[SCRIPT] Bail Signal Extension: Higher Chance & Big Ship Bailing 2.1 (8/18/07)

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Jakesnake5
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Post by Jakesnake5 » Mon, 31. Mar 08, 00:02

I haven't seen it affect coded (aka Egosoft) bbs missions, yet, but then, most of the pilots in those missions are of quite high morale.
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Araknis
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Post by Araknis » Mon, 31. Mar 08, 01:41

Oh i wish it did.
The UniCap works but it has this extremely high rate of exploding the ship AFTER it has bailed and you have capture it.
Which is in the script's parameters of course, aka the crew bails but leaves a time bomb on board.
Still it happens soooo often that its very annoying.
BBS missions ships bail with UniCap.

I havent seen any kind of ship huge or support bailing with BSE

I havent tried the assault with troops script yet

Legionnaire
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Post by Legionnaire » Mon, 31. Mar 08, 03:53

bse does support huge ship bailing, but the option has to be turned on, its off by default

i have it on but i have the percentage quite low, as i once found a couple of cap ships in scale plate green which had bailed with barely any hull damage and paying less than 20 mill to repair 2 M2's to full working order seemed abit too much of having it too easy for me

but the options are there, once you have set up a configure key in settings

Legionnaire

ephemeron
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Post by ephemeron » Mon, 31. Mar 08, 04:58

Araknis wrote:Does it work with bbs missions?
Looks like it -- I just did my first XI since installing BSE, and when the smoke cleared, found that a few L's had bailed.

Pogi
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Post by Pogi » Tue, 1. Apr 08, 01:48

I think the only way to control the bail rate in Bail Signal Extension is to submit a modified "jobs", but, that would entail modifying the morale of every single ship and it would end up being a mod or patch....Those that use Bail Signal Extension in every game would benefit from this though..Basing it on "hull" % is not going to solve the problem of cowardly morale bail....I'll tinker with the jobs in the next few weeks and see if I can come up with something that will make those TS and TP fight just a little harder against the Yaki before they jump ship...Cheers
X3..The most fun a man can have...With his clothes on.

Nanook
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Post by Nanook » Tue, 1. Apr 08, 03:15

Pogi wrote:I think the only way to control the bail rate in Bail Signal Extension is to submit a modified "jobs".....
If you activate the Bail Signal Extension Command using the hotkey, you can set the bailout rate to anything from 0 to 100%. I set mine on 5 and trust me, not many bail out without exploding (set at 10%)

As for BBS mission bails using BSE, I once got a K in an XI mission, but never had a bailout in an assassination mission, even after setting the bailout parameter really, really high. I think those are hardcoded to never bail, unfortunately, unlike the XI ones.
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starjumper
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Like the Script

Post by starjumper » Wed, 2. Apr 08, 15:00

I just want to say i like the script, but it seems I have more small ships ( fighters and freighters ) bailing then anything else, and when i do get a M6 to bail biggest ship i have tried to cap, i can't cap it, played 8 hrs, and only 2 m6 bailed, and can't claim them.

Now if i only had a nice big ship to dock all these freighters on. LOL
Presidents end is good place to Cap ships just sit and wait for the bad guys to do the work for you and collect the spoils of war.

Starjumper

Legionnaire
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Post by Legionnaire » Wed, 2. Apr 08, 20:27

you need additional software to be able to claim M6 as in vanilla x3 M6, M1, M2, and TL were all uncappable i believe

so you need something like Salvage Network or
Salvage Claim Software in order to be able to cap those, and as for docking them well try fitting CisorTech Dynamic Bay Configuration to an M1

theres other ways of doing things as well i believe but thats a few options to get you started

Legionnaire

starjumper
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Thanks

Post by starjumper » Thu, 3. Apr 08, 14:58

Thanks Legionnaire for the info.

I will try a few thing and see if it will work for me.

I stopped playing XTM as i can't get anyone to answer my
question about a bug in the game.
So i went back to the old version.


Starjumper

Dan101
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Post by Dan101 » Tue, 8. Apr 08, 12:40

Hi guys,

I'm getting null values when I try to configure v2.1 of this script. I have followed the instructions below but I still can't get it to work...
That's because al.signal.attacked.bail.xml isn't initializing for some reason. You can manually run it from the script editor:

Highlight it from the script list and press "r". Once it asks for arguments put anything in for a plugin ID, and "init" for event.

That should set some default variables and let you edit them.

Failing that: turn off the script, save, uninstall the script, load the save, save it again, reinstall, reload.
I have reinstalled it, repacked then reinstalled, ran the script from the script editor, but nothing seems to work. Does anyone have any other ideas?

