[script] Improved Kha'ak 2: The Revenge [Updated: 2013.05.17]

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NighTragE
Posts: 257
Joined: Tue, 6. Mar 12, 13:04

Post by NighTragE » Tue, 11. Dec 12, 19:01

Ok cool mate, ive tested in game and invasions/swarms appear very often where can i customize this (timescale between invasions/swarms)? Also i didnt noticed i get any money for killing them.

Ps: Got MAJOR invasion in the Family Zyarth... 4 Dystroyers, 2 Carriers and tons of M7's and Eggs, barely get out alive but Xenon I rocks :P (freakin love that ship ) XD

Also i have TC plots in AP and seems it works well! Btw is it smart to eneble swarms in Khaak Border/Core sectors? Im asking because i love to kill them.

And final question:
In Family Zyarth after last incursion there are no more stations :(, will stations will be respawned or?

SirDeathwalker
Posts: 293
Joined: Fri, 6. Aug 10, 03:15

Post by SirDeathwalker » Tue, 11. Dec 12, 20:19

I was looking over the customization and realized you are a genius... an evil genius :twisted:

this can be made to simulate almost ANY group as an "out of control" rebel or outlaw element, just sowing chaos and destruction is a seemingly indiscriminate manner (kinda like your average terrorist org (if you like to simulate that sort of thing)).... where you can tone it down to nuisance level or crank it up to necromonger/scorched earth level. (set the swarm to a large number of minimum large, and a lot of medium)

-just by switching out the ships available....

methinks my universe is going to get very interesting in the chinese sense of the word...

:twisted:

7ate9tin11s
Posts: 614
Joined: Sat, 12. Nov 05, 00:18

Post by 7ate9tin11s » Wed, 12. Dec 12, 04:11

NighTragE wrote:Ok cool mate, ive tested in game and invasions/swarms appear very often where can i customize this (timescale between invasions/swarms)?
To customize time, open the menu, select 'Swarms...' and change the rebuild time. Alternatively, reduce the number of swarms in the universe to 1 or 2 and keep the same timing.
NighTragE wrote:Also i didnt noticed i get any money for killing them.
If you have the police license for the sector you should receive the normal payouts. It also works wonderfully with the bounty system for XRM and, I think, the bounty boost plugin also works (I use it, but do not have logging turned on...I like anonymous money pouring into my accounts! :D )
NighTragE wrote:Ps: Got MAJOR invasion in the Family Zyarth... 4 Dystroyers, 2 Carriers and tons of M7's and Eggs, barely get out alive but Xenon I rocks :P (freakin love that ship ) XD
Pre-released beta allowed for up to 15 m1/2 ships in a swarm...are you suggesting I should not have toned it down? :roll:

If you want it to be harder the same swarm menu mentioned above will let you adjust the swarm composition to anything you want. Please let me know what you find to be good values and what you would call your personal difficulty level. I may include it when I add difficulty presets (it is currently at 7ate9tin11s easy mode... :fg: )
NighTragE wrote:Also i have TC plots in AP and seems it works well! Btw is it smart to eneble swarms in Khaak Border/Core sectors? Im asking because i love to kill them.
Ah, this beings up a point most will not have noticed. The sector blacklist starts pre-populated with any sector that contains an invincible object. There is also a greylist that holds recently attacked sectors and any unknown sectors without player assets in them. The graylist is occasionally checked and sectors are removed if they become valid. I wanted the action on populated sectors.
NighTragE wrote:In Family Zyarth after last incursion there are no more stations :(, will stations will be respawned or?
Yes, unless you have killed god, the sector will automatically rebuild. It usually takes 3-24 hours depending on how god feels though.
SirDeathwalker wrote:I was looking over the customization and realized you are a genius... an evil genius

this can be made to simulate almost ANY group as an "out of control" rebel or outlaw element, just sowing chaos and destruction is a seemingly indiscriminate manner (kinda like your average terrorist org (if you like to simulate that sort of thing)).... where you can tone it down to nuisance level or crank it up to necromonger/scorched earth level. (set the swarm to a large number of minimum large, and a lot of medium)

-just by switching out the ships available....

methinks my universe is going to get very interesting in the chinese sense of the word...
Why thank you. Technically I could put in a little menu option to spawn a new IK instance, then select a race/enemy and it would be complete. Perhaps one day if I get ambitious ;)

7ate9tin11s
Posts: 614
Joined: Sat, 12. Nov 05, 00:18

Post by 7ate9tin11s » Wed, 12. Dec 12, 08:02

Oh yeah:
Version r2
ImageImage
Or visit the download page directly.

