AL Plugin : Heavy Assault Capture Technology 1.2b 28/4/06

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LV
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AL Plugin : Heavy Assault Capture Technology 1.2b 28/4/06

Post by LV » Sat, 21. Jan 06, 15:55

Heavy Assault Tech 1.2 Cycrow Installer Download

Zip



Name : Heavy Capture Assault Technology

Description : AL Plugin providing the ability to capture capital ships
Version : 1.2b
Date : 28/4/06
Author : LV




Detailed description:

For the measly sum of 64 Million credits Heavy Assault Technology can be purchased from pirate bases (stock levels fluctuate)

Once installed you will gain the command "Launch Capture Assault" in your ships 'Piracy' menu. (Transporter Device is needed)

Capturing Capital ships is no turkey shoot, for starters you will need huge amounts of Miltary personel meaning ships smaler than M6 are pointless to use. (Reports are showing a MP Base in pirate sectors where MP's can be hired)

Before the command can be engaged the marks shields must be lower than 20% and while the assualt is taking place they must stay below 20%. In addition to this your own ships shields will cut out the command if they drop too much!.

The assult command can also not be engaged until the marks hull has been damaged sufficiently, and finally your distance must not be greater than 5k from the mark or the assualt will terminate.

Once the assualt is in full flow your ship will beam over MP's to board the mark, if you run out the asssualt command terminates!.

Finally, If you do manage to capture your target any MP's that belong to the mark will be enslaved, don't expect the ship to come without some damage to it though :)

it's that easy :)


-------------
Updated in 1.1
All ship classes are now cappable although xenon/khaak ships will take some effort

updated in 1.2
Military transports removed as they were getting on my nerves and taking up too much cpu time.


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Install:

Just extract the zip file to your main X3 directory


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Uninstall: First disable the plugin and leave it for a good while

all MP's will be removed from ships, Assault Tech will be removed from your ships and also for sale and the transports will be killed. The only remaing feature of this plugin that will remain will be the Miltary personel base in BJG.

LV's todo list

Ships are captured back by there orig race and more penalty's for the player (if it's too easy in it's current form.)

please feedback on this script :)
---------------------------------------------------------------------

Enjoy :)

(language files)

448820.xml

COMMAND_PIRACY_650

Standard Ego Ware
28;0;0;0;0;77;5933;0;2209150;1;1;0;2209150;-100000;0;0;SS_WARE_SW_NEW19; 62,022,317 credits
Last edited by LV on Tue, 5. Dec 06, 17:50, edited 7 times in total.
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djssuk
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Post by djssuk » Sat, 21. Jan 06, 16:03

Fantastic.

What about small ships? I guess they wouldn't need MP's or they would'nt fit in (small M5) perhapps a tractor beam for thse bringing them into your dock?

Great work.

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Malakie
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Re: AL Plugin : Heavy Assault Capture Technology 1.0 21/1/06

Post by Malakie » Sat, 21. Jan 06, 22:18

Description : AL Plugin providing the ability to capture capital ships
Version : 1.0
Date : 21/1/06
Author : LV

Detailed description:

For the measly sum of 64 Million credits Heavy Assault Technology can be purchased from pirate bases (stock levels fluctuate) /END




Now this is what I have been waiting for!!! NICE Script/Plugin!!! I will be using this one. Thanks much!!

Suggestion: Add the ability for other races and NPC's to launch assaults on each other and on my owned stations and complexes. I can imagine myself on the other end of the galaxy only to get a report that my station on the opposite end is now being assaulted and shields are down to 53% and I am out of energy cells for an immediate jump........

so cool...

Malakie

Kvalyr
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Post by Kvalyr » Sun, 22. Jan 06, 00:01

Excellent. I love the idea, and the execution.
Downloaded :D

Darshu
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Post by Darshu » Sun, 22. Jan 06, 14:41

Does this script allow you to capture assassination mission ships too?

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LV
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Post by LV » Sun, 22. Jan 06, 14:56

It allows you to capture anything (at least it should)

Tritous
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hmmm

Post by Tritous » Thu, 26. Jan 06, 01:04

sounds good, although you'd be better off using cycrow's script installer. small files, easy install = n00b proof lol
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Malakie
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stations are red

Post by Malakie » Thu, 26. Jan 06, 01:29

LV wrote:It allows you to capture anything (at least it should)

Are the stations that supply the marines supposed to be RED?? I am enemies with the Xenon and Kaack and Pirates. BUt the stations that supply the assault marines are also showing as enemy to me.... How do I get marines in this case?

Malakie

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LV
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Post by LV » Thu, 26. Jan 06, 19:17

Change your settings, they are created as neutral.

the device is researched and provided by pirates i'd suggest you keep them friendly or you'll have to hack their rep
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Nightmariner
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Capturing Xenon Js

Post by Nightmariner » Thu, 9. Feb 06, 10:30

First off, LV, this is a dynamite script. I have already capped an Orca and an Osprey and I am lovin' it. Only problem seems to be with Xenon Js. I capped a J and then attempted to dock my Nova on it and B. Betty told me "docking denied". I then had the J to dock at the shipyard in Argon Prime, landed my Nova there, and was able to switch ships onto the J's bridge. However, when I undocked the J from the shipyard and tried to dock my Nova on it, it still wouldn't let me do it. I cannot dock manually or with a docking computer.

