[script] Improved Xenon v0.95: Updated June 17, 2008
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 813
- Joined: Fri, 11. Nov 05, 23:18
How many sectors: If sector takeover is enabled then they will only stop taking sectors when there are no more sectors to take.
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
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 .
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
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
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 .
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
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).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.
I lowerd ship token costs and build times, and changed
plugin.ix.station.activity
TO
(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!
plugin.ix.station.activity
Code: Select all
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: Select all
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!
-
- Posts: 813
- Joined: Fri, 11. Nov 05, 23:18
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:
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.
Code: Select all
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
-
- Posts: 813
- Joined: Fri, 11. Nov 05, 23:18
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...
Enjoy!
Oh, and fixing the randomization has made life more difficult...poor universe...
Enjoy!
7ate, I think I broke your script.
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.
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.
Admitting you have a problem is the first step in figuring out how to make it worse.
-
- Posts: 152
- Joined: Sat, 28. Apr 07, 15:56
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).
[ external image ]
Is that the shortcut to Scale Plate Green from Getsu Fune?
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).
[ external image ]
Is that the shortcut to Scale Plate Green from Getsu Fune?
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
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
Signature.
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.
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.
Nvidia GeForce 9500GT
X3 Reunion i love it.
X3 Reunion i love it.