[SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
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Bailing Max
I've been trying to figure this out and hope someone can help me. Which settings would I want to have it on to have the ships of any certain size have max bail? Is it a higher number or lower? Thanks!
Playing A/P also.
Playing A/P also.
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- X2-Illuminatus
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Please do not double post. Having some patience is advised in this forum these days.
If you have a look at the second post on the previous page of this thread, you will find that Menzoberranzan posted working download links.
If you have a look at the second post on the previous page of this thread, you will find that Menzoberranzan posted working download links.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
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Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
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- Khaakbuster
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- Khaakbuster
- Posts: 393
- Joined: Sun, 8. Jan 06, 18:43
It's a little hard to easily identify the bailed ships on the sector map so I decided to implement the same color coding that XTC has.
This is how it will look ingame:
https://img1.picload.org/image/drgrraww/bailed.png
The ships will be color coded when they bail and the color coding will be removed when you claim a ship.
If you like that little added functionality simply download the zip file and unpack the contents to your X3TC folder.
[ external image ]
NPC Bailing Addon 1.7.8 with color
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
This is how it will look ingame:
https://img1.picload.org/image/drgrraww/bailed.png
The ships will be color coded when they bail and the color coding will be removed when you claim a ship.
If you like that little added functionality simply download the zip file and unpack the contents to your X3TC folder.
[ external image ]
NPC Bailing Addon 1.7.8 with color
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
Has this been addressed by anyone somewhere? I'm playing the Alderan start and have good rep with argon, but as soon as my ship flies through the jumpgate and is out of sector, a fleet of argon take their lunch money.dralicin wrote:I am having this weird issue where after i claim a ship and go to move it to another sector, a swarm of hostile ships spawn and kill it. Anyone know a fix?
I have done a fixed and expaneded version of the script.
- included the colored patch some postings ago
- XRM ready
- expaneded setup with options for alot more races & ship types
- fixed bailing problems between big and huge ships
- fixed imature bailing
http://ks4003297.ip-142-4-209.net/unres ... panded.zip
The values are now a bit different:
- the general bailing value (from 1 to 20) describes the chance vs. morale and such as normal. As higher as more bailing. I lowered the chance, so a value of 5-10 is already somewhat low.
The hull value describes the % value about bailing. So, we start to bail not over 20%. This works fine to give not overloaded and to big ships.
The bailing problems with alot nearly undamaged ships all over the place even with low settings of the original script was a mix of settings.
But the real problem was the "get % of the hull" part, which is for some reason for XRM under AP pretty often zero for full ships. Looks like an overflow or rounding problem. I fixed that too.
This script is also part of the LxXRM modding.
- included the colored patch some postings ago
- XRM ready
- expaneded setup with options for alot more races & ship types
- fixed bailing problems between big and huge ships
- fixed imature bailing
http://ks4003297.ip-142-4-209.net/unres ... panded.zip
The values are now a bit different:
- the general bailing value (from 1 to 20) describes the chance vs. morale and such as normal. As higher as more bailing. I lowered the chance, so a value of 5-10 is already somewhat low.
The hull value describes the % value about bailing. So, we start to bail not over 20%. This works fine to give not overloaded and to big ships.
The bailing problems with alot nearly undamaged ships all over the place even with low settings of the original script was a mix of settings.
But the real problem was the "get % of the hull" part, which is for some reason for XRM under AP pretty often zero for full ships. Looks like an overflow or rounding problem. I fixed that too.
This script is also part of the LxXRM modding.
- Khaakbuster
- Posts: 393
- Joined: Sun, 8. Jan 06, 18:43
Re: [SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
I have tried your modified script, but it has some issues.
1. You forgot to update the version number in 7101-L044.xml. Anyone already using the latest 1.7.8 version will have a non-working configuration menu after the upgrade to 1.8.0.
2. The idea to make the bail hull percentage a fixed value was a bad move in my opinion. Now any noob pilot will bail at the same time as a hardened veteran. (plugin.npcbail.timer.xml)
Luckily these issues can easily be fixed/revoked. I also added a very helpful feature to mark bailed ships that you don't have the blueprints for. They will have a "*" character at the end of their name. (plugin.npcbail.bail.xml)
If you like these changes, you can download the modified files here. Just copy the contents of the archive to your X3TC folder.
edit: Unfortunately there is a problem with the blueprint feature that I implemented. The "player HQ has blueprints for" script command is broken in X3TC 3.4. I don't know if it fails because I have reverse engineered so many ships or if it fails because I have bought another dock type station (trading dock), but the command will now return false for all ships, no matter if I have the blueprints already or not.
edit2: For a test I have now removed my additional docks and only have the player HQ left. The command still doesn't work. The problem could be the amount of reverse engineered ships. I have now over 255 of them and this seems to break an internal unsigned integer variable in the game code...
