Seems Xenon pilots doesn't bail, do Xenon have pilots? lol They get abandonned but "pilot" remain inside It creates a bug when you try to remotly claim an abandonned Xenon, your marine just disappear with an error in log, "ship already have a pilot". And if you fire on an abandonned xenon, it just revive and fight back :D
For those who want to fix it, did check how its done in upb Bail mod it's in md/notifications.xml, search for eject_npcs, there's two <eject_npcs object="$target" /> and add some code just below, at both eject_npcs <eject_npcs object="$target" /> <do_if value="$target.pilot.exists and not $target.pilot.isclass.npc"> <destroy_object object="$target.pilot"/> </do_if> after pilot bail it checks if there's a non-npc pilot and destroy it
I noticed this one too, but there's an unexpected bonus to it happening... if you spacesuit claim the ship yourself, you get the ship and the 3-4 star pilot along with it. I've been headcanoning it as my character is just good at programming and has a use for all those skilled drones. :D
Great Mod for a fun paythrough of claiming ships that have been bailed from
Would have loved to see this become a full fledged mechanic where factions would compete to recover their resources in competition with the player and scavenger groups, or their enemies
could lead to interesting scenarios and situations and be trigger points for extra dialogue and opportunities for extra interactions and more enriching gameplay opportunities
Love the initial concept of this mod the extra life it brings to the game
looking forward to be able to claim and fly xenon ships once again, as I did manage to pull it off in the base game, just more rare
Yay, finally a replacement for the Enhanced Bailing Mod. I already clicked on Endorsed (15 minutes after the download) before I even tested the mod in the game. 🥹
That's how much I miss the feature. In the beginning, the Enhanced Bailing Mod was just great. But now, on version 7.0, I haven't found a single ship in hours (not even an S ship). With the AbandonedShipExplorer it's very easy. https://www.nexusmods.com/x4foundations/mods/375. The mod, which is no longer very young, has found all the new timeline ships. But since then, nothing more.
I've looked around a bit in your mod scripts and have to say I'm too stupid to understand how the whole thing works... What exactly would I have to change to significantly increase the Npc vs. Npc chance to get L and XL military ships? (and of course XL and L civilian ships as well).
Since version 6.0 there have been no large civilian ships to be found in Enhanced Bailing Mod, and although there should have been a chance of military ships, I have not found one in more than 2000 hours of play.
That would be because larger ships generally don't become abandoned, due to coding issues I think. Generally you will need to force it with marines for the pilot of the ship. The rest of the crew are usually gone.
In the old Baling Mod (Enhanced Bailing) there were abandoned L freighters and construction ships standing around, not so often now, but from time to time. But since 6.x I've only found S and rarely M ships.
Sorry for the horrendously slow reply, but maybe I can shed some light on this. I built this mod while referencing the enhanced bailing mod and you are right, at least in 6.0+ the enhanced bailing mod would rarely cause a bailing event in the entire universe. If I recall this was because the conditions it used to trigger an AI vs AI bailing check in enhanced bailing rarely occurred in 6.0.
If you're still interested, in the file in the mod "md/notifications.xml" lines 150-160 (Player vs AI) and 465-474 (AI vs AI) control bailing for large ships. Otherwise the calculations in the description are the same for all ships.
Hello. First of all this is really cool. I appreciate seeing the signs of battles as I travel.
I personally have reduced the hull remaining requirement to 40% and the base chance to 5% because I'm finding so many ships lying around that should never have bailed, and if I see an abandoned ship I'd expect it to be nearly destroyed.
Hello! Sorry to take so long to reply, but I agree.
Just came back and loaded up a new 7.5 game and there were a lot more abandoned ships in my 2 hour test than back in 6.x. I have a small python script that does some light statistical analysis on the logs to estimate the frequency of bails in the universe and the current rate is double what it was back one year ago! My aim was to have roughly 20ish claimable ships in the universe at any one time, with the 2 hour clean up timer roughly keeping this constant. However the rate of violence in X4 seems to have increased since then haha.
Re having the hull @75% vs 40%, the main problem with AI vs AI is not really the minimum hull percentage, but more how frequent the bail checks are and how often low-attention combat calculations are run. On the mod's side many checks = more lag, so I tried to keep that as low as possible, therefore a low (trust me it's low-see the next point) recheck frequency. On the low-attention combat side (where the majority of AI vs AI combat happens), if you watch big fleets fighting, small ships will get annihilated in 2-3 rounds of calculations. This typically means the bail check will only run once before the ship is destroyed. If the hull percentage is too low it'll never fire, and you wouldn't have abandoned small ships showing the signs of battles. Maybe in the next update I'll add some random hull damage in these cases to make it feel a little more realistic and a little bit more like the battle was a blood bath haha.
Just came back to X4, and from what I can see from the logs, yes! One or two minor edge cases that will be fixed in the next version, but other than that seems to be working as intended :).
Excellent mod, however, I think I identified an issue with how this mod interacts with the new Bailable Xenon ships. If such a ship is made to bail by this mod, it bails in a partially broken state. By that, I mean the ship cannot be claimed by a Marine, but only in person by the player. Additionally, when claiming in person, the ship gains a free Pilot, the player does not need to request "Work somewhere else for me" on player Crew member, whereas this does not occur in vanilla, with crew assignment being required.
I've done a fair bit of testing around this, and noticed that any bailed Xenon ship (of the permissible models of course) that I found bailed could NOT be claimed by a Marine, and gained a free pilot when claimed directly, as mentioned. However, if I found a bailed ship that *I* or one of my assets had made bail, there was a chance that I might be able to claim it with a Marine. Switching to a 100% vanilla game, I can *always* claim such ships with a Marine it appears.
