[ALPLUGIN] Xenon Migration V1.40 : Update 09/01/2007

The place to discuss scripting and game modifications for X³: Reunion.

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How do you find this script ?

5. Excelant
87
63%
4. Good
28
20%
3. Ok
13
9%
2. Poor
0
No votes
1. Terrible
2
1%
Not my thing
9
6%
 
Total votes: 139

jonzrx
Posts: 84
Joined: Tue, 17. Jan 06, 15:39

Invincible ships-again

Post by jonzrx » Wed, 21. Mar 07, 17:12

Cycrow,

Any update on a fix for this problem? Someone has given me a tip for a workaround but obviously it would be nice if we could get rid of the little bu**ers permanently :lol:

As an aside, thanks for all the scripts. I'm using quite a few of yours (Guild Pack, Xenon Migration, Advanced Jumpdrive, etc.) and they do make a real difference to the game. It's almost impossible not to find something to do on the BBS's, whereas before it was often the other way round!

Jon

xalien
Posts: 1803
Joined: Fri, 12. Mar 04, 02:03

Re: Invincible ships-again

Post by xalien » Wed, 21. Mar 07, 17:29

jonzrx wrote:Cycrow,

Any update on a fix for this problem?
You should have probably specified what exactly is this problem :roll:

Cycrow
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Post by Cycrow » Wed, 21. Mar 07, 22:53

as i've mentioned previously, the latest version should be fixed.

but u just have to make sure u turn of the plugin so it can remove any of the ships that already exists.

the only problem is that some of the ships might not be removed, because basically the game wont let them be removed. The script does have a work around when trying to removing them, but it might not work on all of them

agleave
Posts: 183
Joined: Thu, 24. Nov 05, 11:28

Xenon Invasion

Post by agleave » Sun, 8. Apr 07, 10:46

Hi Cycrow,

Any news yet on your possible "Xenon Invasion" script? You mentioned it quite a number of months ago now, not sure if you ever got it off the ground?

AG.

Cycrow
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Post by Cycrow » Sun, 8. Apr 07, 15:51

i have started work on it, but its being fairly slow as i havn't had much time to do it

Schabernack
Posts: 215
Joined: Wed, 18. Apr 07, 19:32

Post by Schabernack » Sun, 22. Apr 07, 13:39

is this script compatible with the Sector takeover script?
http://forum.egosoft.com/viewtopic.php? ... te+service

Cycrow
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Post by Cycrow » Sun, 22. Apr 07, 17:48

i dont c y it wouldn't be compatable

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Flybye
Posts: 1381
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Post by Flybye » Sun, 22. Apr 07, 18:44

I use both and have no problems with either one.

Just don't expect to take over a sector that sits next to a Xenon sector and be all peachy about it ;)

Schabernack
Posts: 215
Joined: Wed, 18. Apr 07, 19:32

Post by Schabernack » Wed, 25. Apr 07, 13:21

the point is i dont't know exactly if the xenon of the xenon migration script are spawing out of the shipyards and so are bound to it or
if they are spawning out of nowhere causing trouble in a sektor allready belonging to my empire ^^

That xenon of nearby sector would try to recapture in great numbers the sektor i would think of being normal.
learn from the past, live the moment, dream of the future
tc-ap minimax

Cycrow
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Post by Cycrow » Wed, 25. Apr 07, 14:30

the xenon are always spawned from Xenon Stations, if you destroy all he xenon stations, u'll get no more ships migrating

Schabernack
Posts: 215
Joined: Wed, 18. Apr 07, 19:32

Post by Schabernack » Wed, 25. Apr 07, 16:48

very well , thx&hf
learn from the past, live the moment, dream of the future
tc-ap minimax

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Flybye
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Post by Flybye » Wed, 25. Apr 07, 16:56

Do the Xenon stations respawn in a different Xenon sector?

Cycrow
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Post by Cycrow » Wed, 25. Apr 07, 20:27

i think they jsut respawn in the same sector like the equipment docks do, but im not certain

agleave
Posts: 183
Joined: Thu, 24. Nov 05, 11:28

Post by agleave » Thu, 26. Apr 07, 06:55

Flybye wrote:Do the Xenon stations respawn in a different Xenon sector?
In my game, Xenon Stations only spawn in Sector 472, 597, and 596.

If you destroy them, they come back. You can destroy all 3, and they will still come back. It takes a little while, but they WILL be back.

AG

sylvimaus
Posts: 48
Joined: Sun, 8. Jul 07, 03:29

Post by sylvimaus » Sat, 14. Jul 07, 03:42

Haha, through this script the Xenon blew up some complete sectors...finally I deactivated it, because the Teladi didn't got a chance to rebuild the shipyard in Ianumas Zura. :lol:

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