[ALPLUGIN] Xenon Migration V1.40 : Update 09/01/2007

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

How do you find this script ?

5. Excelant
87
63%
4. Good
28
20%
3. Ok
13
9%
2. Poor
0
No votes
1. Terrible
2
1%
Not my thing
9
6%
 
Total votes: 139

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22416
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

ah the turrents would make sense.

i could jsut set them to not attack to start with
or do u think its better to leave them as they are ?
999-JAY-999
Posts: 622
Joined: Mon, 7. Apr 03, 16:29
x3tc

Post by 999-JAY-999 »

Can you set them up depending on what sector they are in ???.... perhaps have them in ATTACK mode for some and others not..
System Spec :-

AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
ATI Radeon HD 4850 (512)
Creative X-FI Soundard
2.00 GB of RAM
G9 RAZOR Mouse
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22416
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

wwhich sectors would you suggest having thier turretns enabled ?

or do u just mean for random sectors ?
fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud »

Strange, I've gotten the monetary bonus with them, as well as the rank. I kill a J, and get the "you got 10000 credits" message..


I've found that they rarely cruise thru a sector with any fair amount of ships/stations, and something doesn't take a shot at them and piss them off tho. As soon as one ship in the party takes an IRE shot to the hull, the whole convoy goes into "pissed off everything now dies" mode. I've seen 10-15 migrations, only one as made it to the second sector away from the starting point without being shot at.

Personally, I think they should be more aggressive. They are merciless aliens afterall. It'd just show they have balls freely traversing thru sectors and returning fire when fired at. Their intent isn't to be a secondary XI type thing, but they might have the tendancy to just say sod it, and start killing everything within range of their guns.

Neutering them would make it seem more like a turkey shoot. It seems more of a "living universe" to have them traveling around, and randomly pausing in a sector to hand it it's ass.

FWIW, I think the patrols should be bigger too. 2-4 J/K (max tho, and/or a combo of both) and a half dozen L/M/N and a few Ps. Make it a proper patrol/convoy.

:)
999-JAY-999
Posts: 622
Joined: Mon, 7. Apr 03, 16:29
x3tc

Post by 999-JAY-999 »

random if possible..... this would instill a sense of possible chuncks of danger and not provide constant barrage of lazer death from a to b.
System Spec :-

AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
ATI Radeon HD 4850 (512)
Creative X-FI Soundard
2.00 GB of RAM
G9 RAZOR Mouse
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22416
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

well, i didn't want to make them too big otherwise there might be too many ships in the universe.

but i could increase the time between spawns as well as the size of the convoys.

the thing about taking a shot causing the whole convery to attack, well its sposed to be like that, thats how i set it up ;)
they should also work together in a group rather than spliting up making it harder to divide thier forces
fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud »

I've backed off the spawn time to 15 minutes. Every 60 seconds was a bit chaotic, even for me. :)
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

IMO the Xenon are the Xenon and they act like they act so their turrets shouldnt be touched.

On the other hand.. maybe 2 versions of this script should be released..

1 for people with Race Response Fleets

and

1 for people without above mentioned script withc much reduced lvl of migrations and ships moving around, specially capital ships.

In any case Race Response Fleets seem to be pretty much useless in certain situations when OOS against the Xenon (this could be looked into more thoroughly), even in the sector a shieldless K managed to kill a fully shielded Response Teladi Condor before blowing up. Not to mention if the K is shielded, virtually unbeatable by other npc's Id say.

In my game Ocean of Fantasy, Getsu Fune, etc are all ok.. its just nianas to black hole sun the ones obliterated but I didnt really know how it happened, just found that out when I checked a ship I had docked in there in an eq dock died.

Modifications I would really suggest, decrease the number of Wings with J's and K's travelling around, like I said, in my game these sectors from Nianas, to Black Hole Sun got fully obliterated and filled with dozens and dozens of Xenon that would not do anything but stay and try to kill everything.

So yes CYCROW; why not start with a slight decrease in capital migrations. Nothing too drastic so we can see the side effects differences. Wings of P's, L's, M's and N's should stay more or less the same to start with I think.
Augustini
Posts: 1604
Joined: Tue, 13. Dec 05, 21:55
x4

Post by Augustini »

Cycrow wrote:ah the turrents would make sense.

i could jsut set them to not attack to start with
or do u think its better to leave them as they are ?
Maybe if you set the turrets for "missile defence" instead of "attack enemies" That would make a huge difference if the ships are only ordered to move from point A to point B
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

augustini wrote:
Cycrow wrote:ah the turrents would make sense.

i could jsut set them to not attack to start with
or do u think its better to leave them as they are ?
Maybe if you set the turrets for "missile defence" instead of "attack enemies" That would make a huge difference if the ships are only ordered to move from point A to point B
That would fix it.. but whats the sense of roaming mortal enemies just wathcing the landscape as they pass by? Eventually they will get attacked by any hostile they come across so...
999-JAY-999
Posts: 622
Joined: Mon, 7. Apr 03, 16:29
x3tc

Post by 999-JAY-999 »

ezra-r you have a valid point..