I think as the ship "bails" but still has a pilot, the player sorta reactivates that Pilot, whereas a Marine cannot of course replace an existing Pilot. Obviously some of this is speculation, but I've been observing the effects of this over several games now.
Hello! Just coming back after a long break from X4 but I think I have an idea what the problem might be. I think Xenon ships don't have "crew" in the same way a ship had crew pre-7.0. It's similar, but not quite the same. Hopefully once I've debugged the mod a bit I'll have a fix and Xenon ships will be claimed with a marine.
...makes smaller Vessels leave during NPCs combat quite often... ...but now, I can't force Katana pilots to leave anymore. Like, medium ships refuse to surrender to me at all. Luckily, they just jump out during NPC fights.
I will still use this mod, but some things are rather weird now
31 comments
They get abandonned but "pilot" remain inside
It creates a bug when you try to remotly claim an abandonned Xenon, your marine just disappear with an error in log, "ship already have a pilot".
And if you fire on an abandonned xenon, it just revive and fight back :D
it's in md/notifications.xml, search for eject_npcs, there's two
<eject_npcs object="$target" />
and add some code just below, at both eject_npcs<eject_npcs object="$target" />
after pilot bail it checks if there's a non-npc pilot and destroy it<do_if value="$target.pilot.exists and not $target.pilot.isclass.npc">
<destroy_object object="$target.pilot"/>
</do_if>
Would have loved to see this become a full fledged mechanic where factions would compete to recover their resources in competition with the player and scavenger groups, or their enemies
could lead to interesting scenarios and situations and be trigger points for extra dialogue and opportunities for extra interactions and more enriching gameplay opportunities
Love the initial concept of this mod the extra life it brings to the game
looking forward to be able to claim and fly xenon ships once again, as I did manage to pull it off in the base game, just more rare
That's how much I miss the feature. In the beginning, the Enhanced Bailing Mod was just great. But now, on version 7.0, I haven't found a single ship in hours (not even an S ship).
With the AbandonedShipExplorer it's very easy. https://www.nexusmods.com/x4foundations/mods/375.
The mod, which is no longer very young, has found all the new timeline ships. But since then, nothing more.
I've looked around a bit in your mod scripts and have to say I'm too stupid to understand how the whole thing works...
What exactly would I have to change to significantly increase the Npc vs. Npc chance to get L and XL military ships? (and of course XL and L civilian ships as well).
Since version 6.0 there have been no large civilian ships to be found in Enhanced Bailing Mod, and although there should have been a chance of military ships, I have not found one in more than 2000 hours of play.
If you're still interested, in the file in the mod "md/notifications.xml" lines 150-160 (Player vs AI) and 465-474 (AI vs AI) control bailing for large ships. Otherwise the calculations in the description are the same for all ships.
I personally have reduced the hull remaining requirement to 40% and the base chance to 5% because I'm finding so many ships lying around that should never have bailed, and if I see an abandoned ship I'd expect it to be nearly destroyed.
Will see how this changes things.
Thanks!
Just came back and loaded up a new 7.5 game and there were a lot more abandoned ships in my 2 hour test than back in 6.x. I have a small python script that does some light statistical analysis on the logs to estimate the frequency of bails in the universe and the current rate is double what it was back one year ago! My aim was to have roughly 20ish claimable ships in the universe at any one time, with the 2 hour clean up timer roughly keeping this constant. However the rate of violence in X4 seems to have increased since then haha.
Re having the hull @75% vs 40%, the main problem with AI vs AI is not really the minimum hull percentage, but more how frequent the bail checks are and how often low-attention combat calculations are run. On the mod's side many checks = more lag, so I tried to keep that as low as possible, therefore a low (trust me it's low-see the next point) recheck frequency. On the low-attention combat side (where the majority of AI vs AI combat happens), if you watch big fleets fighting, small ships will get annihilated in 2-3 rounds of calculations. This typically means the bail check will only run once before the ship is destroyed. If the hull percentage is too low it'll never fire, and you wouldn't have abandoned small ships showing the signs of battles. Maybe in the next update I'll add some random hull damage in these cases to make it feel a little more realistic and a little bit more like the battle was a blood bath haha.
Excellent mod, however, I think I identified an issue with how this mod interacts with the new Bailable Xenon ships. If such a ship is made to bail by this mod, it bails in a partially broken state. By that, I mean the ship cannot be claimed by a Marine, but only in person by the player. Additionally, when claiming in person, the ship gains a free Pilot, the player does not need to request "Work somewhere else for me" on player Crew member, whereas this does not occur in vanilla, with crew assignment being required.
I've done a fair bit of testing around this, and noticed that any bailed Xenon ship (of the permissible models of course) that I found bailed could NOT be claimed by a Marine, and gained a free pilot when claimed directly, as mentioned. However, if I found a bailed ship that *I* or one of my assets had made bail, there was a chance that I might be able to claim it with a Marine. Switching to a 100% vanilla game, I can *always* claim such ships with a Marine it appears.
I think as the ship "bails" but still has a pilot, the player sorta reactivates that Pilot, whereas a Marine cannot of course replace an existing Pilot. Obviously some of this is speculation, but I've been observing the effects of this over several games now.
...but now, I can't force Katana pilots to leave anymore.
Like, medium ships refuse to surrender to me at all.
Luckily, they just jump out during NPC fights.
I will still use this mod, but some things are rather weird now