New Stuff
  • :!: Hatchery Sector - A queen and her brood sleep here, ever waiting, ever dreaming. Do you dare wake her?
    WARNING: This is a near impossible battle, save first!
  • :!: Queens Vengeance - So you actually killed her? Impressive. Can you survive the 30 minutes of focused swarm attacks that can optionally follow?
I may have to tone down the boss battle a bit more, it is rather harsh. It harkens back to the original Insanity mode that could take the universe in an hour...but all wrapped up in a single sector.

The technical details of the 'boss' fight are as follows:
-The sector has 99 eggs in it that are arranged in a diamond shape around the sleeping queen. They are randomized, but should end up around 50% small, 25% medium, and 25% large.
-There is only one queen and whatever Kha'ak the game engine have spawned there (usually a cluster or 3)
-Any non-player enemy of the Kha'ak is instantly destroyed to make it a 'fair' fight
-The queen is invincible to missiles until she awakens by having a ship get close enough.
-The queen drains energy cells and energy from your vessels. The more vessels in the sector the faster the queens shields increase.
-At the start of battle and every ten minutes or so the queen will summon a swarm to assist. Yes, you can adjust options for weak swarms to make the fight easier...coward :wink:
-The queen only uses p2p jumping and does not ever use the engine on her ship. She also does not jump to your ships to get killed, the chase is on!
-The queen will use a small 5-15 missile flurry occasionally. These target missiles aiming at her before going for ships.

Let me know how you beat her and what you think should be done to make her more powerful or balanced.

-7ate9tin11s

NighTragE
Posts: 257
Joined: Tue, 6. Mar 12, 13:04

Post by NighTragE » Wed, 12. Dec 12, 16:47

789@ Wow you put an effort into this :D, btw do you know smth about ship modelling? =)

7ate9tin11s
Posts: 614
Joined: Sat, 12. Nov 05, 00:18

Post by 7ate9tin11s » Wed, 12. Dec 12, 17:24

NighTragE wrote:do you know smth about ship modelling? =)
Not really. Science, philosophy, artificial intelligence, 3d engine design, computer security, yes.

...3d art...well, I prefer to not have have people tearing out their eyeballs from sheer horror :lol:

SirDeathwalker
Posts: 293
Joined: Fri, 6. Aug 10, 03:15

Post by SirDeathwalker » Wed, 12. Dec 12, 23:44

Wow... cant wait to download (finally got the custom ships to spawn properly, and they are able to set up as the swarm...) 30 minutes....

hmmmmm...

yeah.... that would definitely require upgrading my usual defenses by several orders of magnitude.... :P (and then maybe doubling that..)

.....

on a side note (and the reason i logged on) was the thought I had..

how about the wild ones have a percentage chance per hour that they live after hatching, to "evolve" to the next larger class? (up to large of course)

and has anyone managed to make the Deathstar and that superlaser??... I think we may need it for the queen :P lol

:lol:

nice surprise and you work fast...

SirDeathwalker
Posts: 293
Joined: Fri, 6. Aug 10, 03:15

Post by SirDeathwalker » Wed, 12. Dec 12, 23:59

7ate9tin11s wrote: ...3d art...well, I prefer to not have have people tearing out their eyeballs from sheer horror :lol:
now i am intrigued .... are we talking salvidor dali in 3d or we talking gore horror, or is it just so confusing to the eye? enquireing minds and all... :lol:

NighTragE
Posts: 257
Joined: Tue, 6. Mar 12, 13:04

Post by NighTragE » Thu, 13. Dec 12, 16:19

7ate9tin11s wrote:
NighTragE wrote:do you know smth about ship modelling? =)
Not really. Science, philosophy, artificial intelligence, 3d engine design, computer security, yes.

...3d art...well, I prefer to not have have people tearing out their eyeballs from sheer horror :lol:
:lol:

7ate9tin11s
Posts: 614
Joined: Sat, 12. Nov 05, 00:18

Post by 7ate9tin11s » Thu, 13. Dec 12, 17:53

Been playing a more economic-based game and will be making the following adjustments for r3 (Probably early next week). They will not take effect in prior r1/r2 starts so I suggest making them manually through the options for a more rounded experience :wink:

1. Shift M3 class fighters to small group from medium. There are two reasons to do this; First, it makes existing swarms slightly harder; Secondly, the cost of using an M3 to generate eggs (with the small potential of getting a m1/2/7 egg since they are a medium and large potential of an M6/8 egg) was basically free money and ships. Swarms will need to be adjusted as well.

