[SCRIPT] Bail Signal Extension: Higher Chance & Big Ship Bailing 2.1 (8/18/07)
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Re: problems setting a hotkey for the bail signal extension
You might have some conflicts caused by installing in the wrong order, according to the XTM FAQs the install order should be;weresheep wrote:I am using a fresh install of X3
Upgraded to 2.5 using the X3Update1.0_to_2.5.exe
Installed XTM using the XTM_0.7.5_full.exe
Installed the X3_bonus_package_3.1.07.exe
Installed Cycrow's Plugin Manager version 2.12
Using Cycrow's Plugin Manager installed:
- Salvage Claim Software
- EMP mod
- Bail Signal Extension
Install X3R
Install Official Bonus Pack
Install Plugin Manager
Install XTM
*Check XTM is installed correctly (start a game and use AL: Check Mod Status)
Install any other scripts
You do not need to install EMP, it is included with XTM.
HTH
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Great stuff... But it is almost too easy to gain the Big Money with it.
E.g. I am in good relation with the pirates at Brennan's Triumph - but they hate most of the crossing traffic. And they are in the middle of the sector, and they have some nice lasertowers... So after a half our I have a complete trade fleet, some of them is top-extra freighters, some of them full with cargo. And two nova (poor high-tech and weapon-dealer boys).
OK, it took two ours extra time to play the good shepherd around the limping herd, but it is a bit fast this way.
Maybe if the pirate guys also starts with the claiming... That could be fun
E.g. I am in good relation with the pirates at Brennan's Triumph - but they hate most of the crossing traffic. And they are in the middle of the sector, and they have some nice lasertowers... So after a half our I have a complete trade fleet, some of them is top-extra freighters, some of them full with cargo. And two nova (poor high-tech and weapon-dealer boys).
OK, it took two ours extra time to play the good shepherd around the limping herd, but it is a bit fast this way.
Maybe if the pirate guys also starts with the claiming... That could be fun
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Hello all,
I've just installed bail signal extension into an exiting game.
In-order to test it, I've set the bail probability values to their highest values (Bail: 99%, explode: %1, Damage: %1, Cap ships the same as small ships), reinit the script cache and saved the game. BSE is enabled in the AI menu.
Now, I've take a family revenge mission, killed the M6/M3 escorts and the actual M5 target (before it managed to dock inside the TL), leaving me with a dead TL. (With Morale == 0)
However, no matter what I do, I cannot seem to force the TL to bail - in each of the 5 times I tried, I end up AEMPing the bugger to death. (Even though my Mjollnir takes its time trying to take down its shields and hull.)
Attached a BSD dump during the attack.
bail.rate 0, -6000, 111
bail.cond 5, 5000, 48
explode.rate -2, 57, 1
equip.dam -178, 8900, 99
bail.rate.h 0, -6000, 111
bail.cond.h 5, 10000, 45
explode.rate.h -8, 114, 1
equip.dam.h -712, 17800, 99
Options: 1, null, null, null, null
Options2: null, null, null, null,null
- Gilboa
EDIT: Forgot to add:
- X3:R, Linux version. (Equal to the latest Windows version)
- XTM 0.7.5.
- Rapid response fleet.
- Mercenary and Assassin guilds.
- Death match arena.
- Combat Mod 2. (Somewhat modified by me).
- Advanced jump engine, Advanced satellite network, etc.
I've just installed bail signal extension into an exiting game.
In-order to test it, I've set the bail probability values to their highest values (Bail: 99%, explode: %1, Damage: %1, Cap ships the same as small ships), reinit the script cache and saved the game. BSE is enabled in the AI menu.
Now, I've take a family revenge mission, killed the M6/M3 escorts and the actual M5 target (before it managed to dock inside the TL), leaving me with a dead TL. (With Morale == 0)
However, no matter what I do, I cannot seem to force the TL to bail - in each of the 5 times I tried, I end up AEMPing the bugger to death. (Even though my Mjollnir takes its time trying to take down its shields and hull.)
Attached a BSD dump during the attack.
bail.rate 0, -6000, 111
bail.cond 5, 5000, 48
explode.rate -2, 57, 1
equip.dam -178, 8900, 99
bail.rate.h 0, -6000, 111
bail.cond.h 5, 10000, 45
explode.rate.h -8, 114, 1
equip.dam.h -712, 17800, 99
Options: 1, null, null, null, null
Options2: null, null, null, null,null
- Gilboa
EDIT: Forgot to add:
- X3:R, Linux version. (Equal to the latest Windows version)
- XTM 0.7.5.
- Rapid response fleet.
- Mercenary and Assassin guilds.
- Death match arena.
- Combat Mod 2. (Somewhat modified by me).
- Advanced jump engine, Advanced satellite network, etc.
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
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Thanks of the reply... but something is wrong here.HalcyonSpirit wrote:Ships from those missions (and other similar ones) are hardcoded in the game to never bail. It just isn't possible to change this, so go ahead; kill it with fire.
I decided to pick another target and picked on a Pirate Dolphin EC transporter, and even though I raised the bail level to 99%, I simply couldn't get it to bail out. (And I used a save game to try over and over again)
Anyone has any idea how I can test BSE?
- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
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Please ignore.gilboa wrote:Thanks of the reply... but something is wrong here.HalcyonSpirit wrote:Ships from those missions (and other similar ones) are hardcoded in the game to never bail. It just isn't possible to change this, so go ahead; kill it with fire.
