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

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euclid
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Post by euclid » Sat, 10. Jan 15, 14:49

Rubini wrote: ........
I´m using a "boarding package" and seems that all is working ok: Combat Ranks and Bailout, Boarding Option, Boarding Plus, Marines Rebalance (and Copilot Convo) without any problems :)
Thanks for the info Rubini. Good to know that my mod is compatible with those :-)

Cheers Euclid
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- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786

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Post by nazcarspider » Wed, 21. Jan 15, 05:57

@ Euclid. Excellent mod. Is there a list published anywhere that lists the 'combat ranks'. Am wondering how many more ships I need to destroy to reach 'Extreme' :lol:


Cheers nazcarspider (Fighter Chief)

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euclid
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Post by euclid » Thu, 22. Jan 15, 16:12

Hi nazcarspider :-)
nazcarspider wrote: ......
Is there a list published anywhere that lists the 'combat ranks'.
.....
The ranking system is taken from previous X Games, so:
  • 0 Harmless
    1 Nuisance
    2 Greenhorn
    3 Novice
    4 Rookie
    5 Trainee
    6 Competent
    7 Graduate
    8 Skilled
    9 Fighter
    10 Veteran
    11 Marksman
    12 Sharpshooter
    13 Eagle Eye
    14 Professional
    15 Instructor
    16 Specialist
    17 Fighter Chief
    18 Master Chief
    19 Militant
    20 Warrior
    21 Assassin
    22 Vindicator
    23 Warlord
    24 Crusader
    25 Battlemaster
    26 Conqueror
    27 Overlord
    28 Legend
    29 Hero
    30 X-TREME
and if you are using the latest version of the mod then you will get regular updates (player's logbook) on how many more points to go to reach the next level.

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

w.evans
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Post by w.evans » Thu, 22. Jan 15, 16:52

Yay! I'm level 20!

nazcarspider
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Post by nazcarspider » Thu, 22. Jan 15, 17:05

Ha. and I'm level 17 yipee.

Thanks euclid

nazcarspider :lol:

Araknis
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Post by Araknis » Fri, 6. Feb 15, 20:03

Is this working properly with the current version? 3.20.
After the game update 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 and when i send my pod to claim it, it spins around and the pod just bumps on it trying to land but it cant.
This has occurred only to fighters and it seems to be random, it is not always happening, but it happened at least 3-4 times out of the 10 bailed fighters, while pre-update i had never experienced it.
Havent noticed anything with capitals yet.

I m also using
Autolooter
ShowSkills
Xenon Hunt

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Praefectus classis
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Post by Praefectus classis » Fri, 6. Feb 15, 22:05

Araknis wrote:Is this working properly with the current version? 3.20.
After the game update 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 and when i send my pod to claim it, it spins around and the pod just bumps on it trying to land but it cant.
This has occurred only to fighters and it seems to be random, it is not always happening, but it happened at least 3-4 times out of the 10 bailed fighters, while pre-update i had never experienced it.
Havent noticed anything with capitals yet.

I m also using
Autolooter
ShowSkills
Xenon Hunt
I think it's something to do with the pathing / collision avoidance setting of the abandoned ship with relation to the boarding pod. I remember experiencing that phenomenon a few updates back when I was experimenting with editing the save to turn either an operational NPC or wrecked fighter into an ownerless one. I think this was with the live NPC one though. I did solve it in the end. It sounds like the same problem. If I remember correctly, it was from these lines in the save for the relevant ship:

<read numpathpoints="1" avoidcollisions="1">
<write numpathpoints="1" avoidcollisions="1">

I wonder if these entries are not being removed or edited now. I think this is how it ends up getting written to the save but of course this is recording what has happened in a real time game play situation. These entries are not there in the save for vanilla bailed or hidden ownerless fighters.
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euclid
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Post by euclid » Mon, 9. Feb 15, 16:02

@ w.evans & nazcarspider: GZ for the new level :-)

@ Araknis: I strongly doubt that this mod or the AutoLooter has any influence on the capture process. I'm not familar with the other 2 mods you are running but it is unlikely they are responsible for this either.

I have not claimed any fighters for a long time because there are no carriers in the game (yet) and it's a pain to lead the claimed fighters to safety. However, I do remember an issue that Praefectus classis mentioned. For example the pod that launches with the pilot keeps bumping into the back of the Skunk a few times before heading towards the fighter.

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 Sparky Sparkycorp » Mon, 9. Feb 15, 16:29

I'm using this and a few other mods that I'm unable to list at the moment.

In my 3.20 fresh plot game I too have seen boarding pods bumping on abandoned fighters. I put it down to the same new issue affecting capital ship boarding* since the pods look the same for marines and pilots.

Similarly, I am also seeing a second style of fighter bailing that I have not seen pre-3.20: Fighters bailing that still have shields and in at least one case, fighters bailing after what seemed like the first Skunk bullet hit. I don't know what is causing it but I've never seen a fighter bail with shields remaining in the past.


*Pods now bumping all around the hull instead of staying in roughly same place relative to the hull that they were launched.

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

I made a video of 2 fighters with that behavior.
If this isnt due to mods then its definitely a 3.20 game bug.
It never happened prior to the latest patch.

http://youtu.be/ALgb8L89k04

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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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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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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:

birdtable
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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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