Code: Select all

Ships > Small > Add Fighter
Ships > Small > Add Advanced Fighter (XRM Only)
Ships > Medium > Remove Fighter
Ships > Medium > Remove Advanced Fighter (XRM Only)
Swarms > Mediums > Half both min and max values
2. Reducing swarm count. Currently the economic devastation is a bit too high from the swarms and I suggest reducing the number of swarms in the universe from the r1/2 default of 1 per 30 sectors to 1 per 45 or 1 per 60 sectors (So 75% or 50% of the current value, i.e. 8=4 to 6)

Code: Select all

Swarms > Number of Swarms > Set to reduced value
3. Reducing the number of eggs/wilds for performance reasons.

Code: Select all

Eggs > Small > Set to 125
Eggs > Medium > Set to 75
Eggs > Large > Set to 25
Wilds > Set to 150
Other changes which will be made and take instant effect in r3, but cannot be done through the options include:
1. M5's will not be able to generate eggs. This will lessen the egg spam in sectors and prevent the same M3 issue for small/medium eggs.
2. Player Egg generation costs will increase by roughly 50% of hull consumed
3. Eggs cannot generate eggs :shock:
4. Egg naming for players will go from 'Small Player Egg' to 'Your Small Egg'
5. Player-owned eggs and hatched vessels will not begin undamaged with all weapon slots filled. They will have from 50-90% hull and have a 50% chance, per slot, of an empty weapon slot

Plus whatever else I fix/change/add :D

NighTragE
Posts: 257
Joined: Tue, 6. Mar 12, 13:04

Post by NighTragE » Thu, 13. Dec 12, 19:18

789@
Do you ever sleep? :D hehe

Btw about the reward for killing Queen and normal swarms/invasions

Small Swarm Reward money:

5000 cr per Incubus
10000 cr per Scout
15000 cr Per Interceptor
35000 cr Per Fighter
150000 cr Per Corvette
500000 cr per Rakshasa
1 mil cr per Carrier
1.5 mil cr per Destroyer

Eggs:

Small Egg 50 000 cr
Medium Egg 100 000 cr
Large Egg 150 000 cr

Queen hachery sector:

Same amount of given cr's but x2 for Carrier/destroyer/rakshasa and 5 mil for Queen

So total money will be around 20 kk or smth like that.

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DrBullwinkle
Posts: 5704
Joined: Sat, 17. Dec 11, 02:44

Post by DrBullwinkle » Thu, 13. Dec 12, 19:49

The download link for r2 appears to be missing from the x1tp.com page. And the "alternative download" link appears to be another spam-collection site (that requires registration).

What does "Player Hatred" do? How does this compare to the vanilla Kha'ak in TC?

SirDeathwalker
Posts: 293
Joined: Fri, 6. Aug 10, 03:15

Post by SirDeathwalker » Fri, 14. Dec 12, 00:25

Player hatred ramps up the chance the swarm targets you or yours.

:twisted:

crank it up and they will seem to be everywhere you go... when they come, they come for you!

MUAAHHAHAHAHA

7ate9tin11s
Posts: 614
Joined: Sat, 12. Nov 05, 00:18

Post by 7ate9tin11s » Fri, 14. Dec 12, 03:37

DrBullwinkle wrote:The download link for r2 appears to be missing from the x1tp.com page.
Interesting, the link is only there while I am logged in. Looks like a shadow ban. Perhaps they do not like having multiple versions of the same script up on the site.

Now to find somewhere else to host files.

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DrBullwinkle
Posts: 5704
Joined: Sat, 17. Dec 11, 02:44

Post by DrBullwinkle » Fri, 14. Dec 12, 03:46

I would be surprised if there is any problem with multiple versions. Send a note to SS_T. He is pretty good about support for his site.

I use the Google Code site that I gave you the link for (in the same post as the link for x1tp). You can use the public login in the instructions that I linked, or get your own login from LV.

So... what does "Player hatred" do? How does it vary from vanilla Kha'ak behavior in TC? And what are the Kha'aks doing if not hating the player (98% of the time)?

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