EnglishGermanFrenchRussianItalianSpanish
Log inRegister
 
[Final Fury Khaak 931 Assault] Ships don't stop spawning
Post new topic Reply to topic Goto page 1, 2  Next
View previous topic :: View next topic
Author Message
jacex3tc





Joined: 07 Jul 2018



PostPosted: Sat, 7. Jul 18, 17:17    Post subject: [Final Fury Khaak 931 Assault] Ships don't stop spawning Reply with quote Print

I'm doing Final Fury and I'm on the bit where the guy tells you to go to Khaak Sector 931 and blow some stuff up

Problem is, enemies don't stop respawning. I played this for about an hour, did 75% of Defender of the Universe and unlocked it, gained two fight ranks from fighter chief to militant, and gave it up there. Is there a fix?

these campaigns no bueno.

Back to top
View user's profile Send private message
Alan Phipps
Moderator (English)
Moderator (English)

MEDALMEDALMEDAL

Joined: 16 Apr 2004
Posts: 17977 on topic
Location: Stonehenge, UK
Thank you for registering your game
PostPosted: Sat, 7. Jul 18, 17:42    Post subject: Reply with quote Print

Moving to X Trilogy Universe (gameplay) forum as this isn't really a request for Tech Sp.

This is an extract from Spike's Op FF guide in the Guides Sticky:

Spoiler
Your next tour of duty is in Kha’ak Sector 931, where scouts have reported a high concentration of Kha’ak ships amassing. Your mission is to destroy them before they get sent to wreak havoc in the Commonwealth. You will, of course, need a combat ship. Exactly what you fight depends on your ship and your fight rank, and there’s little guidance can be given for combat other than telling you that the bigger your ship and the higher your fight rank the more enemies you’ll get and the tougher they’ll be. Just let loose, usual combat tactics. You’ll have a small friendly force backing you up, and if things do start to go awry, jumping back to the centre of the Sector could leave you in clear air for long enough for your shields to regenerate.

There are several waves of Kha’ak ships, but once you and your team have destroyed the requisite number there is a congratulations call and a mission complete. Stick around if you like, but otherwise, you should head back to M148 for your next assignment, which will come through after the usual waiting period.
Spoiler



_________________
A dog has a master; a cat has domestic staff.
Back to top
View user's profile Send private message
DrSuperEvil





Joined: 02 Mar 2018

Location: UK

PostPosted: Sat, 7. Jul 18, 18:50    Post subject: Reply with quote Print

Start the mission with an M5 and then send in an M2. Kha'ak are allergic to PPCs and PSGs.

Back to top
View user's profile Send private message
jlehtone



MEDALMEDALMEDAL

Joined: 23 Apr 2005
Posts: 17068 on topic
Location: GalNet BBS
Thank you for registering your game
PostPosted: Sat, 7. Jul 18, 19:44    Post subject: Reply with quote Print

I cannot remember that mission. However, I'm sure that I had read Spike's Guide beforehand and therefore prepared myself with Combat rank Xtreme and had at least M7 Panther, M1 Raptor, and M2 Python at my disposal. Alas, that did not, IMHO, yield what Spike implies. YMMV.

I did get PALC's to one side turret of Panther from some FF job. Was 931 before or after that point?


gPPC has longer range than any Kyon. A ship slightly faster than the Kha'ak Capitals can thus bombard them indefinitely without getting fired back.

What does cause attrition are the Kha'ak fighters. There are always some spawning near you in Kha'ak sector whether you are on a mission or not. Those may, or may not be counted towards "achievements". The PSG affect area and thus kill fighters with relative ease. Friends included.


_________________
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Back to top
View user's profile Send private message
Bill Huntington



MEDALMEDALMEDAL

Joined: 02 Feb 2009
Posts: 2481 on topic

Thank you for registering your game
PostPosted: Sat, 7. Jul 18, 19:46    Post subject: reply Reply with quote Print

Many of us are looking for fights like that. There's not enough of them. Thanks for the reminder!


_________________
Bill in S.F., enjoying the game
Back to top
View user's profile Send private message
SirNukes





Joined: 31 Mar 2007
Posts: 219 on topic

Thank you for registering your game
PostPosted: Sat, 7. Jul 18, 21:43    Post subject: Reply with quote Print

As I recall, those missions have a specific group of ships they want you to destroy. The respawning ambient Khaak will bother you, but are not part of the mission. If you turn on guidance, I think it should highlight the nearest actual target.

