[S] Khaak Invasions v1.1 22/01/09

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ttl
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[S] Khaak Invasions v1.1 22/01/09

Post by ttl » Thu, 15. Jan 09, 02:15

DL, rename the extension to .spk :

http://www.geocities.com/ttlaurila/khaa ... etospk.pdf

New link:
http://x3terranconflict.filefront.com/

This AL script creates Khaak invasions of random strength to random sectors at random time intervals. Player gets money reward for killing them, as well as the usual rep boost and police license bounty for killing nasties. Designed and tested to work together with Race Patrols.

details:
- An invasions happen on average 3 hour intervals.
- Max invasion strength is a fleet containing a carrier, destroyers plus sizeable escort.
- Theoretically several invasions can happen at the same place before the others are wiped out, all at max invasion stregnth. Theoretically.
- Race Patrols in a core sector should beat back any invasion. In border sectors the heavier invasions could take several assaults, potentially upto days.

changelog
---------------------------
version 1.1
- Invasions happen to the same sector until the invasion there is beaten (reinforcements) Small change they will change sector instead.
- Message to player if there are player assets in system to be invaded.

----------------------------
Testing this thoroughly on my own game has proven difficult due to the random nature. Any reports on funny behavior(tm) are much appreciated. Also reports on things going down smoothly, and glorious battle reports, of course. :D

No major problems reported so far, so taking the beta tag off.
Last edited by ttl on Fri, 6. Nov 09, 20:35, edited 3 times in total.

ocalot580
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Post by ocalot580 » Fri, 16. Jan 09, 11:59

dude i love u i loved this scripted in x3r i love u lol

strikor
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Post by strikor » Fri, 16. Jan 09, 16:56

This sounds like a nice script. The Khaak seem completely harmless in TC due to their low spawn rate and limited aggressiveness.

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ttl
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Post by ttl » Fri, 16. Jan 09, 17:06

Also khaak beams are royally nerfed in TC it seems. I use a combat mod to make it all more interesting, and this has been balanced for use with that.

spacehunt
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Post by spacehunt » Fri, 16. Jan 09, 17:25

I wonder how this would work with the conflicts script lol ? :twisted: :khaak:

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ttl
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Post by ttl » Fri, 16. Jan 09, 17:31

Most likely it would. But it won't make Khaak a separate faction in it, of course. They'd just randomly drop in to shuffle the deck, so to say.

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Post by amirite » Fri, 16. Jan 09, 23:56

That would probably work out for the best with Conflicts, actually. It makes sense that the Khaak would play by different rules and not be interested in allegiances and such.

Would this work with the invasion warning script? I would ASSUME that that script is based off of a really simple concept, like "when enemy ships are greater than 20 in a sector, send distress call". But If it's some sort of trigger could this mod be altered to send out those alerts as well?
-TEVE

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Post by ttl » Sat, 17. Jan 09, 02:45

I'm guessing Invasion warnings work by looking at the scripts that do the invasions (even overwrite them?). You should ask in that thread. But my guess it, it won't predict these. Early warning network thingy will.

Next version will give warning to player if player has assets in target sector and police license with the owner race.

ocalot580
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Post by ocalot580 » Sun, 18. Jan 09, 14:41

i think u should do what the script in x3r did make it so they sorta take over the sector that was cool and ya had to take ti back :)

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Post by Bulldogc » Sun, 18. Jan 09, 15:04

ya i second ocalot580 once you get the bugs worked out nicely this would be a great thing to work towards, maybe get them to setup facilities and whatnot even, you know really dig in.

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Yup

Post by sthakker » Sun, 18. Jan 09, 17:09

I agree, I would like to see some purpose to the khaak.. not just random incursions for no reason, but an interest in taking over and protecting sectors that they have taken.

