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

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Requiemfang
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Post by Requiemfang »

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 :lol:
ThisIsHarsh
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Post by ThisIsHarsh »

Update v1.7.8

:arrow: 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.

:arrow: Fixed Recon Drone bailing.


I've attempted to update the German and French translations myself, i.e.

Xenon/Khaak modifier/modifikator/modificateur ... ?
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Emerson d'Anite
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Post by Emerson d'Anite »

I just install the new version an I get this (French version):
[ 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>
and for the new text, I think it is better to have

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
Requiemfang
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Post by Requiemfang »

LOL whoops :lol:
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ThalonMook
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Post by ThalonMook »

Hi,

your german translation of the word modifier was correct :thumb_up:
I think you need no more help for translating and we can now talk in german :D

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 :D 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
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Drewgamer
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Post by Drewgamer »

@ 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
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ThalonMook
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Post by ThalonMook »

Thx for this hint.

I set the Bail Rate for smal ships now to 6 and the hullfactor to 9.

CU Thalon
Wintersdark
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Post by Wintersdark »

ThalonMook wrote:Thx for this hint.

I set the Bail Rate for smal ships now to 6 and the hullfactor to 9.

CU Thalon
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.

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.
ThisIsHarsh
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Post by ThisIsHarsh »

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.
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Sirilius
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Post by Sirilius »

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
Wintersdark
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Post by Wintersdark »

Sirilius wrote: My settings atm has only fighters bailing, since I find it odd that a crew of a capital ship would just bail.
I don't know, I think that it's absolutely normal.

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.
Honved
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Post by Honved »

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).
ThisIsHarsh
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Post by ThisIsHarsh »

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.
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GTAVC
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Post by GTAVC »

Is there an non-Cycrows-Community-blah-Version to download?
His Script doesn't work on my Computer..
You know, VR is the perfect time to use the unimplimented dialog and audio file for Yisha that detects when the player is looking at her for a bit and says, "You're staring..." - Nodus Cursorius
ThisIsHarsh
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Post by ThisIsHarsh »

GTAVC wrote:Is there an non-Cycrows-Community-blah-Version to download?
His Script doesn't work on my Computer..
Strange, I take it you've asked him about it?

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.
Requiemfang
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Post by Requiemfang »

TECSG's salvage claim software script I think works great with this one and it works and has very little issues. I help test it after all and it works perfectly :P
Triaxx2
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Post by Triaxx2 »

A P going blue at 7 is bad. A Ranger going blue at 7 is even worse.
ThisIsHarsh
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Post by ThisIsHarsh »

Triaxx2 wrote:A P going blue at 7 is bad. A Ranger going blue at 7 is even worse.
7% hull? 7 bail rate? 7 what? Why is a Ranger worse? They are pacifists.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

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Honved
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Post by Honved »

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.
Triaxx2
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Post by Triaxx2 »

7 hull points, because it becomes so absurdly slow, that it has to be repaired a lot before it starts to speed up. At least an M6 starts to get moving around 30%. Rangers are still going 25m/s.

That said, it's worth 3m, and that's nothing to sneeze at.

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