1. You forgot to update the version number in 7101-L044.xml. Anyone already using the latest 1.7.8 version will have a non-working configuration menu after the upgrade to 1.8.0.
2. The idea to make the bail hull percentage a fixed value was a bad move in my opinion. Now any noob pilot will bail at the same time as a hardened veteran. (plugin.npcbail.timer.xml)
Luckily these issues can easily be fixed/revoked. I also added a very helpful feature to mark bailed ships that you don't have the blueprints for. They will have a "*" character at the end of their name. (plugin.npcbail.bail.xml)
If you like these changes, you can download the modified files here. Just copy the contents of the archive to your X3TC folder.
edit: Unfortunately there is a problem with the blueprint feature that I implemented. The "player HQ has blueprints for" script command is broken in X3TC 3.4. I don't know if it fails because I have reverse engineered so many ships or if it fails because I have bought another dock type station (trading dock), but the command will now return false for all ships, no matter if I have the blueprints already or not.
edit2: For a test I have now removed my additional docks and only have the player HQ left. The command still doesn't work. The problem could be the amount of reverse engineered ships. I have now over 255 of them and this seems to break an internal unsigned integer variable in the game code...
Re: [SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
after trying for a few hours to get this to run again in AP I have given up. I see the name click it under configuration folder and get nothing but a blank page no instructions or adjustments. so deleting it from the manager (added it as a archive file and the fix too, still nothing on the set up page.
Re: [SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
here's the funny part. undocked and went into the scripts menu. reinitiated them all. then went back in went down that list one by one and found the bailing extension WAS there. clicked configuration files, opened them, a blank page. so went back in went all the way to the bottom and found the original file marked set up for bailing extension, hit R on that...blank page. the files are there but there is no configuration files none, and so it doesn't work.
Re: [SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
just tried something else, yes I'm stubborn since I remember using this in AP long ago. it kept telling me that it was just for TC not AP, so went into TC and ran the ship around a few minutes and checked the configuration files and opened it, there it was plain as day. so opened it to check the set up...nothing, blank page even in TC, so basically giving up on this. going to go with boarding and see how that works. found out my frigate cant board anything even though it carries 20 marine's, that's a waste. one corvette I had was marked for boarding, and my tp is too, so probably them and the bomber frigate too. not sure what else. hoping something like the Cerberus might be too but don't know yet.KRM398 wrote: ↑Tue, 11. May 21, 17:59here's the funny part. undocked and went into the scripts menu. reinitiated them all. then went back in went down that list one by one and found the bailing extension WAS there. clicked configuration files, opened them, a blank page. so went back in went all the way to the bottom and found the original file marked set up for bailing extension, hit R on that...blank page. the files are there but there is no configuration files none, and so it doesn't work.
Re: [SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
Hello together,
did someone tried if this script is working with Farnham's Legacy?
did someone tried if this script is working with Farnham's Legacy?
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Re: [SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
I will never understand why people are asking such questions instead of trying out for themselves.
TheXUniverse and mods stored therein
Hello all,
I'm hoping someone knows of an alternate place that mods might reside, since the mod links posted for ThisIsHarsh's mods seem to get redirected to http://ww7.thexuniverse.us/, which obviously isn't the real TheXUniverse site.
I'm just trying to get the NPC Bailing add-on, so if anyone knows an alternate place to download that from, I'd be much obliged!
Oh, almost forgot.. the JSON Parser library is also linked to TheXUniverse and inaccessible, so also looking for that, as it's apparently one of the prereqs.
Thanks,
Musicker
I'm hoping someone knows of an alternate place that mods might reside, since the mod links posted for ThisIsHarsh's mods seem to get redirected to http://ww7.thexuniverse.us/, which obviously isn't the real TheXUniverse site.
I'm just trying to get the NPC Bailing add-on, so if anyone knows an alternate place to download that from, I'd be much obliged!
Oh, almost forgot.. the JSON Parser library is also linked to TheXUniverse and inaccessible, so also looking for that, as it's apparently one of the prereqs.
Thanks,
Musicker
Last edited by X2-Illuminatus on Sun, 28. Nov 21, 15:38, edited 1 time in total.
Reason: merged with existing topic
Reason: merged with existing topic
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