[AL-Plugin] Unified Capture by Brand-X
Posted: Sun, 6. May 07, 15:37
Unified Capture Script V1.11j & 1.20j - by Brand-X
This script set is implemented as a standard X3 AL plugin. As such it should be compatible with most other mods and scripts. Although that is an area we hope to get some feedback on with this initial release.
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What it does:
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UniCap v1.xx allows players to attack and possibly capture stations and ships which cannot normally be captured in X3 game-play. Version 1.xx allows this to be accomplished through use of sheer firepower alone. Reduce a targets hull percentage to a certain level and there is a possibility that the target will surrender. There is also the possibility that the target will simply explode, or, in the case of ships, will jump away to escape.
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How it works:
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Races have been assigned relative values of combat ability and willingness to fight. This is used to determine the point where an object belonging to a particular race might surrender, explode, or escape.
Ships have also been assigned combat values according to the size and nature of the ship. Military type ships will fight much longer that civilian types, and larger ships will fight longer than smaller.
Stations are assigned a defensive value, much like ships, and that is used to determine the chances of a station surrender. The higher tech a stations product, and the more military in nature, the greater a stations defensive value will be, and the less likely a surrender will occur.
These values are combined and used to assign a point and a frequency at which one of a number of possible events will occur.
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Ships:
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A ship can perform one of a number of events.
-- It can try to jump away to escape.
-- The crew may simply abandon ship, leaving the vessel to whatever fate awaits it.
-- The crew may surrender and remain on board, found in the cargo bay as slaves.
-- The crew may also abandon ship after setting a delayed self-destruct timer, although there is no warning of that.
-- There is also the chance that the crew will only pretend to surrender, waiting for the player to approach before coming back to life and opening fire, if any undamaged weapons remain, or trying to close and ram if there are none.
The frequency of these events are tied to the owner race and the size and nature of the ship.
If none of these occur then the ship will simply explode at some hull percentage other than 0%, but generally below 50% hull.
When a ship surrenders, or if the crew bails, a portion of its weapons, wares, and extensions will remain, depending upon the amount of hull integrity remaining. If a ship is destroyed, either by result of battle damage or self-destruction by the crew, the weapons and wares that were undamaged during the battle may be left behind as flying wares. In the case of large ships, this can amount to a respectable amount of loot.
If a ship jumps, well, it's out'a there. It may be that the player can relocate it in the nearby sectors, but it's gone from this one.
This script has a couple of difficulty levels that control the range of hull trigger points, the frequency of events, and the amount of wares remaining after an event. There is also a level that limits this script to only bigships and stations.
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Response fleets (DDBH Compatibility):
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As an added benefit, elements of the Deadly Bounty Hunter scripts have been integrated with the Unified Capture scripts to deploy a "Civil Defense" response squad when TP and TS ships are attacked. Version 1.2.4 of the DD.BH script package is included as an "optional install", and comes with a complete readme file. It can easily be installed using the Cycrow Script Installer. The deployment of the Civil Response squad in defense of TP and TS class ships is fairly random, and does not occur every time. Further, the combat difficulty of the response squad can be set by the player.
The DD.BH scripts will use the standard Egosoft ships unless DDRS is installed, in which case the custom DDRS ships will be used. The size and composition of the Civil Defense squads, as well as the configuration of the weapons loadout they use, is controlled by a special DD.Difficulty setting.
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Stations:
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Stations do not have so many possible endings. They basically either surrender oe explode. There is no delayed self destruct with stations.
Once a station has been captured, it can be kept and operated by the player, who bears all responsibility for running it and gains all profits. Or the player can return the station to that race for proxy operation. Proxy stations are taxed and the player is able to assert his ownership of them at any time, to make use of their wares and docking facilities. On these stations there exists the possibility of rebellion, with the station reverting totally to race control and making the player an enemy. The only way to reassert player ownership is to conquer it again.
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How to Play:
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Essentially, just fly around, select a target, and start shooting.
==> Auto-trigger:
A cool feature of version 1.20 of this script is its ability to initiate the battle script on viable targets simply by firing on them, thus taking a bit of burden off pilots during intense fights. It does not work on stations, where battle must be initiated with the Battle key.
==> Manual Activation:
Version 1.11 requires that the player physically push that button. One press of the 'Battle' key will start the battle script running on the target. Another press will stop it. You must be within firing range of the target in order to begin a battle.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
What's in it for You:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This script provides a number of different endings to combat engagements besides the usual Ego fare. Not to mention fighter response levels that range from 'easy' to 'sudden death'.
This script can be used in many ways. It can help in the early game by giving the player a 'leg up', as the capture rate is a bit better than the standard Ego model, with a few more wares being left behind.
It provides the capability to capture bigships and stations, so that the player may own such objects without the need for much tedious (to some) trading and race relation concerns.
