[SCRIPT] Bail Signal Extension: Higher Chance & Big Ship Bailing 2.1 (8/18/07)
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Actually, I've got a modified J. Docks fighters in the rear, and launches them from the top area.
Need to make a False Patch mod of this for others to use.
Need to make a False Patch mod of this for others to use.
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.©
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11th Reply, link to a fixed XSP J model.
Works fine IS and OOS.
http://forum.egosoft.com/viewtopic.php?t=190213
Works fine IS and OOS.
http://forum.egosoft.com/viewtopic.php?t=190213
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Re: [SCRIPT] Bail Signal Extension: Higher Chance & Big Ship Bailing 2.1 (8/18/07)
Quoted for humor.xfir01 wrote:New in 2.0:
...
new and exciting bugs
I haven't updated this script in quite some time. I'll be sure to give this one a whirl.
Admitting you have a problem is the first step in figuring out how to make it worse.
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Ok, I've been using the latest version of Bail Signal Extension (2.1) sense December, and I haven't seen a single increase in bails, I even set the preset difficulty level to easy, that was a month ago, and I have only had two bails out of like hundreds of ships I've attacked.
The two main questions I have are what the f*ck is wrong here?
And when I change a setting like, bail percentage, shouldn't it give me a different title other than "nullnull"?
F.Y.I I'm running the following scripts Xtended (0.7.3), Sector takeover (2.4.3), Salvage Claim Software (1.05), LV's Cheats (1.4). (And yes, I do have Crows plugin manager (2.12).)
I just recently got a successful Xtended installation so I'd really like it if the answer to my problem does not involve a clean install.
P.S. I'm just a beginner in the use of scripts so I'd appreciate it if you don't assume I know anything. (Other than the above mentioned information of course.)
The two main questions I have are what the f*ck is wrong here?
And when I change a setting like, bail percentage, shouldn't it give me a different title other than "nullnull"?
F.Y.I I'm running the following scripts Xtended (0.7.3), Sector takeover (2.4.3), Salvage Claim Software (1.05), LV's Cheats (1.4). (And yes, I do have Crows plugin manager (2.12).)
I just recently got a successful Xtended installation so I'd really like it if the answer to my problem does not involve a clean install.
P.S. I'm just a beginner in the use of scripts so I'd appreciate it if you don't assume I know anything. (Other than the above mentioned information of course.)
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Hey, I would really like an answer to the previously asked question about all the values showing as "NULL"
I enter the in game menu and select different values, but they always end up displaying as NULL. IS this normal? I cant even tell if the script is running right as I havent seen a single large ship bail out yet.
Any help?
How can I tell if its running right?
I am running Xtended 7.3, overtune script, and software overide on a fresh install
I enter the in game menu and select different values, but they always end up displaying as NULL. IS this normal? I cant even tell if the script is running right as I havent seen a single large ship bail out yet.
Any help?
How can I tell if its running right?
I am running Xtended 7.3, overtune script, and software overide on a fresh install
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Re: [SCRIPT] Bail Signal Extension: Higher Chance & Big Ship Bailing 2.1 (8/18/07)
this is actually kinda a bonus! that way extra bullets will often missxfir01 wrote: Known issues:
Bailing ships shift position slightly. This is caused by the create ship/set position commands not having enough precision. I changed the way ships bail to destroy the first ship and make a copy of it for the salvage. This was done as a catch-all for groups of ships idling after their leader gets killed. Might go back to the old way of doing things, but right now I'm thinking one of these bugs might have to be a "feature" unless I can figure out a way to reliably send SIGNAL_KILLED or set the ship position with some higher precision in the script editor.
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xenon LX's
the LX is not bailing out ive killed about 20 of them now with bIRE's only. this script is 2.1 and it caps all the other xenon fighters. also i'm playing New Horizons.
all settings are 100 except eplosion rate which is at 10
all settings are 100 except eplosion rate which is at 10
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Most LX's have very good Moral, so BSE can't help much since it uses Moral in the calculations.
They CAN bail by NORMAL bail system. Just rare.
They CAN bail by NORMAL bail system. Just rare.
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.©
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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.©
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Trimz and coranthia: You both need to read further back in the thread. Others have had the same issue. For your benefit, I'll quote the reply that solves your issues.
If you don't know how to turn on the script editor, I suggest you read the sticky near the top of this forum. Good luck.xfir01 wrote: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.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.
X4 is a journey, not a destination. Have fun on your travels.
X4 is a journey, not a destination. Have fun on your travels.
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Thanks man, I was beginning to think that no one would ever answer my question.
(How did I miss that similar post? I thought I read all of the formar entires. Hm. )
I don't know yet if this will solve my problem, but I will check it as soon as I can and let you know how it works out.
(How did I miss that similar post? I thought I read all of the formar entires. Hm. )
I don't know yet if this will solve my problem, but I will check it as soon as I can and let you know how it works out.
"For every part of me that is not; there is a part that is." - The Unknown Artist.
