X4: Foundations
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Kevrlet

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kevrlet2

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80 comments

  1. litle22rus
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    It is possible to disable the damage and destruction of guns on abandoned ships when captured through the map with the help of a paratrooper, when you get out in a spacesuit and capture everything is fine. I'm playing with the Star Wars mod, there are a lot of S and M ships that are built by hostile factions, but by the way,
    Without your mod, abandoned ships do not receive damage when captured through a paratrooper. By default, pilots eject very rarely, and even then only S.
  2. sudo20
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    oh my dear. this is a cheat mod.

    start a new game explore some sectors and insta get 5 barbarossa, some dragon and even rattlesnakes.
  3. muk13th
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    I realize the author is MIA, but on the chance that anyone else reads this and has a comment...

    I've fiddled with the numbers and managed to get the number of bailing ships down to a manageable number. My one issue currently is that the bailing ships all seem to belong to HOP. As much as they fight with ARG I'd expect to see a roughly even number for each, or with PAR for that matter. But aside from a few ARG and PAR fighters I don't see anything.

    I do keep finding HOP Odysseus' and Atlas' but none of the ARG cap ships (I re-enables cap ship bailing, just very rarely). Nothing I see in the notification.xml would seem to explain this.
  4. acidosmosis2006
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    Yea I've used this while in the current version as of 7-26-2023. It works as far as I know perfectly fine.

    But what happens is you get a lot of NPC ships bailing to attacks by NPCs. Even construction ships. I *like* that, but it happens way too often.
  5. 1990eam
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    Anyone tried this in 6.0?
  6. Paulderak
    Paulderak
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    Does this mod work currently? Do you need to start a new game for the changes to take place?
    1. KUZYA
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      yes and no, it works, but universe is filled with abandoned ships, just buy scout and start farming abandoned capital ships all over universe
  7. fergrim
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    Hey I just want to thank you for this mod, I love it.

    Aritz, rather than disable npc vs npc bailing, why not just reduce the overall odds of a ship bailing by a bit?

    I'm pretty far into my game as well and I've found, with the npcs bailing to eachother, that maybe I am a little too much swimming in ships, so what I've done is reduced the base bail chance by about half. (5 becomes 2 or 2.5)

    This has made it all a lot more reasonable for me.

    Ideally though, I'd prefer that somehow NPCs started competing with me to pick these ships up.

    But I'm no modder and I've no idea if that's even possible.  In the meantime, reducing the base chance seems to be a reasonable way to go about it.
    1. powerbrite1962
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      yea too many bail npc vs npc
    2. ThePiercedPrnc
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      Yeah, I play a very heavy war modded game and it's been running a little over 6 days and according to the statistics I've had 5,389 ships bailed out of.  None of which were my responsibility because I personally haven't been in much combat.  Most definitely a wee BIT in need of a slight tweak, haha. 
    3. jetblade545
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      how did you modify it?
    4. VinHoward
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      So I did some research and as of 4.0 apparently npc vs npc bailing behavior was changed.  As always the information is vague but it appears that what is suppose to happen is that npcs can make other npc crews bail.  However unless the player does damage to a npc, said npc's captain will never bail as a result of damage from an npc (aka npc vs npc battles should never result in abandoned ships in vanilla).

      What I suspect is happening is that since version 2 of this mod forced S/M crews to bail all at once together this forces the captain to bail as well.  If you're worried about abandoned ships causing problems (either to performance or balance) than I suspect version 1 of the mod should avoid this behavior (assuming it is compatible on 4.0)
    5. MoonShadowFan
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      I had the same issue with too many abandoned ships. I have re-writtten kevrlet's code for the bailing part so that maybe 20 ships will bail in a 60 min period (and changing the bailing conditions somewhat). I then created a random timer (30-90 mins) for each bailed ship after which they are destroyed, not claimed (along the lines of ship was abandoned because of damage and eventually something critical fails that lead to the ship breaking/blowing up). Seems to work quite well in testing, I will have anything from 10 - 20 abandoned ships at any one time and they are constantly changing as the code only triggers on a new bailed ship. I did message Kevrlet to ask if I could use his code as a base and release it but have no answer as yet.  
    6. robvoi
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      Do you have any update on this? Would be a great solution.
      Even though they are destroyed, these ships can be rated as being claimed by other factions.

