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[script] Improved Xenon v0.95: Updated June 17, 2008
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7ate9tin11s





Joined: 12 Nov 2005
Posts: 614 on topic
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PostPosted: Mon, 16. Jun 08, 07:43    Post subject: Reply with quote Print

How many sectors: If sector takeover is enabled then they will only stop taking sectors when there are no more sectors to take. Very Happy

Capships: Currently the Xenon are not the smartest for choosing ship types. The sector that is causing the invasion grabs a list of all the ships in the sector and randomly selects one to make. While this allows mad-added ships to be used it also means that the proportions of ships follow the home sectors. The home sectors usually have 5-10 capships and hundreds of smaller ships, thus random chance favors the small ships.

When I get time I will rewrite it so the core inventories ship types every so often and stores an accessible array of possible ship types making the invasions more balanced. This requires a rewrite of the chooser script and a new sub-script for the core loop...so just a little scripting and alot of testing to make sure it still works Rolling Eyes

Station Coordinates: This is a side-effect of interactions with scripts, like RRF, that create temporary gates in the middle of nowhere. When the Xenon want to place a station they try to make it equidistant to all gates in the sector due to their rather strict computeriness Very Happy .

The fix for this is simple, I can just place them at 0,0,0 or make an AL switch so you can enable 'Safe Station Placement'.

In other news...
Headed off to Taiwan today so responses may be slow to non-existent depending on Internet availability until I am back in Japan next week. Have a good week everyone Smile

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Sesk



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PostPosted: Mon, 16. Jun 08, 08:53    Post subject: Reply with quote Print

7ate9tin11s wrote:
How many sectors: If sector takeover is enabled then they will only stop taking sectors when there are no more sectors to take. Very Happy


I guess thats why people use RRF, since the default race sector defense in XTM doesn't stand a chance against a Xenon invasion (Especially not on insane difficulty).

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Zoed Vega





Joined: 01 Mar 2008
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modified
PostPosted: Mon, 16. Jun 08, 09:54    Post subject: Reply with quote Print

Moderator erased post



Last edited by Zoed Vega on Tue, 4. Aug 09, 18:30; edited 1 time in total
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Sesk



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PostPosted: Tue, 17. Jun 08, 06:44    Post subject: Reply with quote Print

I lowerd ship token costs and build times, and changed

plugin.ix.station.activity
Code:

098    $Invading =  array alloc: size=0
099    $Activity[5] = $Invading
100   else if $time <= 0
101    if $building
102     if $debug
103      $name = sprintf: fmt='Built %s for %s invasion', $building, $sector, null, null, null
104      [THIS] -> set name to $name
105     end
106 @   skip if not [THIS] -> call script 'plugin.ix.build.ship' :  Owner=$station  Type=$building

TO
Code:
 
098    $Invading =  array alloc: size=0
099    $Activity[5] = $Invading
100   else if $time <= 0
101    if $building
102     if $building == M5 OR $building == M4
103      $classnum =  = random value from 0 to 5 - 1
104      if $classnum == 0
105       $building = M3
106      end
107      if $classnum == 1
108       $building = M6
109      end
110      if $classnum == 2
111       $building = M7
112      end
113      if $classnum == 3
114       $building = M2
115      end
116      if $classnum == 4
117       $building = M1
118      end
119     end
120     if $debug
121      $name = sprintf: fmt='Built %s for %s invasion', $building, $sector, null, null, null
122      [THIS] -> set name to $name
123     end
124 @   skip if not [THIS] -> call script 'plugin.ix.build.ship' :  Owner=$station  Type=$building

(Sorry for the crappy code, couldn't find the switch/case control... is there even one?)


Will this correctly remove M5 and M4 types (and replace them with a M3/M6/M7/M2/M1) from invasion forces?

Im not sure if lowering cost/token times for all the ships was good, maybe I should only lower them for M6+ ships ?

Hope to get your feed back!

