[Mini - Mod] Khaak Empires

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Ben2006
Posts: 145
Joined: Sun, 1. Oct 06, 01:19
x3

[Mini - Mod] Khaak Empires

Post by Ben2006 »

EDIT LV
User has left the forum there are no longer any working download links for this plugin or support, thread locked until user returns and asks for it to be re-opened as it's causing too much confusion.
____



Mod Name : Khaak Empire
Version : 1.00
Author : Benco Industries
Released : 3/2/2007
Updated : 3/2/2007
For Game : X3 ReUnion v. 2.0.02
Packaged : WinRar v3.2 "RAR" file package and X3 Script Installer "SPK"
# of Files : 5

khaak_readme.txt,
khaak.cab,
khaak.dat,
khaak.xml,
setup.khaak.pck

Download the latest WinRar "RAR" file version here:

Khaak Empire v1.00 in "RAR" file format

Download the latest X3 Script Installer "SPK" file version here:

Khaak Empire v1.00 in "SPK" file format

What is it:

This is a mini-mod where you play as a rebel Khaak.
Being unhappy with the opportunities available within your home world and prime core sectors, you decide to leave and try a fresh start outside the Khaak homeworld. The easy pickings available elsewhere within the Universe are just too tempting to pass up. So, you gather up all your resources and have set up a new HeadQuarters from which to begin your new adventure, plus you managed to steal a couple of Khaak squads over the years and have them docked at your HQ as well. Also, you managed to buy a worn out, old Khaak Destoyer at auction that might be good for Blueprint reverse engineering.

One of the rich Khaak elite has seen an opportunity as well and has placed a Khaak Super Store in your sector. Yes, you have laid claim to an Unknown sector and the race designation of this sector is now yours to own and control. The Khaak super store carries just about everything a khaak could want, but you don't have any credits left, none, zilch. It's time to survey what you do have, what natural resources are available in your sector, what your goals are and what plan of action you need to formulate to make your goals a reality.

The Teladi Empire has formed an alliance with your newly formed sector and believe that it would be profitable to maintain this alliance with you. As a result, they have given you pref status, notoriety and a Security License to help you conduct business with them. They believe in you and are your friends. There is a Khaak shoot-to-kill order on you for stealing those Khaak fighters. In a joint effort with the Teladi, you have placed some new gates within your home sector as well.

Using your Khaak know-how, you have the knowledge to re-wire the standard Jumpdrives and can now jump without using any energy cells. On your ships computer, look into the Navigation menu, where you will now find a new "Use Khaak Jumpdrive". Select a sector and a position and away you go. Jump distance is constrained by the size of your ship and the available free space of your cargo hold. A Khaak Fighter can jump just about anywhere. But, if you do not have enough free space in your cargo hold or you try to jump too far for your size of ship, you will get an audio error message ie: "Warning, jumpdrive malfunction". You can "khaak jump" yourself or any other ship that you own, as long as they have a Jumpdrive installed.


How to use it: See the "ReadMe" text file for this.



Version History:

3/2/2007 Version 1.00 Initial Release

The Mod uses command slot: <t id "225"><COMMAND_TYPE_NAV_25</t>
The Mod uses text file : 44-8540
Last edited by Ben2006 on Wed, 21. Mar 07, 11:35, edited 1 time in total.
User avatar
defiant1
Posts: 1141
Joined: Sun, 7. May 06, 03:53
x4

Post by defiant1 »

I just tested this out...interesting....very interesting indeed...now to go cap a few poor vict...err voluntieers......
Teladi Next Minute Shipping®
Madw0lf
Posts: 323
Joined: Fri, 24. Dec 04, 01:53
x3

Post by Madw0lf »

I too just gave this mini-mod a try, veeery cool, will hav to have some fun with it. :D 8)
Madw0lf
Posts: 323
Joined: Fri, 24. Dec 04, 01:53
x3

Post by Madw0lf »

Hey, I hate to double post, but Ive got a couple questions.

First, did you rebalance ships any? Im chasing down transports that are going 200m/s.

Also, do you know how i could make this compatible with Ashleys fabs? I tried just switching back to Ashleys and everything seemed fine except for the Khaak jumpdrive, any ideas?

