[MOD] Combat Rank Bailout (ver 0.4, Jan 08 2015)

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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Wed, 11. Feb 15, 11:35

Araknis wrote:i see a weird behavior of bailed fighters.
The pilot seems to have bailed since the ship turns neutral, but there is no pod in space
After having read this in the past, I noticed a fighter become claimable last night without a pod ejecting.

I guess next time we see this new type of bailing we need to check and post the debug logs as they may help pin down the source.

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Post by Sparky Sparkycorp » Wed, 11. Feb 15, 21:59

Edit: Added logs for a second occurrence to the bottom.

I just had a Raiding Party Maelchon do the pod-free bail with shield remaining.

Time-associated debog logs:

Code: Select all

[General] ======================================
[=ERROR=] Error in AI script move.escort.capital on entity 0x741ee: Evaluated component 0x741d4 does not exist any more
* Expression: $target
[General] ======================================
[General] ======================================
[=ERROR=] Error in AI script move.escort.capital on entity 0x181a7: Evaluated component 0x1356 does not exist any more
* Expression: $target
[General] ======================================
[Scripts] *** Context:md.MainMenu.SectionHandler_Modes<inst:86aaf4>: Next section: gMainModes_stopmode
[Scripts] *** Context:md.Modes.Mode_ScanLongRange_Ref.ModeForcedToEnd<inst:8793d8>: Mode Forced To End
[Scripts] *** Context:md.Modes.Mode_ScanLongRange_Ref.ModeForcedToEnd<inst:8793d8>: activity: scan_longrange
[Scripts] *** Context:md.Modes.Mode_ScanLongRange_Ref.Cleanup<inst:87b9d4>: Mode Cleanup
[Scripts] *** Context:md.Modes.Mode_ScanLongRange_Ref.Cleanup<inst:87b9d4>: Mode Ending
[Scripts] *** Context:md.Modes.Mode_ScanLongRange_Deactivated<inst:8793e0>: Mode_ScanLongRange_Deactivated signalled
[General] ======================================
[=ERROR=] Invalid SoundID "hash(958769488)" on macro: "player"! No definition found in SoundLibrary.
[General] ======================================
[General] ======================================
[=ERROR=] Error in AI script move.escort.capital on entity 0x255b: Evaluated component 0x2573 does not exist any more
* Expression: $target
[General] ======================================
[General] ======================================
[=ERROR=] Invalid SoundID "hash(958769488)" on macro: "player"! No definition found in SoundLibrary.
[General] ======================================
[Scripts] *** Context:md.Conversations.Speak<inst:1016df5>: Speak conversation: Speak, actor=0x5191, Anya Bolton, textref: 2005
[General] ======================================
[=ERROR=] Error in AI script move.escort.capital on entity 0x13a3: Evaluated component 0x1356 does not exist any more
* Expression: $target
[General] ======================================
[General] ======================================
[=ERROR=] Error in AI script move.escort.capital on entity 0x2564: Evaluated component 0x2573 does not exist any more
* Expression: $target
[General] ======================================

Code: Select all

[Scripts] *** Context:md.Conversations.SectionHandler<inst:286462f>: Next section: g_cancel
[Scripts] *** Context:md.Plot_ep1_ch2.P9_PMC_Reinforcements: PMC reinforcements
[Scripts] *** Context:md.Plot_ep1_ch2.P9_PMC_Reinforcements_arrived: PMC reinforcements arrived
[Scripts] *** Context:md.Conversations.SectionHandler<inst:203d16a>: Next section: g_finish
[Scripts] *** Context:md.MainMenu.SectionHandler_Info<inst:2030e55>: Next section: gMainInfo_missionManager
[Scripts] *** Context:md.MainMenu.SectionHandler_Info<inst:30169ea>: Next section: gMainInfo_missionBriefing
[Scripts] *** Context:md.Conversations.SectionHandler<inst:2042ea0>: Next section: g_cancel
[Scripts] *** Context:md.Conversations.SectionHandler<inst:2044d0d>: Next section: g_finish
[Scripts] *** Context:md.Conversations.SectionHandler<inst:20557a9>: Next section: g_cancel
[Scripts] *** Context:md.Conversations.Speak<inst:204980a>: Speak conversation: Speak, actor=0x301c2c2, Clarissa Choi, textref: 2005
[Scripts] *** Context:md.Conversations.Speak<inst:18070c7>: Speak conversation: Speak, actor=0x301bf83, Patricia Collins, textref: 2005

Araknis
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Post by Araknis » Wed, 11. Feb 15, 22:47

There is a workaround however.
Just send the pilot to claim the ship, if you experience this behavior, then take the highway and leave.
As soon as you are out of the zone, maybe a few seconds later up to a minute, you ll get a log entry that the pod was destroyed.
If you then check the map you will see that you have claimed the ship and the pilot is responding properly to commands.
So its just annoying you still get the ship in the end.