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Post by ttl » Mon, 19. Jan 09, 14:02

Perhaps I will make the invasions happen in the same sector until it is cleaned out. Might create an "illusion" of proper fight. Also, might add in a khaak station if the invasion persists for long enough. Hmm. But that needs balancing, as well as a safeguard of some sort, as to not spill over to hundreds and hundreds of Khaak ships clogging a single sector. Low priority for that anyways, for now, got other fish to fry.

Addition: Please send in reports of how and if this has worked for you. I'm assuming no news is good news, but a few reports on things going smoothly would make me feel safe to remove that [beta] tag. (For one, you should receive a message for when you get your reward for killing these buggers)

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Post by KillingMonkey » Mon, 19. Jan 09, 21:30

Khaak are good... For killing that is... Khaak invasions are also good... For countering, I mean... But I'd really like to see a Xenon Invasion script like that one... It would be even better, since the Xenon are your main enemy throughout the game... But still, it's a nice script... Am looking forward at trying it out... I only have to finish some work... GJ anyways...
To each, his own.

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Post by ttl » Thu, 22. Jan 09, 22:49

New version up. Should invade more often, reinforce previous invasions if exists, and player gets messages if he has stuff in sector to be invaded.

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Axeface
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Post by Axeface » Fri, 23. Jan 09, 03:03

Looks good! Trying soon. Thanks!

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ttl
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Post by ttl » Fri, 23. Jan 09, 09:59

Oh, and yes, a Xenon attacking script is in the plans. Will use a different logic of attacking sectors near the Xenon though, and planned to allow for the player to invade the Xenon back. But don't hold your breath.

Morphisor
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Post by Morphisor » Fri, 23. Jan 09, 18:41

I'm using this together with the race patrols script, and I must say, there's been some nice fireworks already.

On one occasion, the invasion went in Elena's Fortune, and the patrols seemed to have gone missing, probably tired from the continuous stream of pirates moving through that sector.
(I am playing with the Combat Mod - Hard mode on, so a pirate convoy will now average between 30-40 fighters, all M3!).

Then, a Pirate Brigantine moved into the sector. 2 Khaak Destroyers and 1 Carrier + fighters VS. Brigantine + fighters! Awesome!

The Brigantine Actually managed to take down the Carrier and a Destroyer before going down. The remaining Destroyer later encountered a Pirate convoy as mentioned above, and was taken out, but not before destroying 2/3s of the fighters.


Conclusion of this little story: I like! :P

KillingMonkey
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Post by KillingMonkey » Sun, 25. Jan 09, 08:31

Hmmm... I installed that script alongside with the Race Patrol mod... Race patrols work fine... But there aren't any invasions... I get the distress messages, go to the sector and there's usually a good score of race ships (depending on sector race) I wait some time (like 15 minutes) and nothing hostile appears... Hmmm.... Can't figure why....
To each, his own.

KejimuraAngel
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Post by KejimuraAngel » Sun, 25. Jan 09, 09:53

I'm using this together with the race patrols script, and I must say, there's been some nice fireworks already.

On one occasion, the invasion went in Elena's Fortune, and the patrols seemed to have gone missing, probably tired from the continuous stream of pirates moving through that sector.
(I am playing with the Combat Mod - Hard mode on, so a pirate convoy will now average between 30-40 fighters, all M3!).

Then, a Pirate Brigantine moved into the sector. 2 Khaak Destroyers and 1 Carrier + fighters VS. Brigantine + fighters! Awesome!

The Brigantine Actually managed to take down the Carrier and a Destroyer before going down. The remaining Destroyer later encountered a Pirate convoy as mentioned above, and was taken out, but not before destroying 2/3s of the fighters.


Conclusion of this little story: I like! Razz
What combat mod are you using? It sounds like a blast.

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ttl
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Post by ttl » Sun, 25. Jan 09, 11:28

KillingMonkey:
You get the warning message "Khaak jump signatures ... " ?
And even if you immediately jump to that sector, there's no Khaak ships?

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