I decided to pick another target and picked on a Pirate Dolphin EC transporter, and even though I raised the bail level to 99%, I simply couldn't get it to bail out. (And I used a save game to try over and over again)
Anyone has any idea how I can test BSE?
- Gilboa
I reconfigured it and it works just fine.
Captured my first K since X2
- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
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hi i installed X3 again and installed this mod it works fine,
but sometimes when i go to another sector the game crashes.
I've got the latest patches, installed everything for this script to work and besides when i first installed X3 the script didn't crash my x3.
It is also the only script i've added to x3
but sometimes when i go to another sector the game crashes.
I've got the latest patches, installed everything for this script to work and besides when i first installed X3 the script didn't crash my x3.
It is also the only script i've added to x3
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This will probably be the plugin manager - make sure you select exit and start game so that the plugin manager is closed when the game is running.TimmyNL wrote:hi i installed X3 again and installed this mod it works fine,
but sometimes when i go to another sector the game crashes.
I've got the latest patches, installed everything for this script to work and besides when i first installed X3 the script didn't crash my x3.
It is also the only script i've added to x3
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I know why this is happening, and it's caused by the BSE.TimmyNL wrote:hi i installed X3 again and installed this mod it works fine,
but sometimes when i go to another sector the game crashes.
I've got the latest patches, installed everything for this script to work and besides when i first installed X3 the script didn't crash my x3.
It is also the only script i've added to x3
What is happening, is BSE trying to do something with a ship that no longer exists. Not sure exactly what, bt every crash I've had has been from BSE trying something, but was lagged and the ship was destroyed before it could finish.
Might need a check if the ship is still there before attempting to processa 'bail'.
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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Hiya! After getting into X3 again, and playing XTM for a while, the frustratingly low bail rate got to me (though, so far, the one ship that did bail was a Kea, so I have a shiny new ride now).
So I went through my "X3 Mods" folder, checked for updates and found this one - only, after installing BSE 2.1, the calibration menu that I should be able to hotkey in the settings isn't showing up - I'm getting a readtext1903-11554 instead (and yes, it's from BSE - I un- and reinstalled the script half a dozen times, saving inbetween each un- and re-installation, just to make sure.)
So, do I have to re-install X3 entirely (I'd rather not ;_;), or is there some obvious action to take that I don't know about?
(Running X3 with XTM 0.7.4, Cycrows Salvage Claim Software and Guilds)
So I went through my "X3 Mods" folder, checked for updates and found this one - only, after installing BSE 2.1, the calibration menu that I should be able to hotkey in the settings isn't showing up - I'm getting a readtext1903-11554 instead (and yes, it's from BSE - I un- and reinstalled the script half a dozen times, saving inbetween each un- and re-installation, just to make sure.)
So, do I have to re-install X3 entirely (I'd rather not ;_;), or is there some obvious action to take that I don't know about?
(Running X3 with XTM 0.7.4, Cycrows Salvage Claim Software and Guilds)
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Might check that the text file is being put into the 't' folder, or it will give you a readtext response. The files are 448893.xml and 447420.xml.
These are english only, so if you use another language, you'll get readtext then too.
These are english only, so if you use another language, you'll get readtext then too.
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.©
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Hey folks maybe someone can tell me what I've screwed up to get this to happen. I installed this and never bothered with doing custom values and just took the default buttons in each menu. Well I've decided recently to try assigning custom values (ie bail rate higher than 30%) but there's a problem. When I go into the custom value screen I only get the following buttons: 1, 4, 7, 3, 6, 9, CE, Cancel. I'm assuming I'm should also have a 2, 5, 8, and Enter/IOk in there somewhere. I've checked my t files and both of them are indeed installed to the correct directory so what's going on?
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Umm, another issue (sorry if already stated, i didnt saw it)
Everytime my ship manages to severely damage a xenon cap ship (only capital, smaller ones is fine), one of two things happens:
-It goes buum
- game crashes
Same with Kha'ak ships
Wonder if the bail condition for those races is screwed somehow?
Kinda annoying.
Im also using HAT and Xone scripts.
Any help apreciatted, as i base my games on capping stuff
Everytime my ship manages to severely damage a xenon cap ship (only capital, smaller ones is fine), one of two things happens:
-It goes buum
- game crashes
Same with Kha'ak ships
Wonder if the bail condition for those races is screwed somehow?
Kinda annoying.
Im also using HAT and Xone scripts.
Any help apreciatted, as i base my games on capping stuff
Strength through Unity
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If those are the only two scripts you're using then one of three things is happening most likely.
1. Either one or both of those is interfering with BSE.
2. Your install of X3R is messed up somehow.
3. Both
Have you tried disabling those real fast to see if it'll work after that? Also, the ships can still explode, although you can set a custom value to the explosion rate down to ridiculously low levels (1% for example) so that's not a bug.
1. Either one or both of those is interfering with BSE.
2. Your install of X3R is messed up somehow.
3. Both
Have you tried disabling those real fast to see if it'll work after that? Also, the ships can still explode, although you can set a custom value to the explosion rate down to ridiculously low levels (1% for example) so that's not a bug.
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Well apparently one of the other scripts was over writing one of the two t files used for BSE. I managed to track it down (I didn't really use said script anyway) and removed it and restored BSE's files from the SPK and it worked beautifully. Odd, seeing as how when I restored them before by just re-applying the entire SPK package it didn't fix it. I had to extract the t files manually.