I am running X3 v2.5 with the most recent bonus pack and the following scripts using Cycrow's installer;

Apricot PHQ v1
Fog mod v1
Bounty boost v1
XTM v0.7a with update script v0.7.3
EST trader upgrade v3.3.04
Numeric ranks v1
Satellite deply v2
Scorps map scripts v1.2.3.8
SCS v1.05
Salvage networks v2.8

Thanks in advance guys.

aurora3000gt
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Post by aurora3000gt » Tue, 22. Apr 08, 16:36

I'm curious, if a m1/m2/TL bail, does the "crew" bail or do you just get one spacesuit flying around? I ask because I like slaves :) it makes the victory more rewarding...but if I get an M1 to bail and only 1 guy leaves...I'd look more like a mutiny than a real bailout :roll:

can you edit it so there are like 50 suits that fly out when you cap a large ship? you do that and I'll download it :wink:

Nanook
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Post by Nanook » Tue, 22. Apr 08, 21:29

build it myself wrote:I'm curious, if a m1/m2/TL bail, does the "crew" bail or do you just get one spacesuit flying around? I ask because I like slaves :) it makes the victory more rewarding...but if I get an M1 to bail and only 1 guy leaves...I'd look more like a mutiny than a real bailout :roll:

can you edit it so there are like 50 suits that fly out when you cap a large ship? you do that and I'll download it :wink:
I typically get around a dozen spacesuits from a TL. Haven't capped anything bigger yet, except a Xenon K which gave no 'suits, but I expect M1's and M2's to have at least that many.

russbo
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Post by russbo » Wed, 23. Apr 08, 04:46

I've gotten upwards of thirty or so astronauts from a bail of a capital ship. I've already taken a few J's, and K's.

Great stuff. This script is a must have.

Friznit
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Post by Friznit » Wed, 23. Apr 08, 20:19

I think there must be a problem between XTM and Cycrow's Salvage Claim software, cos I'm getting the same problem as Starjumper. The big stuff still bails alright, even had a Xenon J bail to a Argon Titan NPC, but you can't cap it. Rather a shame really, I coulda had me a free J!

Schabernack
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Post by Schabernack » Sun, 18. May 08, 13:08

i set the capital bail rate to 100%+, but seems so it doesn't matter if 100% or 100%+, i got capital ships allway less then 25% of the orignal hull, never had a cap ship with 40%-50% hull. bad luck?

As far as i know different races have different moral base values, can i compensate those with higher bail rates(fe 700%)?

bail rate set between 80%-110%
difficulty set to 1
equipment set to 10%
explode rate low
learn from the past, live the moment, dream of the future
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bp2019
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Post by bp2019 » Fri, 23. May 08, 01:20

Is their anyway to LIMIT this to big ships only? The only reason I dont want this script is that I dont want the universe littered with hundreds of tiny ships to find and claim, but if I could limit it to M6 TL M1 and M2 then I could set the difficulty to hard and low bail out rates, then I could stumble onto a few rare finds, or cap the odd xenon capitol.

I just dont want to mess with the stock capturing methods for standard ships as it runs perfectly as is and although unicap was suggested it causes some annoying bugs, even set on big ships only when I shoot ships 50% of them just come to a complete stop and dont do a thing. :cry:

But if I could limit it to big ships, then going on mass rampages in Xenon and Kha'ak sectors would be much more fun, getting the prize out even more fun, specially in kha'ak sectors where it wont be easy getting a spare jump drive in. :wink:

Not to mention with OOS bailing then pirate alley in my universe would be littered with ships in a matter of minutes.

Jakesnake5
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Post by Jakesnake5 » Fri, 23. May 08, 14:56

You can set fighters and bigships separetly.

Just set fighter bail to 1, explosion 50, and you'll not see hardly any other than those that 'nomally' bail for you.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©

hassisin
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NPC capture script

Post by hassisin » Sun, 8. Jun 08, 15:41

i am using the bail signal extension script and as you may know this enables npc ships to bail while fighting other npcs. I've been capping some of this derilect ships but now i am starting to feel kinda guilty. is there a mod that would allow the pirates to claim their loot? lets say after 1-2 minutes?

H.F._Mudd
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Post by H.F._Mudd » Sun, 8. Jun 08, 16:06

Umm, this should really be in scripts a modding...

Why don't you just blast the ships? Or set difficulty to High/unstable?

Then you wouldn't find many bailed ships but you still have a slight chance of capping an M6 and above.

hassisin
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Post by hassisin » Sun, 8. Jun 08, 16:18

yes you're right i posted wrong. anyway i don't want to stop this but add a touch of realism it would be nice for example to see a squadron of pirate ships escorting they're capture back to base

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