Oterwise very cool mod, Im having lots of fun. :D
Ben2006
Posts: 145
Joined: Sun, 1. Oct 06, 01:19
x3

Post by Ben2006 »

Hi Madwolf,
no, I did not rebalance any ships. NPC transports going 200ms must be from some other scripts.

Ok, I see what you have done. You started a game using Khaak Empires mod, saved it, then started the game again and loaded your saved Khaak Empire save, but this time activating Ashley Factories mod, instead of the Khaak Empires mod. Only one mod can run at a time, so what happens is you prevented the setup.khaak.xml from running and it is this file which sets up the 'Use Khaak Jumpdrive' command. If you are use the Ashley mod why would you expect the special jumpdrive from another mod to still be there when you don't have the Khaak mod even activated? Yes, the Khaak environment and stations etc will still be there because the save game you are using, is actually using my Khaak galaxy map etc. But no the jump drive will default to the normal one if you do not have the Khaak Empire mod activated.
Madw0lf
Posts: 323
Joined: Fri, 24. Dec 04, 01:53
x3

Post by Madw0lf »

So, if I get the setup.khaak.xml to run they should work together?
Ben2006
Posts: 145
Joined: Sun, 1. Oct 06, 01:19
x3

Post by Ben2006 »

Madw0lf wrote:So, if I get the setup.khaak.xml to run they should work together?
Well, a person could run the setup file manually from the script editor, but this would only be good for the current game time period. Soon as you save and exit the game it would be lost again, as it would only be store in RAM temporarily. You don't want to mess with that everytime. I made the Khaak Empire as a mod for a reason ie: to set the stage for a certain type of gameplay experience. But there are other regular scripts you could add ie: "no crystal required SPP", and other shipyard, weapon dealer, Fab distributor type scripts that would go well with Khaak Empire, why even scripts like the BenCo Nividium Scanner and the BenCo System Override software would also be ok. :) That's about all I can tell you.
neumanf15
Posts: 259
Joined: Mon, 26. Dec 05, 19:55
x3

Post by neumanf15 »

Both Khaak Empire and Ashley's are fairly small (by way of cat and dat files) mods. One could easily:
a) run Khaak Empire as a false patch - look in your main x3 directory for *.cat - rename the khaak empire cat and dat to the next highest available number [usually 10 in X3 2.0.02] and drop them in your main x3 directory. I say to do Khaak Empire as the false patch because I know from experience Ashley's doesn't like being a false patch.
OR
b) merge the two mods using DoubleShadows X3 mod manager (In the resources sticky).

I'd recommend the first since the two mods don't use any of the same files and it is much easier. I currently run two mods as false patches (My HUD mod and the CreaTive SWFX) and I've got a combined DDRS and AShley's running as my mod, so you CAN run more than one mod, if you do it correctly.
Madw0lf
Posts: 323
Joined: Fri, 24. Dec 04, 01:53
x3

Post by Madw0lf »

I went into the mods folder, and found the khaak.cat + .dat files, renamed them the 12 (the last one in the main folder was 11) started the game up, no khaak drive.

Course Im a lil tired right now, ill have to play more tomorrow, thanks for the help!
neumanf15
Posts: 259
Joined: Mon, 26. Dec 05, 19:55
x3

Post by neumanf15 »

You need to not only rename them. You also need to move the renamed files to your main X3 directory (the one that already had 1-11.cat in it). That will load the mod as a false patch.
User avatar
Elffin
Posts: 371
Joined: Wed, 18. May 05, 22:34
x3tc

Post by Elffin »

This mod sounds pretty cool - great idea... :)
exelsiar
Posts: 154
Joined: Tue, 2. May 06, 19:29
x3tc

Post by exelsiar »

been playing this for a while (ok since tuesday), i'm loving it, i really am! the only problems ive encounted is the ashleys factory mod not able to be used (fixed that since i read this whole thread before i started playing), and the other problem is that the No Civilians mod doesnt work with it >_< i'm guessing that the 2 have a confliction of file editing, but i really dont know enough about modding to sort it out >_< anychance someone could merge these 2 for me as my attempts end in a headache >_<
Ben2006
Posts: 145
Joined: Sun, 1. Oct 06, 01:19
x3

Post by Ben2006 »

exelsiar wrote:been playing this for a while (ok since tuesday), i'm loving it, i really am! the only problems ive encounted is the ashleys factory mod not able to be used (fixed that since i read this whole thread before i started playing), and the other problem is that the No Civilians mod doesnt work with it >_< i'm guessing that the 2 have a confliction of file editing, but i really dont know enough about modding to sort it out >_< anychance someone could merge these 2 for me as my attempts end in a headache >_<

I am glad you are having a good time with the Khaak Empire mod. There is more than meets the eye with this mod. I am also playing this mod right now and as luck would have it a goup of Khaak Destroyers and Carriers has just invaded Pontifex Realm, so I am pilaging side by side with my Khaak friends, we even destoyed a shield Fab factory together...


