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

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Axeface
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Post by Axeface »

I remember it used to say eg, Hull % = 30. Meaning that only after a ship reaches 30% hull is it allowed to bail, now I just see numbers :)

Could someone explain what these new numbers mean?

Eg, if I would like M5's to bail at 50% hull and 10% of the time, which factors should I choose?
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Thias
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Post by Thias »

Anyone tried this with Albion Prelude?
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mms333
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Post by mms333 »

Yes. Latest version works for me. Although the default settings already produce a lot of bails.

Edit: after some more playing I can say: this will produces a huge number of ships in all sizes in the war sectors.
I got a boreas, a titan, a griffon sentinel and a sirokos in about one game day... and I already set the bailing rate down. The number of M5s, M4s and M3s I cannot count.
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Sarganto
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Post by Sarganto »

mms333 wrote:Yes. Latest version works for me. Although the default settings already produce a lot of bails.

Edit: after some more playing I can say: this will produces a huge number of ships in all sizes in the war sectors.
I got a boreas, a titan, a griffon sentinel and a sirokos in about one game day... and I already set the bailing rate down. The number of M5s, M4s and M3s I cannot count.
I can confirm this.

I am collecting dozens of freighters, M4, M3 and so on and not only in the war sectors! They are everywhere!

I mean, I do not dislike that I find a ship here and there. It actually makes me look at the sector map more often, which I like. But I wish there was a distinction between me firing at an enemy ship (relatively high bailing chance) or when I am not firing or even near the ship that is being fired at (relatively low bailing chance).

One thing I haven't figured out yet: Is the normal bailing routine still active, when I use this script or is the script overriding it?
Since I am using it, I haven't heard the poor guys telling me that they will give up and all that, before they bail. So I guess the script is the only active bailing routine now.
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Eriodas
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Post by Eriodas »

Well the bailing rates of mine are like 4,3,2 and 4,4,4 in the other option, and even when i get fighters to bail all the time, there are not that many (some gets destroyed even if the pilot bail because of the high damage and on-the-route laser shots), even more rarer the M6 and almost no M7, M2 or M1.

I allways check the terran-argon war sectors for them xD, but no Boreas, nor Osaka nor Kyoto... got a Titan once and a Colossus Hauler, but in some game days.
LordGaara
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Post by LordGaara »

Axeface wrote:I remember it used to say eg, Hull % = 30. Meaning that only after a ship reaches 30% hull is it allowed to bail, now I just see numbers :)

Could someone explain what these new numbers mean?

Eg, if I would like M5's to bail at 50% hull and 10% of the time, which factors should I choose?
Hull --> 10
Chance ---> 2

The max number possible is 20, therefore 2 should be 10% and 10 - 50%
You do the math for other values.

Cheers
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FalconGrey
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Post by FalconGrey »

I'm having a consistent crash to desktop after installing this script. Even if this is the ONLY script installed, within 5 to 10 minutes the game crashes to desktop.

Doesn't matter if I simply sit there and do nothing for the time period or head to a different sector. The game always ends up crashing.

Settings are sat to default installation settings. I can not figure out what is causing it to crash other than perhaps something that TC 3.2 now does or has in the way of ships that may be bailling and crashing the game due to that.... but unable to see or do something that directly causes the crash.

Any suggestions? (game runs perfectly fine and crash free other than if I install this specific script. Alone or in combination with others)
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Hellblazer
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Post by Hellblazer »

So I installed everything that was required, and a few of the recommended things too.

Community Configuration Menu by Cycrow installed
JSON parser library v1.1 (thread) installed
NPC Bailing Addon installed and active
Salvage Claim Software by Cycrow installed and active
Activated the script "Thereshallbewings"

When I go into the community plugin menu I see the mod, when I select it, there's absolutely nothing to edit in it.

http://i9.photobucket.com/albums/a69/Em ... ptions.jpg

What am I missing or doing wrong?

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Vayde
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Post by Vayde »

This can sometimes happen when you install the packs and you are not signed in as Administrator in windows 7 :(
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Hellblazer
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Post by Hellblazer »

Vayde wrote:This can sometimes happen when you install the packs and you are not signed in as Administrator in windows 7 :(
THat's strange since I am signed in as administrator, the uac is off, and all the files are under my administrative account.
Vayde
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Post by Vayde »

Nah it's not that strange, win 7 is full of little surprises. You could try installing all the packs by running the plugin manager using the run as administrator option. What have you got to lose other than a bit of time?
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Hellblazer
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Post by Hellblazer »

Vayde wrote:Nah it's not that strange, win 7 is full of little surprises. You could try installing all the packs by running the plugin manager using the run as administrator option. What have you got to lose other than a bit of time?
Well it's the steam edition so would have to redownload it completely, in anycase did try to run it under admin (using the run as admin) and it didn't change a thing.... :shock:
veryinky
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Post by veryinky »

Sarganto wrote:I am collecting dozens of freighters, M4, M3 and so on and not only in the war sectors! They are everywhere!

