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

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InFlamesForEver
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Re: Unable to claim abandoned ship

Post by InFlamesForEver »

Vayde wrote:
InFlamesForEver wrote:
Maddermanblue wrote:Hi,
It's been a while since I played X3. I abandoned the the game due to boarding operations made impossibly hard after 2.5 patch and sorta ruined the game for me, really wished they left it alone - it actually made boarding operations no longer economically viable.

Anyhoo I installed Cycrows NPC Bailing Addon. I successfully made lots of pilots bail and abandon their ships of quite a few Nemesis, Shuris, Brigantes etc. However when I come to claim the ship (now blue) (I eject, get to within 50m) the option to 'Claim Ship' is not there on its usual menu.
When M3's M2's and M1's are abandoned I can claim these ships but non of the bigger ships.

Any ideas why?

Cheers


{By advice below and TC S&M Posting Rules Rule #1 a merge has occurred. :) jlehtone}
I am getting exactly this problem except with M3's and above.
NPC Bailing addon is not by cycrow.

Just because a big ship has bailed and is a floating derelict it still has to be boarded via marines. Unless using one of the claim software upgrades.

Ships that need marines to board them are anything from TM up to M1 although I believe you may be able to get TM's via space walk and claim now.
Thanks for clarifying this, although I did work it out for myself and its not a bad thing tbh because now I can train my marines more easily.
Also I now realise that I have not got the salvage claim software installed on my ship so I need to go and get that.
Snowtiger2.0
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Post by Snowtiger2.0 »

Snowtiger2.0 wrote:The Community Configurations menu for me only yields and empty screen, with another empty screen following as i close the first.

Solution? :|
Just did a quick reinstall via steam. Still not getting more than 2 empty screens for community plugin configuration of this mod. Is this expected, with the last update being oct 2010?
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InFlamesForEver
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Post by InFlamesForEver »

Can anyone elaborate on whether changing the numbers up or down makes bailing easier or harder as I wish to make less ships bail but I do not know which way to go with.
Thanks Flames.
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Vayde
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Post by Vayde »

As I understand it the lower the number the less chance for ships to bail. I always use 1-3 for bailing rates or the universe quickly fills with abandoned ships :(
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InFlamesForEver
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Post by InFlamesForEver »

Vayde wrote:As I understand it the lower the number the less chance for ships to bail. I always use 1-3 for bailing rates or the universe quickly fills with abandoned ships :(
Ok that's what I thought but best to check, don't want to die because I can't enter a full sector of abandoned ships lol
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lich83
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Post by lich83 »

Snowtiger2.0 wrote:The Community Configurations menu for me only yields and empty screen, with another empty screen following as i close the first.

Solution? :|
Check if you installed JSON parser library (had the same problem:))
atx711
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Post by atx711 »

Seems that this only works with lesser ships. So far, 8 hours of gameplay, Hull and Bail rate has been set to 7, Not a single M6, M7, M1, M2 has bailed so far.

I set it later to 20, saved up near a fight where Argon Cerberus is attacking Pirate Galleon. Re-loaded this same savefile for atleast 10 times already, the Galleon simply won't bail as any other larger ships.

Addons in use:
Abandoned Ship Spawner by corbinbird
Cheat Collection Package by Cycrow
Find Free Ships by Grax
Free Jump (credits) by Grax
Galactic News System by XTC team
Khaak Invasions by ttl
NPC Bailing Addon by ThisIsHarsh
Race Invasions by Xiriod
Race Patrols by ttl
Salvage Claim Software by Cycrow
Salvage Commands and NPCs by ThisIsHarsh
Ship Hijacker by Nividium
Community Plugin Configuration by Cycrow
Hotkey Manager by Cycrow
JSON parser library by ThisIsHarsh
Ware Manager by Cycrow

This exactly the same setup worked on my XP system flawlessly... not sure why it won't operate well on windows 7...
AuGuR
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Post by AuGuR »

@ atx711

(Probably a redundant reply ;oP)

Assuming you can load the options for NPC Baling, make sure you have Big/Huge ships set to on, as by default they're off.

