FYI the issue with the harass item not being available appears to not be with this mod but with the last update of "Mod Support APIs" to 1.89. Gget the older 1.88, the harass menu item should appear again.
It'd be cool if you added a dialog mini-game that reduced the enemy crews morale. Perhaps during each stage you can open comms and Taunt the enemy captain to lower enemy morale and increase likelihood of bailing.
Is there a way to tell my npc in "Corsair" mode to target only a specific race? cause i want to lay waste only on Argon ship in a psecific sector, but im afraid that if i put my npc on "corsair" mode, they will attack every ship that is specified in the command, regardless of race.
As is the "corsair" mode only does a faction relation check, to see if you are below neutral relations with the faction of a particular ship. If a faction you want to pirate is currently neutral towards you, you'll need to first tank your rep to -15 or corsair will ignore it. There are two workarounds that I have found to better allow for you to control who gets targeted in "corsair". Both require editing the betterpiracy.order.fight.corsair.xml
1. Quick, but hardly any better. Change: <match_relation_of faction="this.trueowner" comparison="lt" relation="neutral" /> to: <match_relation_of this.ship comparison="lt" relation="neutral" /> This makes "corsair" check for the relation of individual ships, which can temporarily dip to -30, independent of the faction rep, whenever you attack them. Then either manually mark ships as hostile in the map to get harassed, or setup a fire authorisation override to attack the faction you want, "tagging" the individual ships as hostile, and give it to a subordinate of the corsair with the intercept assignment. Make sure the interceptor has very wimpy guns because it won't stop shooting till the target is dead, even after it gets abandoned if I remember my testing right. Then in the global orders you can change the response to automatically claim any abandoned ships, and hope your corsair can get inside before the interceptor blows it up.
2. See the forum page for this mod for my suggestion, which makes "corsair" respect whatever fire authorisation you give the command ship. Any ships set to follow the commanding ship will assist it in disabling its targets and avoid destroying them.
Great mod! Love it and can't play without it. Just one question about something that bugs me: Is there any way to change the volume for the computer voice telling the harassed ship to surrender? It's multiple times louder than the voice lines of any other character in my game. I don't see any settings for that in the extensions settings. Also the frequency at which the computer voice demands surrender is to high imo. Settings for these two things would be awesome.
To be clear: This mod is working fine with 4.00. I'm running a lot of other mods and there are no conflicts. But I wouldn't use it together with mods that modify bailing logic.
Hello Alberto, I'm having a issue your mod worked perfectly with 3.0, but with 3.30 it doesnt work at all, it loads(no conflicts) but nothing is working for it ingame, cant activate it in ship or command npc's to harass a ship either.....
30 comments
1. Quick, but hardly any better. Change:
<match_relation_of faction="this.trueowner" comparison="lt" relation="neutral" />
to:
<match_relation_of this.ship comparison="lt" relation="neutral" />
This makes "corsair" check for the relation of individual ships, which can temporarily dip to -30, independent of the faction rep, whenever you attack them. Then either manually mark ships as hostile in the map to get harassed, or setup a fire authorisation override to attack the faction you want, "tagging" the individual ships as hostile, and give it to a subordinate of the corsair with the intercept assignment. Make sure the interceptor has very wimpy guns because it won't stop shooting till the target is dead, even after it gets abandoned if I remember my testing right. Then in the global orders you can change the response to automatically claim any abandoned ships, and hope your corsair can get inside before the interceptor blows it up.
2. See the forum page for this mod for my suggestion, which makes "corsair" respect whatever fire authorisation you give the command ship. Any ships set to follow the commanding ship will assist it in disabling its targets and avoid destroying them.
[=ERROR=] 0.00 No matching node for path '(//cue[@name='PlayerOwnedShipAttacks']//set_value[@name='$ejectchance'])[1]' in patch file 'extensions\better_piracy\md\notifications.xml'. Skipping node.
[=ERROR=] 0.00 No matching node for path '//do_if[@value='$pilotbail?']/do_if[@value='$target.exists']/@value' in patch file 'extensions\better_piracy\md\notifications.xml'. Skipping node.
[=ERROR=] 0.00 No matching node for path '/aiscript/attention[@min='unknown']/actions/do_if[@value='this.ship == $target']/do_if[@value='$damagemaxpercent lt 100']' in patch file 'extensions\better_piracy\aiscripts\move.claim.xml'. Skipping node.
[=ERROR=] 0.00 No matching node for path '/aiscript/attention[@min='visible']/actions/do_if[@value='this.ship == $target']/do_if[@value='$damagemaxpercent lt 100']' in patch file 'extensions\better_piracy\aiscripts\move.claim.xml'. Skipping node.
your mod not working in 4.0!!!
I'm having a issue your mod worked perfectly with 3.0, but with 3.30 it doesnt work at all, it loads(no conflicts) but nothing is working for it ingame, cant activate it in ship or command npc's to harass a ship either.....