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eMYNOCK
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Post by eMYNOCK » Thu, 28. May 15, 09:03

Cheers euclid,

i just found your modification in the workshop and i noticed a small exploit... pretty sure it is linked with the overall game mechanics but read below.


Gaining Fight rank without fighting:

Repro:

Get a player owned Ship where ever you want.

Destroy its turrets.

Gain Experience.

Let the Engineer repair the turrets.

Repeat from step one.


Possible solution:

Exclude player property from calculation (possibly not possible because every Turret and Ship is calculated in statistics).


How ever, the Fight Rank is a great addition.
Actual Militant with 4766 to go ^^


Regards and Cheers

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euclid
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Post by euclid » Thu, 28. May 15, 13:00

Hi eMYNOCK,

So, someone put it on Steam, interesting ;-)

Anyway, I thought the condition:

Code: Select all

<conditions>
<event_player_attacked_object />
 <check_value value="event.param.owner and event.param.owner != faction.player and event.param.owner != faction.ownerless" />
 <check_value value="not event.param3.iswreck" />
/conditions>
in EuclidsBailout.xml would exclude player-owned shipt to count towards the experience gain. Maybe I miss soemthing.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786

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eMYNOCK
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Post by eMYNOCK » Fri, 29. May 15, 18:04

Nope, i don't think it is related to the Bailout.xml

But if i read the first few lines in the combatrank.xml correct it is indeed related to the overall game stats.

Code: Select all

		 <actions>
			
			 <set_value name="$Drones" exact="stat.drones_destroyed"/>
			 <set_value name="$Ships" exact="stat.ships_destroyed"/>
			 <set_value name="$Cships" exact="stat.capships_destroyed"/>
			 <set_value name="$Turrets" exact="stat.turrets_destroyed"/>
			 <set_value name="$Boarded" exact="stat.ships_boarded" /> 
Correct me if i'm mistaken.

Regards

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euclid
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Post by euclid » Sat, 30. May 15, 12:11

Heheh so someone boost his game stats by shoorting his own ships.

Cheers Euklid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786

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eMYNOCK
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Post by eMYNOCK » Sat, 30. May 15, 13:31

euclid wrote:Heheh so someone boost his game stats by shoorting his own ships.

Cheers Euklid
Well... at last i do when i want to exploit the PMC Shipyard ;)

Move Ship into the sector, remove all Crew, remove all Turrets, sell it to the Ship Dealer.. Board again and than get the hell up to Gemstone Manufacture and sell it to Heart of Albion (or Ledda).

Of Course right before the PMC Rank drops to -20 in the Plot :twisted:

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Post by birdtable » Sun, 14. Jun 15, 17:30

Hi... Started a new game using this mod and Graziah's New Cluster Centre Stage ....
Maybe some adjustment in fighter bailing is needed in the later stages ... On the verge of becoming "Warlord" and the galaxy is awash with unclaimed fighters,, I can imagine if I ever gain X-Treme ( :cry: doubtful as I won't live that long) I will only have to appear in a sector and every fighter will surrender......
Great mod though... :) ...

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Post by Lava_Torrent » Mon, 22. Jun 15, 02:35

Does this affect small ships and if so will small ships be even less likely to bail early on?

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Post by birdtable » Mon, 22. Jun 15, 10:49

Now approaching "Crusader" and spreading fear amongst friend or foe ...

@ Lava_Torrent ... In my new game i saw no difference in frequency of bail for small ships at start of game ....

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Post by Stonehouse » Thu, 2. Nov 17, 13:00

Is it possible to add a timer to spam less entrys into the log?

I want to keep the notification but once a fight should be enough or once a minute :D

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euclid
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Post by euclid » Thu, 2. Nov 17, 13:59

It is one entry on loading the game and then one entry per kill.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786

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Post by Stonehouse » Thu, 2. Nov 17, 15:49

Ok, so i'll comment it out of the script :D 20-30 Msg after a fight are to much.

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