DEATH TO ALL .... kill kill kill
System Spec :-

AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
ATI Radeon HD 4850 (512)
Creative X-FI Soundard
2.00 GB of RAM
G9 RAZOR Mouse
User avatar
Dread
Posts: 496
Joined: Thu, 23. Jun 05, 20:50
x3tc

Post by Dread »

Well started to have a taste of Xenon presence a bit more and Im loving it and feel more like it is a Hostile universe rather than the 'Pink Bunnies with boxing gloves' feel the vanilla X3 had. With JTP\RRF the Yaki Armada, RS Xenon and Khaak and this script now - its a bloody dangerous life out there in space... and no one can hear you scream.... except my neighbours and they keep banging on the wall at me :lol:
User avatar
TiggerBandit
Posts: 174
Joined: Sat, 9. Apr 05, 07:46
x3

Post by TiggerBandit »

Cycrow,

said it before and I will say it again, love your work !!

that being said, in my xenon migrations, they have completely and totally devestated every sector they have crossed through, to the point now where everything from Tkrs Deprivation to Thyns Abyss are empty ruins.

Can I please ask for a slowed down version, the number of Xenon presently being produced are just too much. Even the race response fleets have been all but wiped out.
It is hard to soar like an eagle, when you are surrounded by Turkeys.
mufflink
Posts: 115
Joined: Tue, 10. Feb 04, 12:44
x4

Post by mufflink »

Hi Cycrow,

Still loving this, however all the K's that spawn have no shields. Any way you could add some sort of check into the script to see if a ship is fully shielded and if not add the max shields?

Regards,
Mufflink.
When in doubt.......cheat.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22416
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

i've reduced the spawn rate of xenon but increase the site of the convoys.

also should have fixed the problem with no shields
Thera
Posts: 136
Joined: Fri, 16. Dec 05, 12:44
x3

Post by Thera »

GalNet News....

{que opening credits of Son's and Daughter's}...""Son's and daughters(singing), Love and laughter, Tears and Sadness and happy....}

Excuse me. This just in....

Sorry to interrupt your Archaic Programming wozura, but grave news have found us just this mizura. Reports are coming in from all over the known Territores as the Xenon appear to be pushing big on a reclemation of territories lost, and even acquiring new ones.

All sectors to throught the East gate of Ghinn's Escape, appear to be either cut off or obliterated. From the word of one Brave and yet foolhardy explorer word has come in that the SHip yard at Ocean of Fantasy stands as the only remaining outpost in that sector. Eye Witness reports indicate that the Shipyard had been preparing to build numerous capital size craft and has effectively got the Telladium Paneling to continue replacing the damaged panels via the use of automated drones, for well into the forseeable future.

We will Bring you updates as we learn about them, now returning to Your usual prgramming.

GalNet News...
{que Start of SplitField, a whacky comedey about a split and his dysfunctional friends}


As Far as I can tell east of Ghinns Escape is lost(and A little to the soutth of it too) I have not been back to light of Heart but I had to clear an infestation from there a while ago.

Thank you for this plugin Cycrow, I am looking forward to haveing to fight for the universe in this game. I have never seen the Xenon clear out whole sectors with 3 K's(2 with no shielding). a couple of J's and god knows how many Fighters. Having Much Fun, Now if only I could keep them away from my Traders.
User avatar
Axeface
Posts: 3029
Joined: Fri, 18. Nov 05, 00:41
x4

Post by Axeface »

makes it feel like there is actaully a war going on :D Great
JakubCW
Posts: 196
Joined: Fri, 18. Aug 06, 06:59
x4

Post by JakubCW »

i installed this about a hour ago and already things are hotting up in blackhole sun, having race fleet response and this script has already had such a Brilliant impact on this game in such a very short period.

K's and J's with P's and many Fighter escorts joining one huge furball with 6 rapid response titans :lol: , awesome sight (if a slideshow).


Great job cycrow!! :D
SevenKiller
Posts: 767
Joined: Tue, 27. Apr 04, 22:00
x3tc

Post by SevenKiller »

I downloaded it, but how does it open? its an spk file and i dont have anything that can deal with that file type, any help would be great as this plugin sounds interesting.
Jimby
Posts: 232
Joined: Wed, 22. Feb 06, 15:43
x3

Post by Jimby »

You need the script installer program.
http://forum2.egosoft.com/viewtopic.php?t=121351

You will also have to enable the script editor within the game. This can be done by changing your pilot name to Thereshallbewings

It will go back after that.

Return to “X³: Reunion - Scripts and Modding”