Any thoughts? :gruebel:

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LV
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Post by LV » Thu, 9. Feb 06, 11:04

That's the gamecode which does not allow for docking on J's as they are not meant to be bought or capped i suspect. OOS it just puts a ship into space when told to undock

Hieronymos
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Post by Hieronymos » Tue, 7. Mar 06, 00:00

Am busily building up an empire, so am game-days away from purchasing my first Elephant or M6, much less the HAT and marines. However, am wondering if there are any general rules-of-thumb as to what's capturable with specific ship types, so as to plan out my long-term strategy.

Is HAT worthwhile using in an M6? (In an M6, are other M6's or even TL's capturable?)

Is it worth using in a (slow, fat) TL? Even one as speedy as an Elephant?
(like would it be possible to cap a Khaak destroyer in an Elephant, toasting it's shields at a distance with PPC's, then closing to within transporter range???? Or against other TL's??) Or is it better to wait for an M2??

And what kind of Marine troop strength is considered adequate/safe for capping different targets like superfreighters? M6's? TL's? M2's?

Is using the HAT against superfreighters even cost-effective? (drools, thinks of pirate smuggler 'hi-tech traders' loaded with 1,000 crystals..)

Any suggestions are most welcome. I'm dying to use this tech, but don't want to waste time and creditsss on what's not possible.

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Unknown object 003
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Post by Unknown object 003 » Tue, 7. Mar 06, 02:23

Just a little hint:

You can capture everything with your M6 and this software. All you need is enough capacity for your troops. With about 350 troopers (= 1050 cargo space) and the biggest guns, your M6 can maneuver into any blind area of any capital ship, even it es still on the move. When the hull is about 80% your marines can bord the target. From that moment, you should use smaller guns to keep the shields down and the hull intact.
TL´s and M2`s are the main targets during assassination missions. The best situation is, when your target of the assassination mission is in the same sector. Take out the M5 first and the "big thing" does not move and shoot any more, assuming you don`t target it before you begin your capture run. In some cases, about 20-25 %, the captured ships are still fully equipped :). Just captured a fully equipped Paranid hercules. It was worth about 12 millions cr. Repairs for the hull damage, about 3.5 million.

I am using a modified (speed only) centaur and a frighter (for troops and intermediate store for unused M6 equipment).

This software is a MUST HAVE!

Griefheart
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Post by Griefheart » Tue, 7. Mar 06, 04:05

The script funcitons nicely, I'm just not a fan of all of these new ways of capturing that seem to be coming out lately. Totally feels like its making things too easy.
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Post by Rheinlander » Tue, 7. Mar 06, 07:35

I haven't tried this yet (too busy playing around with the Terran M1 and M3s right now because they look so sexy) but I have to say, this is the most inventive and badass means of capturing ships that I've seen, it makes a hell of a lot of sense that with transporter technology and a bunch of guys with guns, such assaults could be launched between big ships.

Kudos.

Tritous
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hmmm

Post by Tritous » Tue, 7. Mar 06, 08:25

I have got an idea...make this a double edged script. on one hand you can go for the cap. similar to now but maybe a little slower?

on the other you can get your marines to try and sabotage the ship. requires less troops and can be done on marks with up to 30% shields and any hull. it is far faster as an attack, taking only a couple of seconds at most to drop off a small (in comparison) squard of assault marines. they will attempt to do one of 4 things at random:

1: disable turret: moderate chance of sucess of sucessfully unequipping a random number of weapons from a random turret on the mark. they are requipped after a minute or so.

2: damage turret: moderately small chance of destroying a random number of weapons from a random turret on the mark. more permanant, fairly rare, and probably shouldn't be able to hit all weapons on a turret, only half or so

3: disable shield: moderately small chance of unequipping a single shield from the mark. it is returned after a minute or so

4: bomb: small chance of using an explosive device to do hull damage to the ship. a range of values ranging from fairly easy 1-2% damages, to the nearly impossible 30% keypoint blast.

lots of random chance, so for example there might be a 25% chance of "damage turret" being chosen as an action, which itself has a 50:30:15:5 weighting on whether it hits 1, 2, 3, or 4 weapons. the chances of suceeding on any of those missions could be 0.35, 0.2, 0.09, and 0.04.

also, perhaps there could be a small chance (35%) that after a successful attack (hard enough in itself) the marines aviod capture and can attempt another sabotage in a minute's time. of course...that's too rare to ever be relied on.

It's not much use for capping no, but it's a good aspect to add: espionage. I know everything I've described above is allowable in the script engine, but I have no scripting skills. I think it fits under this script nicely, as a side thing so m6s aren't entirely left out. It shouldn't (apart from the excessively rare high hull damage hull attack) be a battlewinner, but a balance tilter if you are lucky. if the enemy suddenly has a turret drop to half guns that's just become a weak side for an attack.
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raptor1
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Post by raptor1 » Tue, 7. Mar 06, 14:57

just one question...

can you cap the millitary transports?

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LV
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Post by LV » Tue, 7. Mar 06, 19:05

iirc you can cap anything

Hieronymos
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Post by Hieronymos » Tue, 7. Mar 06, 22:10

How have experienced users of this script sweetened their rep with the pirates, in particular the barracks base in BalaGi's???

Before loading the script I did lots of pirate hunting/capping, and am thus persona non grata at many pirate bases...but can still buy the HAT. But as I'm an enemy at the Brennan's p-base, can't see how I can use that base to hack my rep at the barracks...
Does anybody have any ideas?

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LV
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Post by LV » Wed, 8. Mar 06, 00:28

Part of HAT is that there are a handful of TP Military Transports mulling around re-stocking AI cap ships.

Go find one ;)
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

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