Back to top
View user's profile Send private message
jacex3tc





Joined: 07 Jul 2018



PostPosted: Sun, 8. Jul 18, 02:34    Post subject: Reply with quote Print

SirNukes wrote:
As I recall, those missions have a specific group of ships they want you to destroy. The respawning ambient Khaak will bother you, but are not part of the mission. If you turn on guidance, I think it should highlight the nearest actual target.


I'm flying the Cerberus. Before that I tried with a TM and a couple M3's but it's too heavy for that and I didn't know you had backup but it wouldn't matter anyway.

The backup gets killed off after about half an hour.

The problem is those objective guys keep respawning. The game sometimes will change one of the ships around me to an objective ship, but more usually it picks a scout that's 20-30km away. I have to fly to it while constantly mashing j because of all the mobs constantly getting destroyed and respawning that are tailing me.

I played it for about an hour, about half of that at 10x SETA. It doesn't look like it's functioning properly.

DrSuperEvil wrote:
Start the mission with an M5 and then send in an M2. Kha'ak are allergic to PPCs and PSGs.


I'll try this now.

Back to top
View user's profile Send private message
SirNukes





Joined: 31 Mar 2007
Posts: 219 on topic

Thank you for registering your game
PostPosted: Sun, 8. Jul 18, 04:10    Post subject: Reply with quote Print

I took a glance through the scripts ("2.02 Khaak Plot" and "0.8 Battle Enemy Ships"), and I think I see the problem. In short, the script logic isn't robust.

While the mission creates an initial group of ships for you to kill, as you kill them off the group list will get updated with all khaak ships nearby (within 60 km around the sector center), so any nearby respawning ships that hang out in that sector will get slurped into the objectives.

Since those ships respawn so fast, it can make the mission very difficult to complete, and one of the few comments in those scripts points out this fact. So, at the start of the mission, all of the pre-mission khaak ships in the sector get moved way away from the sector center, to be moved back when the mission completes.

This would, of course, fall apart if any of those khaak ships were dead and awaiting respawn when the mission was accepted, since they would respawn into the normal part of the sector and get added to the mission objectives. A similar problem would occur if the moved ships were still close enough to wander back toward the sector center. (The move command requests a 500 km distance but has a 40 km height clamp, so there might be an issue if the clamp is evaluated last.)


Some possible ideas on what to try:

  • Reload from before you accepted the mission, wait a little bit for dead ships to respawn, then try again.
  • Power through it and reach that distant scout; once you get in its sensor range it should hopefully turn towards you and save some time. If the only respawning ships are always warping in at your location, wiping them out one last time should finish the mission.
  • Warp in more of your ships, preferably heavies, to help chase down khaak.
  • Install the cheat package and use that to kill off the khaak ships in sector. (Tags the save as modified and disables achievements.)
  • Mod the game to crank up respawn times on khaak ships temporarily. (Also disables achievements.)


Back to top
View user's profile Send private message
jacex3tc





Joined: 07 Jul 2018



PostPosted: Sun, 8. Jul 18, 10:07    Post subject: Reply with quote Print

So are you saying that the adds that spawn from just being in the sector are then saved and respawn? On top of new adds that spawn in all the time?

Based on what you're saying, I have a theory about what might be going on.

When I did the previous mission in this sector, the one where you scan the station, I went in there in a Kestrel. I hadn't even bought a capital ship before this mission. I only found out about the busted balance on this campaign after searching once I encountered the first Xenon fleet. I also discovered you can destroy a Q in an M4 if you have Mass Drivers.

So in the recon mission I used my Kestrel, and I was tooling around in that sector a little while. It must have spawned hundreds or thousands of ships. I just kited them all around. If they're all just still there then this might be impossible to do without cheats.

Quote:
Reload from before you accepted the mission, wait a little bit for dead ships to respawn, then try again.


I didn't do this one soon after the previous one. I'm pretty sure enough time would have passed, but how long are we talking here? I'll probably shift back to the Hub campaign while I mull this one.

Quote:
Power through it and reach that distant scout; once you get in its sensor range it should hopefully turn towards you and save some time. If the only respawning ships are always warping in at your location, wiping them out one last time should finish the mission.


I did that many times. It's not just close ones that it will pick, it more often pick something far away. When I played it most recently, the farthest ship to be marked was 50km away and flew to 60km before I started chasing after it. I can't just chase constantly because chasing causes me to not be able to stay ahead of the damage tailing ships are doing to my shields, meaning I have to turn around and fight adds for a while.

Quote:
Warp in more of your ships, preferably heavies, to help chase down khaak.


I bought a Cerberus specifically for this and it's currently my only capital. I bought a Boron corvette after doing the Khaak mission before this one, for the next Hub mission. Up to now all I've been using are fighters and freighters.

