Want a harder game? New V4

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AalaarDB
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Want a harder game? New V4

Post by AalaarDB »

So you've completed the plot, the race is won, the adrenaline rush is over. Now you find yourself in a universe where the only challenge is yourself, how fast you can build this, destroy that. Sometimes that's good sometimes that's boring. This script will bring the adrenaline rush back. It is no longer a race against yourself, but against time. The Khaak are amassing heavier firepower. The X-Universe by itself will not be able to bear the brunt of this attack. It is up to you and you alone to step up, Build, Think, Trade, Fight before time runs out.

Please run khaaksecondinvasionstarter.xml to start this. When run you are asked for 3 variables, at the first enter 1 for easy, 2 for normal, 3 for hard and 4 for xtreme. Second is whether or not you want carriers to have ships too. Press 1 for yes, anything else is a no. Third is what day to start this script AS (not ON) default is 1 but if you want carriers first go enter 200, which starts the script right now AS day 200 (not AT).

When you run this script a looping counter is started at day x. Depending on the difficulty level about a day later an ammount of khaak spawn in a random sector. The strength of the khaak is proportional to the difficulty and day too. At day 68 khaak m6s (cruisers) appear. Sorry they are just kinda regular clusters. At day 125 destroyers appear, at day 200 carriers appear. You have the choice of having the khaak carrier have docked fighters too if you want added fun. Xtreme is 2/3 day and easy is 4/3 day actually.

Khaak Spawner V4

once you open the link, click "click here if this is not a picture"

to anyone who downloaded it before: please dont hate me its just my second script ever :( i know it didnt work before but give it a chance this time :)

*edit v4* daynumber now works
@=wait 57600000ms causes a crash. *in Han Solo voice* Its not my fault. seriously, other than not testing it enough I dont think its my bug. Thus difficulty level 4 works. If something doesnt work as intended PLEASE email aalaardb @ yahoo . com. Im not running this script for 2.4 hours on each dif level to test it.

*edit v3* a loop wasnt working, fixed it
added station destroyed message
added shields and ships to the station to make it harder to destroy

*edit v2*
learned the meaning of skip if not, the script now works.
to anyone who downloaded it before: please dont hate me its just my second script ever :(
removed khaaklaser.xml
optimized spawn location
created a khaak station in the uppermost unknown sector at 0,0,0, to stop the looping script destroy that station.
added daynumber to start at, default is 1

*edit v1.1*
changed carrier ships from m5 to m3.
shrunk z axis
corrected stupid mistake on my part where delay was so large it was negative
added m4s
found out rng can't go negative and edited accordingly
Last edited by AalaarDB on Tue, 2. Mar 04, 04:17, edited 14 times in total.
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Burianek
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Post by Burianek »

Just a thought. Maybe instead of time, maybe you could tie difficulty (strength of khaak) into the player's total net worth of all stations/ships somehow...
(Maybe just military net worth. They don't spawn as quickly if you just want to build a peaceful empire of factories)
As the player advances in net worth, tbe khaak get tougher.
Xenon too perhaps?
Great idea!!!
"Nature's first green is gold" . . . stay golden.
AalaarDB
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Post by AalaarDB »

That's not a bad idea, but other than sounding very hard to do it would also take away the challenge. If khaak carriers come on day 200 then you need to have built an empire and purchased enough ships to patrol the universe in that time. If khaak carriers come when you reach 200 stations then you could stay at 199 stations indefinately and keep building your military up until you are ready.
AalaarDB
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Post by AalaarDB »

Also, keep in mind that day 1 is when you start the script, not start the game. So you could indeed build 199 stations, and go from there. I tried to use playing time as the starting day, but that didn't work, maybe I'll try something else.
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Burianek
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Post by Burianek »

aalaardb wrote:That's not a bad idea, but other than sounding very hard to do it would also take away the challenge. If khaak carriers come on day 200 then you need to have built an empire and purchased enough ships to patrol the universe in that time. If khaak carriers come when you reach 200 stations then you could stay at 199 stations indefinately and keep building your military up until you are ready.
Would be pretty funny if someone decided to install the script and then 'cheated' to keep the trigger from happening. :lol:
"Nature's first green is gold" . . . stay golden.
razorhead
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x4

Post by razorhead »

One thing i do to dificult the game a bit is to use that script Create.ship and add xenon K's to turn normal sectors into xenon sectors :lol:
Mad Hatter
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Post by Mad Hatter »

If you are worried about a spcific trigger, then make the script work off a percentage chance that increases as the player gets closer to the target number - whether its net worth or days or whatever. Then you'll be surprised by the event because it can generally happen any time.

Never scale the event to 100% chance, and you can theoretically "get lucky" and avoid attack for a while.

(All assuming you can generate a random number in the script engine of course.)
AalaarDB
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Post by AalaarDB »

Never scale the event to 100% chance
That's just it, the Khaak are coming whether you like it or not. So days is a variable that affects the number of khaak spawned and how strong they are. Additionally, difficulty level affects how fast a day is in addition to number and strength.
Mad Hatter
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Post by Mad Hatter »

I just meant that the chance of any particular invasion is never 100%.

So, if the script scaled the attacks up in power and/or frequency as the player goes further into the game - but the highest chance of any particular invasion never goes over 85% - then you are never assured that an attack will come on any given day, but they will come (statistically).

The player won't be able to predict exactly when, or under what conditions the attacks will happen - they'll just see an increasing trend of aggression that escalates as they progress.
AalaarDB
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Post by AalaarDB »

sounds good, think ill do a blanket 85 percent rather than percent based on diflevel, cuz easy is just getting halved more and more each version.
SunFire
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Post by SunFire »

This is a great idea man, i cant wait to try it out it will make having a destroyer worth while. :D

Keep up the good work :thumb_up: , and maybe you could make a INSANE XENON script too, which would make Xenon J's jump in to sectors and unleash its devastating m3's and m5's in massive force, maybe some k's too for added effect...make it like the Xenon are back for revenge and to spread their empire acrross the galaxy.
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Burianek
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Post by Burianek »

If you're having problems getting the link to work, try changing the file name in the url from KhaakSpawner.zip to KhaakSpawnerV2.zip.

@aalaardb4: you should prob update the link when you change the filename. :P

Can't wait to take a look! Thanks!

Ummm... the readme says it modifies khaak.lasers.xml but the zip file doesn't include this file?
"Nature's first green is gold" . . . stay golden.
AalaarDB
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Post by AalaarDB »

bump for version 4, anyone who hasn't, redownload
I know this script has been super buggy, has anyone liked it at all?
Or did everyone download version 1, find it didn't work and never tried downloading again? :/
lincs_geezer
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x2

Post by lincs_geezer »

I really want this script is it still super-buggy? Also is the case that the Khaak carrier only spawns once and thats it or do they keep re-spawning?

thanks.
lincs_geezer
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Joined: Wed, 12. Jan 05, 03:05
x2

Post by lincs_geezer »

PS this download link dosent seem to work but I found it at http://www.x2source.com/mods/pafiledb.p ... file&id=38
shasla5
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Post by shasla5 »

If you dont fight off the Khaak, will they actually destroy the universe or just your property?

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