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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Mon, 8. Jan 07, 03:38 Post subject: [AL Plugin] Litcube's Kha'ak / Xenon Invasions v15 |
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Litcube's Kha'ak / Xenon Invasions V15
Updated August 20th, 2007
http://litcube.com/X3/LitcubesKhaakXenonInvasionsV15.spk
Since version 14, this script package includes both invasion plugins (you can enable either or), and are both XTM & Vanilla compatible.
The universe, I thought, was a little too safe. And I've always complained in the forums how there's not enough to do with the vast millions of credits / war ships. Or rather, it’s too *easy* to gain vast amounts of credits. Couldn't have done this without Cycrow and Voxol.
Each plugin, while enabled, will, under certain circumstances, launch a Kha’ak or Xenon invasion to a semi-random sector, with semi-random ships. You are sent a distress call upon the launch of the invasion. Upon any of your ships destroying all or some of the invading ships you will be rewarded with both credits and a small notoriety bonus. And a thank you letter. The random timer will then start again.
You will not be paid until all invader ships within the sector have been destroyed. Credit and notoriety rewards depend on the type of ship destroyed.
*ChangeLog At Bottom*
*Upgrading from a previous version*
******************************
Load your save game. Set the plug-in to OFF, wait for 2 minutes for it to unregister itself. Save your game. Quit. Uninstall the previous version using Cycrow's Installer. Load the new version. Load your game.
******************************
If you want invasions, and don’t want the surprise spoiled as to what conditions your character has met, when, or where, or what the invasions will spawn, read no further. Also, know that the conditions will eventually be met by every player, as they’re simply trade and fight ranks. So, spoilers below.
Please post bugs.
**********
The conditions:
- You have achieved trade rank: Economist
- You have achieved fight rank: Fighter Chief
Once these two conditions are met, the game will count down in time before the first invasion.
There is an approx. chance on when the invasions will happen:
Kha'ak:
- ~70% chance anywhere between 10 hours - 24hours.
- ~22% chance anywhere between 18 hours - 30 hours.
- ~6% chance anywhere between 3 hours – 8 hours.
Xenon:
- ~70% chance anywhere between 5 hours -10 hours.
- ~22% chance anywhere between 8 hours - 16 hours.
- ~6% chance anywhere between 1 hours – 2 hours.
Once the time has passed, a number of Kha’ak or Xenon ships will be spawned.
60% chance they will spawn either group 1, 2, or 3 (Easy)
35% chance they will spawn either group 4, 5, or 6 (Difficult)
15% chance they will spawn either group 7, 8, or 9 (Hard)
Groups are as follows, the first ship being the leader, the second its wingmen. Note that the XTM versions also include XTM ships in their spawns not included here. Please see the readme within the SPK file for further details.
Kha'ak:
1: 1-2 Fighters, 6-8 Scouts
1-2 Fighters, 6-8 Interceptors
2: 1-3 Fighters, 6-8 Interceptors
1-2 Fighters, 2-4 Fighters
3: 1 Carrier, 4-6 Scouts
1-2 Fighters, 3-4 Scouts
4: 1 Carrier, 4-6 Scouts
1-2 Fighters, 2-4 Scouts
1-2 Fighters, 2-4 Interceptors
5: 1-2 Carrier, 4-6 Interceptors
1-2 Fighters, 4-6 Scouts
1-2 Fighters, 4-6 Interceptors
6: 1 Carrier, 4-6 Interceptors
1 Destroyers, 4-6 Interceptors
1-2 Fighters, 4-6 Scouts
1-2 Fighters, 4-6 Interceptors
7: 1-2 Carrier, 4-6 Interceptors
1-2 Destroyers, 4-6 Interceptors
1-2 Fighters, 4-6 Scouts
1-2 Fighters, 4-6 Interceptors
8: 2 Carrier, 4-6 Interceptors
2 Destroyers, 4-6 Interceptors
2-4 Fighters, 2-4 Scouts
2-4 Fighters, 2-4 Interceptors
9: 2-3 Carrier, 4-5 Interceptors
2-3 Destroyers, 4-6 Interceptors
1-2 Fighters, 2-4 Scouts
1-2 Fighters, 2-4 Interceptors
Xenon:
1: 1-2 P, 2-5 N
1-2 N, 2-4 N
2: 3-4 P, 2-4 M
1-2 M, 2-4 M
3: 4-5 P, 2-4 M
1-2 P, 2-4 LX
1-2 M, 1-2 M
4: 3-4 P, 2-4 M
2-3 LX, 2-3 L
1-2 M, 1-2 M
5: 2-3 P, 2-4 LX
1-1 J, 2-4 N
6: 1-2 P, 2-4 M
1-2 J, 2-4 N
7: 2-3 P, 2-4 M
2-3 J, 2-4 LX
8: 1-2 P, 2-4 N
1-2 J, 2-4 LX
1-2 K, 2-4 L
9: 2-3 P, 2-4 M
2-3 J, 2-4 LX
2-3 K, 2-4 L
Once the group is spawned, you will receive a distress call from the owner race of the sector in which the spawns took place.
The invasions will only happen in any of the 5 major races sectors. The invasion will not happen in any sector containing a shipyard, or any sectors not found to have any stations.
**Change Log**
V15
- Kills were not being reset properly, causing the player to receive the current reward plus all previous rewards. This has been rectified.
- Kills are now ship specific and are paid differently per ship type instead of class.
V14
- Integrated XTM with Vanilla version. Checks for XTM via XTMOD.ACTIVE global variable.
- Whoopsie! Those noticing long wait times for an invasion noticed a bug. This should be fixed. Follow the updating to new version instructions at the top of this thread to reset this.
V12
- A near complete rewrite of the framework. Smaller, cleaner, faster.
- No more global scripts. Those are messy. Should drastically increase performance
- Optimized attack scripts for performance over realism.
- Added XTM 0.7.2 versions.
V11
- Thanks to goulchewer again, I packaged the scripts incorrectly. Rewards should show up correctly, randomly generated sectors should work. Sounds should now function correctly.
V10
- Removed a testing flag that shows up in the player log. This was embarrasing because it happens to be a swearsie. My sincerest apologies to all who saw this.
V9
- There was a serious error with the global attack scripts run on the spawned ships. Several spawns were taking place when they should not have, and were not terminating properly. For all current users, go into the script editor and choose "Global Scipt Tasks". If there's anything in there, hit the delete key on everyone. This might cause the current spawn to behave poorly, but it will resume properly once the next invasion occurs.
- When capturing a ship, the script would not sense that you have defeated all enemies. I have increased the priority of the capture and it should work properly now. For those currently using captured ships, destroy them, and the reward script should work.
V8
- The previous version what somewhat of a slide show on some spawn groups. Decreased the amount of ships a little and optimized my attack script.
- Rewards much higher.
- Plugin now automatically enables itself on install. Turning the plugin off unregisters the script.
V0.6
-Fixed bug with reward script, now no longer erroneously hands out massive notoriety.
Last edited by Litcube on Sun, 16. Sep 07, 17:33; edited 11 times in total |
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dostillevi
Joined: 09 Mar 2006 Posts: 182 on topic