This way of doing it is pretty stupid. That story sector should have been wiped and prepped before and after every story mission. At the very least, adds should have been cleaned at mission end when you dock back at M1438 or leave the sector.

Back to top
View user's profile Send private message
DrSuperEvil





Joined: 02 Mar 2018

Location: UK

PostPosted: Sun, 8. Jul 18, 12:26    Post subject: Reply with quote Print

Is your Cerberus using CFA and PBCs? If you are going in solo consider a Paranid capital ship for the PSGs to shred fighters.

Back to top
View user's profile Send private message
jacex3tc





Joined: 07 Jul 2018



PostPosted: Sun, 8. Jul 18, 16:23    Post subject: Reply with quote Print

I have a couple CFA on the front guns alongside four HEPT and two CIG. My broadsides are IBLs. I had intended to put two PBC with the IBLs but I don't know where the PBC are yet. Don't tell me. My top and bottom are a PRG and FAA. My back gun is a PRG and ID.

What I might do is just buy two or three M1s and plant them at the periphery of the the 60k and take a last corner. Not gonna do that right away though because I'm kind of sick of this mission right now. I'm currently playing the Goner missions.

Spoiler
Can someone tell me something though without spoiling any individual details? I found something out while doing searches about this mission. When this campaign is finished, are you really have supposed to have destroyed the entire Khaak race? That's pretty brutal. Do they disappear from the game entirely?
Spoiler


Back to top
View user's profile Send private message
jlehtone



MEDALMEDALMEDAL

Joined: 23 Apr 2005
Posts: 17068 on topic
Location: GalNet BBS
Thank you for registering your game
PostPosted: Sun, 8. Jul 18, 19:42    Post subject: Reply with quote Print

No. Not entirely.


_________________
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Back to top
View user's profile Send private message
devilofbelfast





Joined: 03 Mar 2009
Posts: 147 on topic
Location: belfast, northern ireland
Thank you for registering your game
PostPosted: Mon, 9. Jul 18, 13:29    Post subject: Reply with quote Print

Consider another option, TL class Missile Bomber... 60k cargo space, decent missile selection, nice shields, nice guns, throw on an afterburner and a thousand drones for throwing out in batches on attack all enemies. You attack the indicated targets at range with swarm missiles while the drones distract everything.


_________________
the four most important things iv'e found out,
1, your birth certificate is an apology letter from the condom factory.
2, dont argue with an idiot, he will drag you down to his level and beat you with experiance.
3, if gods watching us, the least we can do is be entertaining,
4, Better to remain silent and be thought a fool, than to speak and remove all doubt.
Back to top
View user's profile Send private message
DrSuperEvil





Joined: 02 Mar 2018

Location: UK

PostPosted: Mon, 9. Jul 18, 13:35    Post subject: Reply with quote Print

Here is a hint: Lasertower = PBC

It is not recommended to mix lasers since the turret turning is determined by the slowest laser and it messes with the automatic aiming.

Rather mix the ID with FBL or CFA since it can bounce to the projectiles of those weapons.

Personally I would go with some Paranid M2s since M1s lack the laser energy regen for heavy IS combat.

Kha'ak can still be found in the UFJD sector. Finishing that plot just stops the large raids on random sectors.

Back to top
View user's profile Send private message
Alan Phipps
Moderator (English)
Moderator (English)

MEDALMEDALMEDAL

Joined: 16 Apr 2004
Posts: 17977 on topic
Location: Stonehenge, UK
Thank you for registering your game
PostPosted: Mon, 9. Jul 18, 14:32    Post subject: Reply with quote Print

"It is not recommended to mix lasers since the turret turning is determined by the slowest laser and it messes with the automatic aiming."

The turret turning by slowest weapon issue is correct but different bullet types from the same turret/group will use different paths to impact with the target so the overall auto-aim function is not too adversely affected.

What is affected is that all weapons in that group start firing when the target in in range of and aligned by, the longest range weapon; so you may perhaps be wasting energy/ammo for the shorter ranged weapons.

Sometime even these 'issues' can become useful with an approaching or approached target. See here and here.

Charged shots can sometimes mess with aiming as the aim and trajectory is fixed at the point when you start charging and not at bullet release.


_________________
A dog has a master; a cat has domestic staff.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic Goto page 1, 2  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum
Control Panel
Login Data
The time now is Sun, 23. Sep 18, 23:28

All times are GMT + 2 Hours

[ Disclaimer / Impressum ] | [ Privacy Policy / Datenschutz ]

Board Security

Copyright © EGOSOFT 1989-2018
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.12179 seconds, sql queries = 29