I mean, I do not dislike that I find a ship here and there. It actually makes me look at the sector map more often, which I like.
Do you have the Salvage Commands and NPCs script? The NPCs it adds do a good job at limiting the number of "free" ships. You have about 15-20 minutes before an NPC salvager shows up and claims it. I see a lot of "Salvaged Teladi Xenon Ls" flying around Scale Plate Green/PMMI HQ. And lots of salvaged Argon Baldrics around Circle of Labour, probably because Terrans don't see space fuel as being illegal.

Though the script is a bit annoying for "recover my abandoned ship" missions, since the salvagers will steal those ships too.
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Alex Corvis
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Post by Alex Corvis »

Hi,
I have some problems with that. Used it for a long time with TC, now with AP. In every single new game after 3-5 ingame days there were nearly no AI ships around anymore (maybe some civilians and arenas, but no military and traders). I always thought that might have been caused by an edited jobs file (by vkerinav for Xtra Mod). So I always uninstalled the jobs, loaded, saved, reinstalled the jobs and AI ships were around for the next few days. Then it all started again.
Now in AP I installed NPC bailing after some days in a new game. After that I recognized a decreasing number of AI ships. Anyway I run the script some time until again AI nearly completely vanished. Then I disabled NPC bailing in PIM causing an almost instant reappearing of AI ships.

So I guess it was not the jobs but NPC bailing. Options all were standard. I also installed all the recommended scripts.

So how can I avoid AI ships disappearing while using NPC bailing?
LordGaara
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Post by LordGaara »

I use the Bailing addon for ages now and I have never ever had any problems. All settings are at 1 and everything is smooth.
I also use Salvage Commands and NPC's but with NPC salvagers set to disabled. So thats my advice to you - try disabling that option and see how it goes.

Cheers
Troubleshooter11
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Post by Troubleshooter11 »

I have found that the default values give very odd results when you use this script in AP and XRM with medium hull boost.

Small ships (M3,TS) bail out constantly, often around 10-30% hull. I have to be careful not to trip over them.

Big ships (M6,M7) bail out very rarely and usually have around 10-30% hull remaining. Encountering them is a very rare oppertunity.

The only time where i saw a huge ship bail was when i cranked both numbers to 20 and scripted in 6 Argon Boreas and let the Terrans shoot them up. Only 1 bailed, at 40% hull.
TheEarl
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Post by TheEarl »

I think i found a possible mistake in 'plugin.npcbail.timer'.

You test the ship class like this:

Code: Select all

if [THIS]->is of class {bigship}
...
else if [THIS]->is of class {hugeship}
...
else
...
end
But huge ships (M1, M2, TL) are also in big ships (M1, M2, TL, M6, M7, M8 ) and the second part of this 'if' is never fired as i understand it. Please tell me, if i'm wrong.
xiriod
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Post by xiriod »

Troubleshooter11 wrote:I have found that the default values give very odd results when you use this script in AP and XRM with medium hull boost.

Small ships (M3,TS) bail out constantly, often around 10-30% hull. I have to be careful not to trip over them.

Big ships (M6,M7) bail out very rarely and usually have around 10-30% hull remaining. Encountering them is a very rare oppertunity.

The only time where i saw a huge ship bail was when i cranked both numbers to 20 and scripted in 6 Argon Boreas and let the Terrans shoot them up. Only 1 bailed, at 40% hull.
I've been using 1.64 for a long time, and upgraded to 1.7x and I regret doing that. I don't know why, but using the older 1.6x it was very well balanced even with the default values at my end. Smaller ships bailed at a relative comfortable number and M6/M7 bailed extremely seldom.

In 1.7x I set the BigShips bailing to 2 figuring that would make it rare enough but I just jumped in to Paranid Prime where Argons and Paranid had a battle going and there was a TL, a M7 and a M6 just waiting for me. I found a M7 earlier and figured it was just dumb luck but now I will just scrap all of them because this ain't as fun as before.

I tried to revert back to 1.6x but that doesn't seem to work as no ships bailed at all anymore. I basically just want a "normal" bail rate for smaller craft and the one in a light year bail of M6/M7/TL, as in extremely rare. :wink:


EDIT: Just checked the bail statistics and there has been 11531 bails in 34 hours of real time gaming. That's roughly 339 bails an hour, at low settings.
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joelR
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Post by joelR »

Yeah. Its a pain. The best solution I found was to cut the time ships stay in game down to 20 mins or so.
xiriod
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Post by xiriod »

joelR wrote:Yeah. Its a pain. The best solution I found was to cut the time ships stay in game down to 20 mins or so.
Well yeah, but I'd like to be able to get to some of them too before they disappear :)

Tried setting rate to 1, and 10x SETA for roughly 6 minutes. Bail count was around 100 according to the script. Did a full map sector search and it found 82 Astronauts and 16 ships. That's on the lowest :)

Been trying to get the old 1.6x to work, but it seems as soon as one's upgraded there's no going back unless one starts a new game I guess. Well, might as well.

Wish this script could be updated, one last time :D

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