The station capture aspects allow the player to possess stations that might be impossible to own under normal circumstances, perhaps providing a needed ware that is difficult to obtain. All station types are capturable. Used in the extreme, this capability allows the player to conduct 'economic warfare' or control the economies of entire sectors.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Other Thoughts::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This version 1.xx is strictly a 'shooter'.
It is quite possible to play an entire game by sheer combat ability alone, doing no trading and caring nothing for race relations. Carried to it's fullest extent, it is even theoretically possible to control every station in the game, essentially conquering the universe, although that is certainly an extreme application of it's capabilities.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Coming attractions:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Version 2.xx will introduce ship and station capture using 'Assault Troopers', which will allow victims to be captured in much better condition than the 'shoot them till they give up' model of the shooter version. And will add many new aspects and nuances to the capture of bigships and stations. Essentially a rewrite of my old Station Capture mod, expanded to include ships as viable targets. And introducing some specialized ships into the game.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Credits:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Hieronymos and DeadlyDa for the concept of Unified Capture, and for renewing my interest in the whole 'Capture' idea.
DeadlyDa for his 'plugin' and fighter response scripts. Also for his ideas and efforts in solving the problems associated with this script. And for hosting this project on his excellent site.
Hieronymos for a great many of the ideas that were incorporated into this project.
Red Spot for major technical assistance in solving many problems specific to this project.
KayEss, Falion, Mailo, neumanf15, and the rest of the DDRS Beta Team for their beta-testing, suggestions, and ideas.
The ideas and suggestions by these people have made this script what it is.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Assitional Credits:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LV for his HAT script, upon which this script is loosely based, along with elements from my old Station Capture mod.
Cycrow for knowing the answer to every question I've ever asked him.
B-O'F for his work with the Extensions and Wares, which I used to control what remains after a battle.
Klyith for his color text work, which I used for the station names.
Doubleshadow for his excellent set of X3 tools.
Serial Kicked, Moggy2, nuclear_eclipse, Xenon Slayer, Bunny, Fud, Stevio, - the list is nearly endless. Just about every scripter worth his salt has answered my questions at one time or another.
Egosoft for writing this excellent game, and for including the amazing SE with it.
Kurt Fitzner for writing the MSCI Handbook. Simply outstanding work.
If I've forgotten anyone, it's not from ingratitude but from the fact that there were so many. I've freely used many of the tutorials, ideas, and concepts found on the Ego boards, and many people there have answered my questions. Thank you all.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Download Links:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Here are the download links for Version 1 of the Unified Script:
The manually-triggered version:
http://www.flatrock.org.nz/wolf/images/ ... h-DDBH.rar
The Auto-Trigger version:
http://www.flatrock.org.nz/wolf/images/ ... h-DDBH.rar
This script set is implemented as a standard X3 AL plugin. As such it should be compatible with most other mods and scripts. Although that is an area we hope to get some feedback on with this initial release.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
What it does:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UniCap v1.xx allows players to attack and possibly capture stations and ships which cannot normally be captured in X3 game-play. Version 1.xx allows this to be accomplished through use of sheer firepower alone. Reduce a targets hull percentage to a certain level and there is a possibility that the target will surrender. There is also the possibility that the target will simply explode, or, in the case of ships, will jump away to escape.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
How it works:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Races have been assigned relative values of combat ability and willingness to fight. This is used to determine the point where an object belonging to a particular race might surrender, explode, or escape.
Ships have also been assigned combat values according to the size and nature of the ship. Military type ships will fight much longer that civilian types, and larger ships will fight longer than smaller.
Stations are assigned a defensive value, much like ships, and that is used to determine the chances of a station surrender. The higher tech a stations product, and the more military in nature, the greater a stations defensive value will be, and the less likely a surrender will occur.
These values are combined and used to assign a point and a frequency at which one of a number of possible events will occur.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ships:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A ship can perform one of a number of events.
-- It can try to jump away to escape.
-- The crew may simply abandon ship, leaving the vessel to whatever fate awaits it.
-- The crew may surrender and remain on board, found in the cargo bay as slaves.
-- The crew may also abandon ship after setting a delayed self-destruct timer, although there is no warning of that.
-- There is also the chance that the crew will only pretend to surrender, waiting for the player to approach before coming back to life and opening fire, if any undamaged weapons remain, or trying to close and ram if there are none.
The frequency of these events are tied to the owner race and the size and nature of the ship.
If none of these occur then the ship will simply explode at some hull percentage other than 0%, but generally below 50% hull.
When a ship surrenders, or if the crew bails, a portion of its weapons, wares, and extensions will remain, depending upon the amount of hull integrity remaining. If a ship is destroyed, either by result of battle damage or self-destruction by the crew, the weapons and wares that were undamaged during the battle may be left behind as flying wares. In the case of large ships, this can amount to a respectable amount of loot.
If a ship jumps, well, it's out'a there. It may be that the player can relocate it in the nearby sectors, but it's gone from this one.