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Thanks for getting the workable SPK up! I have however, run into an entirely different problem. After installing the SBE 2.1 SPK, I sent my recently 'acquired' Demeter SF to the closest Teladi Equipment Dock for a Trade Command M3, only to find that they didnt carry them!
Mod: XTM 7.3
Scripts Running:
Local Trader
Cycrow's Overtune
Cycrow's Salvage Claim Software
They still show up in Terracorp Headquarters but ... wow. I uninstalled all my scripts, but even on new games, they dont show up where they are supposed to. Since I -just- reinstalled X3+XTM, Im just going to do it again *sighs*, but I just wanted you to know. I was running Local Trader for several days in Terran space without a problem, but then decided to try my hand at the Pirates Life.
Edit: Reinstalled X3 2.02 = No Trade Command Mk3
Installed BP = Ditto. Saved at a Teladi ED. Quit. Reload. Mk3 back as well as Explorer 1.6. You got me. New Installations of XTM and previous scripts did not change. Your guess is as good as mine. Ive never had Vanilla wares like that disappear before
Mod: XTM 7.3
Scripts Running:
Local Trader
Cycrow's Overtune
Cycrow's Salvage Claim Software
They still show up in Terracorp Headquarters but ... wow. I uninstalled all my scripts, but even on new games, they dont show up where they are supposed to. Since I -just- reinstalled X3+XTM, Im just going to do it again *sighs*, but I just wanted you to know. I was running Local Trader for several days in Terran space without a problem, but then decided to try my hand at the Pirates Life.
Edit: Reinstalled X3 2.02 = No Trade Command Mk3
Installed BP = Ditto. Saved at a Teladi ED. Quit. Reload. Mk3 back as well as Explorer 1.6. You got me. New Installations of XTM and previous scripts did not change. Your guess is as good as mine. Ive never had Vanilla wares like that disappear before
Last edited by eldyranx3 on Sat, 8. Mar 08, 05:47, edited 1 time in total.
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I just started a new game and i love this script.
At the moment i use it in combination with LVs race invasion and well there is a lot of loot
The only thing which happend was the infinit loop error, beside this its doing the job.
A question i don't know for sure if it has to do with the BSE but the other thread can't help me atm.
Is it possible that those copied and new positioned(bailed) ships have copied or do have some undone commands at the moment when i try to cap them?
At the moment i use it in combination with LVs race invasion and well there is a lot of loot
The only thing which happend was the infinit loop error, beside this its doing the job.
A question i don't know for sure if it has to do with the BSE but the other thread can't help me atm.
Is it possible that those copied and new positioned(bailed) ships have copied or do have some undone commands at the moment when i try to cap them?
learn from the past, live the moment, dream of the future
tc-ap minimax
tc-ap minimax
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...Is there any way to "raise" the morale of the pilots so that fewer will bail?...In my game with RRF..Xenon Migration and Yaki Armada, I kid you not, I have gone into sectors with as many as 20 ships floating in space ready to claim..Most with hulls above 70%...I love this script package, but if there is some way that it could be limited to maybe only allow 1 bailed ship per sector, or two...Or change the timer so they self destruct much much faster, making the scavenger (me) hustle faster and forcing him to concentrate on a "single ship" that he desires most out of the bunch before they self destruct....
Another point....On many occations, claimed salvaged ships (mainly M3's) will not cruise at there full speed when auto-piloting...I attribute this to the possiblity that there former escort ships (M4's etc.) are "still" tied to the ships ID...Is it possible that these captured ships ID could be refreshed or changed to prevent this?
Changes I would like to see:
1. Only one ship bail per sector.
2. Ships ID changed to clear all former escorts.
3. Much less cargo available on ships when claimed.
The way it is now...My entire X3 world if "full" of cowards that jump ship at the first sign of a Yaki attack...lol
Thanks...Cheers
_________________
Another point....On many occations, claimed salvaged ships (mainly M3's) will not cruise at there full speed when auto-piloting...I attribute this to the possiblity that there former escort ships (M4's etc.) are "still" tied to the ships ID...Is it possible that these captured ships ID could be refreshed or changed to prevent this?
Changes I would like to see:
1. Only one ship bail per sector.
2. Ships ID changed to clear all former escorts.
3. Much less cargo available on ships when claimed.
The way it is now...My entire X3 world if "full" of cowards that jump ship at the first sign of a Yaki attack...lol
Thanks...Cheers
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X3..The most fun a man can have...With his clothes on.
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When you start a new game, or just start using the BSE, it is advisable to configure it right away.
It's default settings will allow for a LOT of bailing, right from the get go.
I usually change the settings to the 'Hard' presets. This by itself will reduce the bail rate.
There is another parameter (can't remember atm) that will change the specs in another way.
It's default settings will allow for a LOT of bailing, right from the get go.
I usually change the settings to the 'Hard' presets. This by itself will reduce the bail rate.
There is another parameter (can't remember atm) that will change the specs in another way.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
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.©
[ external image ]
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.©