As an after-thought, Salvage Claim Software Mk. 1 by TECSG running along the other salvage/acquisition/piracy scripts does wonders for the actual collection of the bailed ships.[/url]
atx711
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Post by atx711 »

@ AuGuR

They are enabled, that's the point :(
Anything besides M6, M7, M1, M2 and M0 bails like they're nuts... But the capital ships simply don't... Dumb marines, giving their lifes for a hunk of steel... :D
AuGuR
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Post by AuGuR »

@ atx711

Personally I left the bail settings mostly at default chance, with exception of big ships to have those work a bit more often... after about 5 hours (starzuras?) of game time, I average 1-3 cap bails, about 5-25 of all the others combined, mostly M3/M6/M7s tho.

Reason I suggested the Salvage MK I script is cause it lets you know when a derelict (bailed) ship occurs, assuming you have sats/adv-sats in the systems where the bailing occurs.,

IIn combo with the Add sats to all sectors (via Cycrow's or Gazz's scripts), you'll get a better idea how often they're actually bailing.

Also, the majority of the bails I have for M6 & up ships rarely occur in heavily traffic'd systems or where almost continuous battles are, as they usually get eaten by random fire or blind ship captains plowing thru them.
i64man
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Post by i64man »

This sounds interesting, but the one question I have is this script/mod, is compatible with the XRM? And what about the recommended additions, are they also compatible with the XRM?

Thanks.
ThisIsHarsh
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Post by ThisIsHarsh »

i64man wrote:This sounds interesting, but the one question I have is this script/mod, is compatible with the XRM? And what about the recommended additions, are they also compatible with the XRM?

Thanks.
Yeah, fully compatible with XRM. In fact, compatible with most plugins.
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i64man
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Post by i64man »

Thanks. I will try it this weekend.
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Sorkvild
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Post by Sorkvild »

ThisIsHarsh wrote:
i64man wrote:This sounds interesting, but the one question I have is this script/mod, is compatible with the XRM? And what about the recommended additions, are they also compatible with the XRM?

Thanks.
Yeah, fully compatible with XRM. In fact, compatible with most plugins.
Works well with XRM, but I'd recommend lowering the bail settings by 1/2 because on stock settings bails are too often and soon you universe will be littered with empty ships. Moreover I recommend using - Salvage Commands & NPCs - to extend your salvage operations and by adding NPC salvagers. They hunt for empty ships too! You can also add SEWN by Cycrow, one of its functions allows to inform you if there are any bailed ships in nearby.
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BlackFire
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Post by BlackFire »

Please disregard, it wasn't this mod causing the issue.

Sorry about that. :oops:
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InFlamesForEver
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Post by InFlamesForEver »

I am having an issue with this mod where all the ships that bail are destroyed in the next second, and no not by lazers by themselves just randomly.

I have no clue as to why this is happening but as soon as I take this mod out bailing ships are fine.

Any ideas?

I am using:
XRM
XRM Low Hull pack
MBRR

And I doubt any of the others are conflicting because I added them after I noticed this issue.

EDIT: I have the self destruction setting on 54303223 mins or something similar.
Last edited by InFlamesForEver on Mon, 7. Nov 11, 20:47, edited 1 time in total.
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i64man
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Post by i64man »

ThisIsHarsh,

I installed the script, have the name changed and have all the necessary addons. However, I don"t quite seem to find how to set the percentages.

Thakns
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InFlamesForEver
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Post by InFlamesForEver »

I have fixed the issue, it seems that setting the self destruct time to max causes it to kill them instantly.

Kinda strange really.
In Flames We Trust
Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video
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Retrox
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Post by Retrox »

Hello,
could you tell me if this script work with the new add-on?
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jocan2003
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Post by jocan2003 »

I have it jnstalled and i havent found a kirk, look plugkn manager last pages to find a work around

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