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Posted: Mon, 8. Jan 07, 05:09 Post subject: |
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looks great! I'm curious now to see if the race rapid response fleets will finally be overwhelmed. They've lasted through the xenon invasions and the yaki armada.. this might do them in, we'll see 
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Tue, 16. Jan 07, 01:35 Post subject: |
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Version 9 posted. See change log.
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Realspace

Joined: 15 Nov 2006
Location: Sector "Sidera Nova"
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Posted: Wed, 17. Jan 07, 06:31 Post subject: Re: [AL Plugin] Litcube's Kha'ak Invasions v8 / Litcube's Xenon Invasions v8 |
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| Litcube wrote: |
[color=#00ffb2]
The universe, I thought was a little too safe. And I've always complained in the forums how there's not enough to do with the vast millions of credits / war ships. |
.... I agree ... so this is a very welcome plugin !!!!
I'll try it and report.
Great work!
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goulchewer
Joined: 26 Jul 2005 Posts: 6 on topic

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Posted: Wed, 17. Jan 07, 15:16 Post subject: |
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Litcube,
version 9 packages do not contain al.plugin.LitQB.xxxxInv.Registr.xml files, should we use the ones included in packages of version 8?
Nice plugins (and nice rewards )
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Wed, 17. Jan 07, 18:27 Post subject: |
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Whoops! Oversight on my part! I reuploaded the package. The files are in there. Thanks for the spot, goulchewer.
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Puruco
Joined: 06 Dec 2005 Posts: 527 on topic

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Posted: Thu, 18. Jan 07, 00:09 Post subject: |
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| goulchewer wrote: |
Litcube,
version 9 packages do not contain al.plugin.LitQB.xxxxInv.Registr.xml files, should we use the ones included in packages of version 8?
Nice plugins (and nice rewards ) |
Hi Litcube: Is this is already fix?
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Thu, 18. Jan 07, 01:29 Post subject: |
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Yes, the new package was uploaded this morning. It should have the register files in the package.
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Puruco
Joined: 06 Dec 2005 Posts: 527 on topic

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Posted: Thu, 18. Jan 07, 02:03 Post subject: |
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Thanks I will try it right now....
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dazzoefc77

Joined: 20 Jun 2004 Posts: 96 on topic Location: Merseyside

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Posted: Thu, 18. Jan 07, 02:38 Post subject: |
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Should this show in the AL settings (its not), i installed it using CSI and just want to make sure its running.
Sounds great BTW
_________________ No silly Teladi i dont lose profit, I get your ship |
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Thu, 18. Jan 07, 02:48 Post subject: |
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I accidently forgot to include the register script in the previous pack of V9. Download it again, install it, and ensure the al.plugin.LitQB.KhaakInv.Registr.xml, and the al.plugin.LitQB.KhaakInv.Registr.xml are in your scripts directory. I just tested this with a new game, and they both show up.
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Thu, 18. Jan 07, 02:52 Post subject: |
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**Note on capturing these spawned enemies**
For some reason, the signal command -> capture for xenon ships is either bugged or simply doesn't work, so I can't attach a script for any ships that bail. If you see a xenon ship that was spawned by this script that had bailed, you will have to destroy it in order to close the current spawn. Sorry folks, but if someone can explain to me why it's not working, I'll fix it.
***************************************
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Thu, 18. Jan 07, 03:50 Post subject: |
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V10 - Turning off the plugin, turning it back on, not required.
- Removed a testing flag that shows up in the player log. This was embarrasing because it happens to be a swearsie. My sincerest apologies to all who saw this.
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Puruco
Joined: 06 Dec 2005 Posts: 527 on topic

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Posted: Thu, 18. Jan 07, 16:18 Post subject: Spawning time |
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Hi Litcube: How I can shortern the spawning time of the invasions?
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Thu, 18. Jan 07, 18:33 Post subject: |
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If you're familiar with scripting, edit the .main file of both of these scripts. Look for an array called Time[x] (it could be called Timer[x]). It's an array of seven integers, if I recall, each depicting the range of time that the scripts will randomly spawn for a countdown until the next event. The numbers represent the number of "ticks" that the script counts down until the invasion. A tick is equal to 60 seconds.
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