I am not sure about the Ashley mod, seems to me that there was a maint or checking script in there that examined stations and if they were not what they were supposed to be, would adjust their products and resources back to where they should be. This could cause custom stations in other mods not to work properly and break the other dudes mod.

I built this mod the way it is for a reason! If I thought putting the availability of XXXXXXLLLLLLLL stations in the Universe would enhance the game play of the mod, believe me, I would have put those in there. There not in the mod for a reason. Just play the mod and add a few useful regular favorite scripts and you will have more fun than worrying about how to merge Ashley's and Joes and Frank's mod into a mod that was designed to be FUN just the way it is !

People, please do not use this thread for "mod" merge querries. If you have a question or problem that directly relates to this mod, then please do post. If it is not explicitly concerning this mod, don't post here. Go over to the Ashley thread and post all the "how do you merge Ashley with" XYZ mod questions over there. Thank You. :oops:
Ben2006
Posts: 145
Joined: Sun, 1. Oct 06, 01:19
x3

Post by Ben2006 »

Ok, I have added the X3 Script Installer "SPK" file format version for you.
Admiral Dominik
Posts: 270
Joined: Wed, 25. May 05, 20:00
x3tc

Post by Admiral Dominik »

Hi!

I have a problem with my mod. Everytime when i start the game, my ship explodes. I have no other Scripts installed. Can you tell me what is the reason for that?
MfG,
Admiral Dominik
-----------------
XT-Schiffe für X3|X3-Ships im XT-Style
[ external image ]
Ben2006
Posts: 145
Joined: Sun, 1. Oct 06, 01:19
x3

Post by Ben2006 »

Admiral Dominik wrote:Hi!

I have a problem with my mod. Everytime when i start the game, my ship explodes. I have no other Scripts installed. Can you tell me what is the reason for that?
No, can't say that I can. Out of curiousity, is your X3 game all patched up to version 2. etc. Have you defragged your computer hard drive lately? Do you have any of the Bonus package installed? I am wondering if your save game is severly fragmented or your hard drive is and this might be causing odd missed data to be loaded when you start the game. I do know what you are referring to and this has happened to me on occassion, but not with the Khaak Empire mod, but just in general when I had the game running and was doing some scripting and using the LV cheat program to create ships ie: part of usual script development stuff, you know, any how, for a brief period of time, I too saw that happen with every ship I spawned, boom, they would explode for no reason that I can think of. So, I quite the game, defragged and reloaded and continued to work on some script and I had no more exploding ships. Odd, I never did figure it out and still don't know why this happens.
PhantomDG1
Posts: 673
Joined: Fri, 26. Jan 07, 17:42
x3tc

Post by PhantomDG1 »

Is this MOD compatible with Version 2.0.02 ?

Can the plaer still win/lose race rep in the usual ways ?


Thanks
Ben2006
Posts: 145
Joined: Sun, 1. Oct 06, 01:19
x3

Post by Ben2006 »

PhantomDG1 wrote:Is this MOD compatible with Version 2.0.02 ?

Can the plaer still win/lose race rep in the usual ways ?


Thanks
Yes it is compatible with 2.0.02

Yes, the player can gain/lose reputation points in the usual way.
Parazac
Posts: 191
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Parazac »

i really wanted to try this one, shame neither of the links work :(
User avatar
Teh_Gerbil
Posts: 148
Joined: Wed, 11. Apr 07, 04:25
x4

Post by Teh_Gerbil »

Parazac wrote:i really wanted to try this one, shame neither of the links work :(
Same.

Anyone able to upload somewhere?
-[Galactic Trade and Industry Federation - Nothing in the way of Profits]-

If the opposition disarms, well and good. If it refuses to disarm, we shall disarm it ourselves.
Joseph Stalin

Return to “X³: Reunion - Scripts and Modding”