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7ate9tin11s





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PostPosted: Tue, 17. Jun 08, 07:32    Post subject: Reply with quote Print

Actually what you did just changes the times and tokens, but not the actual ship type being built. The code that chooses the ship to build is located in plugin.ix.station.activity.xml:
Code:

108    else if $tokens > 0
109   * choose type
110     $target =  find a random sector: startsector=$sector, jumps=100, owner=Xenon
111     skip if not $target
112      $target =  find ship: sector=$target class or type=Moveable Ship race=Xenon flags=[Find.Random] refobj=$station maxdist=null maxnum=1 refpos=null
113     if not $target -> exists
114      $building =  get ship array: of race Xenon class/type=Moveable Ship
115      skip if $building
116       return null
117      $target =  size of array $building
118      $target =  = random value from 0 to $target - 1
119      $target = $building[$target]
120     end


As I stated before I will be re-balancing it, but if you want to randomize it just replace that section with a random choice where $target is equal to a random Xenon ship type. I will be making it where it will add mod ships that are Xenon instead of having them hardcoded so it takes longer. Very Happy

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Sesk



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PostPosted: Tue, 17. Jun 08, 07:40    Post subject: Reply with quote Print

So, the modification I did and quoted in my previous post was correct (as far as the idea goes) ? I just want to make sure I don't screw up anything (Tho 50 M2s would be cool).

And considering my modification to the tokens and build times, I just made the invasions harder, the hard way Laughing

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7ate9tin11s





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PostPosted: Tue, 17. Jun 08, 09:35    Post subject: Reply with quote Print

Minor release that makes ship choices more random and less weighted towards small ships. There were no changes to the token or times files so you can save those and use your own versions if you have customized them.

Oh, and fixing the randomization has made life more difficult...poor universe... Twisted Evil

Enjoy!

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Zoed Vega





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modified
PostPosted: Wed, 18. Jun 08, 14:58    Post subject: Reply with quote Print

Moderator erased post



Last edited by Zoed Vega on Tue, 4. Aug 09, 18:31; edited 1 time in total
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7ate9tin11s





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PostPosted: Wed, 18. Jun 08, 16:29    Post subject: Reply with quote Print

Your welcome Very Happy

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A5PECT





Joined: 03 Sep 2006
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PostPosted: Mon, 7. Jul 08, 08:40    Post subject: Reply with quote Print

7ate, I think I broke your script. Sad

The AL option to activate/deactivate the Improved Xenon plugin appears to be stuck on Shutting down...

I can't toggle the plugin on or off anymore, and reinstalling the script files didn't work.


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milp





Joined: 26 Jul 2008



PostPosted: Mon, 4. Aug 08, 04:03    Post subject: Reply with quote Print

This is awesome.


Would it be possible to make something like this for pirates too?

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NOO3TASTIC



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PostPosted: Fri, 8. Aug 08, 22:25    Post subject: Reply with quote Print

Awesome script mate. Brilliant. Xenon are truly a threat now.

I have one question though. Xenon in my game captured sector Scale Plate Green and they were going deep space from Getsu Fune (which I got back from them recently).



Is that the shortcut to Scale Plate Green from Getsu Fune?

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46852





Joined: 16 Jan 2006
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PostPosted: Fri, 10. Oct 08, 11:41    Post subject: Reply with quote Print

7ate9tin11s, are you still improving your IX and IK scripts?

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Anticept





Joined: 18 Mar 2006
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PostPosted: Wed, 15. Oct 08, 20:34    Post subject: Reply with quote Print

I have a small problem. During a mission I had, there were a buttload of xenon in a sector that I was trying to do. The problem is, I set the xenon core to disable for the duration of the mission, and an hour later, after finally finishing, I realized the plugin was still trying to shut down...

Anyway to find out what it's doing?

EDIT:

Nevermind, apparently something happened that caused all my scripts to just dead-stop. Gotta restart the game again Sad


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zombie-uk





Joined: 04 Nov 2008

Location: Wales UK

PostPosted: Thu, 23. Apr 09, 04:38    Post subject: Reply with quote Print

I love this script. Makes the Xenon THE Force to be rekoned with. And also try this Sript by nividium (hes a sript creator too)

Xenon Assimilator Virus:

http://www.freewebs.com/nividium/morex3scripts.htm

(Scroll towards the bottoma nd you will find it)
It has a load of other scripts for you to have with if you desire them.

Just thought this script and The Xenon Assimilator one are possibly the best Xenon Universe Take over Gameplay possible. And DAMN tricky to clean up as the Non-Xenon ships infected with the Virus infect uninfected ships anywhere in the X-universe. Try it out and see for your self if you want to have to have a Xenon Conlflict like never seen before. (best to have a few M0s to start with and have ships that have a long range of fire power.)

Zombie.


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