This script has a couple of difficulty levels that control the range of hull trigger points, the frequency of events, and the amount of wares remaining after an event. There is also a level that limits this script to only bigships and stations.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Response fleets (DDBH Compatibility):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
As an added benefit, elements of the Deadly Bounty Hunter scripts have been integrated with the Unified Capture scripts to deploy a "Civil Defense" response squad when TP and TS ships are attacked. Version 1.2.4 of the DD.BH script package is included as an "optional install", and comes with a complete readme file. It can easily be installed using the Cycrow Script Installer. The deployment of the Civil Response squad in defense of TP and TS class ships is fairly random, and does not occur every time. Further, the combat difficulty of the response squad can be set by the player.
The DD.BH scripts will use the standard Egosoft ships unless DDRS is installed, in which case the custom DDRS ships will be used. The size and composition of the Civil Defense squads, as well as the configuration of the weapons loadout they use, is controlled by a special DD.Difficulty setting.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stations:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stations do not have so many possible endings. They basically either surrender oe explode. There is no delayed self destruct with stations.
Once a station has been captured, it can be kept and operated by the player, who bears all responsibility for running it and gains all profits. Or the player can return the station to that race for proxy operation. Proxy stations are taxed and the player is able to assert his ownership of them at any time, to make use of their wares and docking facilities. On these stations there exists the possibility of rebellion, with the station reverting totally to race control and making the player an enemy. The only way to reassert player ownership is to conquer it again.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
How to Play:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Essentially, just fly around, select a target, and start shooting.
==> Auto-trigger:
A cool feature of version 1.20 of this script is its ability to initiate the battle script on viable targets simply by firing on them, thus taking a bit of burden off pilots during intense fights. It does not work on stations, where battle must be initiated with the Battle key.
==> Manual Activation:
Version 1.11 requires that the player physically push that button. One press of the 'Battle' key will start the battle script running on the target. Another press will stop it. You must be within firing range of the target in order to begin a battle.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
What's in it for You:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This script provides a number of different endings to combat engagements besides the usual Ego fare. Not to mention fighter response levels that range from 'easy' to 'sudden death'.
This script can be used in many ways. It can help in the early game by giving the player a 'leg up', as the capture rate is a bit better than the standard Ego model, with a few more wares being left behind.
It provides the capability to capture bigships and stations, so that the player may own such objects without the need for much tedious (to some) trading and race relation concerns.
The station capture aspects allow the player to possess stations that might be impossible to own under normal circumstances, perhaps providing a needed ware that is difficult to obtain. All station types are capturable. Used in the extreme, this capability allows the player to conduct 'economic warfare' or control the economies of entire sectors.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Other Thoughts::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This version 1.xx is strictly a 'shooter'.
It is quite possible to play an entire game by sheer combat ability alone, doing no trading and caring nothing for race relations. Carried to it's fullest extent, it is even theoretically possible to control every station in the game, essentially conquering the universe, although that is certainly an extreme application of it's capabilities.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Coming attractions:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Version 2.xx will introduce ship and station capture using 'Assault Troopers', which will allow victims to be captured in much better condition than the 'shoot them till they give up' model of the shooter version. And will add many new aspects and nuances to the capture of bigships and stations. Essentially a rewrite of my old Station Capture mod, expanded to include ships as viable targets. And introducing some specialized ships into the game.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Credits:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Hieronymos and DeadlyDa for the concept of Unified Capture, and for renewing my interest in the whole 'Capture' idea.
DeadlyDa for his 'plugin' and fighter response scripts. Also for his ideas and efforts in solving the problems associated with this script. And for hosting this project on his excellent site.
Hieronymos for a great many of the ideas that were incorporated into this project.
Red Spot for major technical assistance in solving many problems specific to this project.
KayEss, Falion, Mailo, neumanf15, and the rest of the DDRS Beta Team for their beta-testing, suggestions, and ideas.
The ideas and suggestions by these people have made this script what it is.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Assitional Credits:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LV for his HAT script, upon which this script is loosely based, along with elements from my old Station Capture mod.
Cycrow for knowing the answer to every question I've ever asked him.
B-O'F for his work with the Extensions and Wares, which I used to control what remains after a battle.
Klyith for his color text work, which I used for the station names.
Doubleshadow for his excellent set of X3 tools.
Serial Kicked, Moggy2, nuclear_eclipse, Xenon Slayer, Bunny, Fud, Stevio, - the list is nearly endless. Just about every scripter worth his salt has answered my questions at one time or another.
Egosoft for writing this excellent game, and for including the amazing SE with it.
Kurt Fitzner for writing the MSCI Handbook. Simply outstanding work.
If I've forgotten anyone, it's not from ingratitude but from the fact that there were so many. I've freely used many of the tutorials, ideas, and concepts found on the Ego boards, and many people there have answered my questions. Thank you all.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Download Links:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Here are the download links for Version 1 of the Unified Script:
The manually-triggered version:
http://www.flatrock.org.nz/wolf/images/ ... h-DDBH.rar
The Auto-Trigger version:
http://www.flatrock.org.nz/wolf/images/ ... h-DDBH.rar