      Bailing should be part of standard universe. It is realistic that people want to survive. :-)
      But also, that not one faction can happily go gather all of them. 
    7. lteesu
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      Can you share just your code so we don't all have to recreate what you have done from scratch?
  8. mAaAritz
    mAaAritz
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    In the description it still says that you want to figure out NPC vs NPC bailing in the future.

    However in my current game it is already happening. My galaxy explorers are constantly coming across non-static random ownerless ships, that definitely aren't the usual abandoned ship spawns. Lots of them right next to gates and clearly NPC equipped.

    Since I was worried about game performance the longer this goes on and I don't know if these abandoned ships ever despawn (didn't feel like picking all those up), I temporarily uninstalled the mod.

    Is there some way you could figure out if you can make NPC vs NPC bailing an option?
  9. kevrlet2
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    Update should fix the broken bits from the 4.0 update. Still haven't got to thoroughly test it as I just started a new game, but there's no errors yet in my testing.
    1. kevrlet2
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      Okay it's actually fixed this time...found a couple capital ships to shoot. Egosoft changed the types of some capital ships, and how you can reference them, so the old code used to work but definitely wouldn't for this version. Hopefully this is the last thing they randomly changed...for this mod, at least/
    2. Torsten
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      Thank you for your effort!
  10. ScarabParamit
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    [=ERROR=] 53.56 Error in MD cue md.Notifications.PlayerOwnedShipAttacks<inst:161747>: Property lookup failed: Destroyer
    * Expression: not $target.type.name.[Destroyer, Carrier, Auxiliary] or $pacifyCaps
    * Action: <do_if>, line 83
    [=ERROR=] 53.56 Error in MD cue md.Notifications.PlayerOwnedShipAttacks<inst:161747>: Property lookup failed: Carrier
    * Expression: not $target.type.name.[Destroyer, Carrier, Auxiliary] or $pacifyCaps
    * Action: <do_if>, line 83
    [=ERROR=] 53.56 Error in MD cue md.Notifications.PlayerOwnedShipAttacks<inst:161747>: Property lookup failed: Auxiliary
    * Expression: not $target.type.name.[Destroyer, Carrier, Auxiliary] or $pacifyCaps
    * Action: <do_if>, line 83

    Only appears when i have this mod, every 60sec or so.
    And yes, i used fix from posts in here... ver 2.0.2

    Ok, fixed it...i hate fixing other people mods. Fix is for v2.0.2...i guess script seek ship names rather than class by scale, and placing those in [ , ] apparently is not recognized? Either way it means no more log errors and even more important, that part of mod might not have work properly before. This code here shoul re-enable captains to ditch ships if it's larger than M class, so all capitals L and XL.

    <!-- Capital Ships are too disciplined to fully bail -->
       <do_if value="not $target.isclass.ship_l and not $target.isclass.ship_xl or $pacifyCaps">
          <set_value name="$numcrewbailing" exact="$target.people.count"/>
          <set_value name="$pilotbail"/>
       </do_if>

    Original was:
    <!-- Capital Ships are too disciplined to fully bail -->
       <do_if value="not $target.type.name.[Destroyer, Carrier, Auxiliary] or $pacifyCaps">
          <set_value name="$numcrewbailing" exact="$target.people.count"/>
          <set_value name="$pilotbail"/>
       </do_if>

    Can anyone confirm no errors, that is written properly and works? Last time i coded was in lua, know almost nothing about modding this game.
    1. kevrlet2
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      I'm redownloading this game now, so I'll check it out and upload a fixed version.