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

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ttl
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Post by ttl » Fri, 23. Jan 09, 10:59

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, 19:41

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, 09:31

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, 10:53

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, 12:28

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

KillingMonkey
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Post by KillingMonkey » Sun, 25. Jan 09, 13:00

Hmmm.... The massage I'm getting starts with:
'The [race] asks all military contractors for help with the defense of [sector]...' Or something like that... The system doesn't store these messages (which would be helpful) so I can't give an accurate quote... All I do know is that I'm getting invasion messages, wasting my energy cells and seeing like a friggin' armada of 'Assault' ships from like three/five beacons doing tail flips in space... I can't imagine the invasion is over, since I respond immediately... Nor do the ships just come there for no reason (since this script is failsafed against this kind of stuff, I hope)....
I did once get a 'Gratitude' message.... It was from the Boron race telling me that they were grateful for my help with the defense against the Khaak menace (Yada-Yada)... My reward was 0 credits in bright yellow...' Problem here was that the last invasion message (nor any previous one) hadn't come from the Boron, but the Split... Hmmm....
To each, his own.

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ttl
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Post by ttl » Sun, 25. Jan 09, 14:51

The generic call for aid messages like you described are from Race Patrols, when a heavy fleet is called. Sometimes the calling fleet actually regardless manages to defeat the threat from outside scanner range. Then the heavier fleet should just move there, and go away. Often they unfortunately also end up spinning around near the gate, because the move commands suck with many ships in formation. The indefinetly avoid one another. Or fighters dock and undock in endless loop. Going OOS will avoid these problems with the standard commands, so it's not infinite loop as long as you leave sector.

Next version of khaak invasions won't give you the thanks message if reward is 0. The khaak invasion was somewhere at Boron space. Nothing to do with the assist calls from Split. And you're thanked even if you did not contribute, which is bug. You didn't get call to Khaak invasion, since you didn't own stuff in sector, and it didn't get hairy enough to call for big fleet.

Fallencomrade182
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Post by Fallencomrade182 » Sun, 25. Jan 09, 23:19

I liked the way the Khaak launched attacks in x3r, it gave me something to do and with the npc bailing addon it gave me a lot of opertunities for big money.

However I am a bit reluctant to download this in case the Khaak come too often in too big numbers.

How often have you guys had khaak attacks and what size have they been?
A black cat crossing the road signifies that an animal is going somewhere.

"Asteroids are the smallest natural objects in free space. They can be found anywhere in the.." man, I really hate scanning -.-

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ttl
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Post by ttl » Mon, 26. Jan 09, 02:20

Fallencomrade: If you use race patrols, they will almost always deal with the khaak without player assistance. If the player has stations in the sector invaded, it's possible they get destroyed before. There's 2/7 change of at least a destroyer in the group, and I don't think anything smaller will really destroy stations. A group comes in every few hours. Reloading from before an invasion, will make the invasion go someplace else.

Fallencomrade182
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Post by Fallencomrade182 » Fri, 30. Jan 09, 23:18

Sounds promising. :)

However, I had Race responce fleets on x3r and it was glitched(ie. Terran ships Launching against Ianamus zura and destroying everything in sight)
So as you can guess, I'm a bit reluctant on that also ;)

Its very Tempting however, I might get both if im feeling lucky :P
A black cat crossing the road signifies that an animal is going somewhere.

"Asteroids are the smallest natural objects in free space. They can be found anywhere in the.." man, I really hate scanning -.-

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ttl
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Post by ttl » Mon, 2. Feb 09, 01:11

Race response fleets, by LV, is something else. My Race Patrols script is more conservative, and has somewhat different a scope. If Race response fleets are anything like the X3R, they will overkill these Khaak Invasions in no time.

Morphisor
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Post by Morphisor » Tue, 3. Feb 09, 17:25

KejimuraAngel wrote:
What combat mod are you using? It sounds like a blast.
This one: http://www.thexuniverse.com/forum/showt ... hp?t=13553

Quite a brilliant piece of work with all the additional plugins. Seriously improves combat framerate too.

SETA Abuse
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Post by SETA Abuse » Mon, 9. Feb 09, 11:01

Another oustanding mod from ttl, can't wait to try this out. A Xenon invasion mod sounds massively fun, too.

For anyone wondering, ttl's Race Patrols mod is first class. Improves my framerate and makes for some really interesting battles, and it's immersive in my opinion. Putting the two together is going to be huge fun. Might have to call in sick tomorrow ...

Thanks ttl, things like this make X3 so much more fun (and playable) for me.

Time to go kill some Khaak :khaak:

Fallencomrade182
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Post by Fallencomrade182 » Fri, 13. Feb 09, 23:54

To uninstall this mod.. do I just remove it from cycrows?

No offence intended, it was epic while it worked, however for some reason my game has completely screwed up and im just getting rid of every possible thing that could be causing it
A black cat crossing the road signifies that an animal is going somewhere.

"Asteroids are the smallest natural objects in free space. They can be found anywhere in the.." man, I really hate scanning -.-

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ttl
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Post by ttl » Mon, 16. Feb 09, 18:39

This is a script, not a mod. Learning the difference not only helps you understand how your game is modified as you install stuff, but also helps you communicate with others about said stuff.

You can just turn any AL plugin script off from AL menu.

If you really want to uninstall the script files as well, in this case it's adviced to turn the AL plugin off, and wait until you don't see "khaakinvasion" scripts running at global scripts anymore (might be several IG hours). Then you can remove the files safely (with Cycrow's manager). Just removing the files shouldn't make your game explode, either, but some effects can be unpredictable.

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