can understand that the modder can only do so much with the tools available).
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Ah, I was wondering what the logic was behind someones suggestion earlier that shields should be uninstalled and just held in the cargo ... It's for boarding. That makes sense. Maybe I will add such an option, then.
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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Strange, I take it you've asked him about it?GTAVC wrote:Is there an non-Cycrows-Community-blah-Version to download?
His Script doesn't work on my Computer..
NPC Bailing Addon will work without Community Config Menu, but you will be stuck with the default settings.
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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Not 7%, that's 7 POINTS of hull left on an M6 sized ship. That's effectively scrap. At that point, you've got to worry about accidentally bumping the ship with your spacesuit and breaking the hull in half, or turning the airlock lever too vigorously and tearing the ship apart.
Since I don't use the "claim" software, it means that I'll have to do EXTENSIVE repairs (to 20% hull or better) with the suit laser before I can even send a boarding party to take it, and then have to repair the collateral damage done by the boarding crew afterwards. Net result will be that it will require more than 100% repairs in total, if I decide to keep it.
Since I don't use the "claim" software, it means that I'll have to do EXTENSIVE repairs (to 20% hull or better) with the suit laser before I can even send a boarding party to take it, and then have to repair the collateral damage done by the boarding crew afterwards. Net result will be that it will require more than 100% repairs in total, if I decide to keep it.
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