[Mod] Improved Kha'ak v0.3

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7ate9tin11s
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Re: [Discussion] Improved Kha'ak mod

Post by 7ate9tin11s »

adzipp wrote: Mon, 24. Dec 18, 09:42
7ate9tin11s wrote: Mon, 24. Dec 18, 07:49
adzipp wrote: Mon, 24. Dec 18, 07:12 is it possible to make khaak station's to actualy build they ships? i see in they jobs build at shipyard = false and they station not in shipyard class in station.xml.
The god engine just warps them in from the jobs file now and again, I think. Have not yet ran a long duration game to ensure they are respawning.
They not that's the point...
Ah, I see. Added a respawn interval to their job, that should fix it.
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.1

Post by 7ate9tin11s »

Oh, what is this?

Download
https://www.nexusmods.com/x4foundations/mods/189

Merry Christmas! :khaak:
KRM398
Posts: 1556
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Re: [Mod] Improved Kha'ak v0.1

Post by KRM398 »

See you're getting organized here, good for you, in the vanilla game Khaak are barely a bother and never seen in groups yet. And noting bigger than heavy fighter...ever...so they need the help. :roll:
Requiemfang
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Re: [Mod] Improved Kha'ak v0.1

Post by Requiemfang »

KRM398 wrote: Mon, 24. Dec 18, 23:42 See you're getting organized here, good for you, in the vanilla game Khaak are barely a bother and never seen in groups yet. And noting bigger than heavy fighter...ever...so they need the help. :roll:
You won't find anything higher than heavy fighters, they lack assets for them yet atm.
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.1

Post by 7ate9tin11s »

Requiemfang wrote: Tue, 25. Dec 18, 06:16
KRM398 wrote: Mon, 24. Dec 18, 23:42 See you're getting organized here, good for you, in the vanilla game Khaak are barely a bother and never seen in groups yet. And noting bigger than heavy fighter...ever...so they need the help. :roll:
You won't find anything higher than heavy fighters, they lack assets for them yet atm.
Yup, makes them a challenge to increase the difficulty for, that's for sure. Of course, if anyone gets some models in for capships then I can always integrate those into the mod. For now though, we just have small and medium ships :(
adzipp
Posts: 42
Joined: Fri, 7. Dec 18, 04:50

Re: [Mod] Improved Kha'ak v0.1

Post by adzipp »

Well i tested it a little, looks very interesting, however they now only deploy's swarm of mines and dont shoot with they kyon weapon's...
FlynTie
Posts: 36
Joined: Wed, 12. Dec 18, 01:42

Re: [Mod] Improved Kha'ak v0.1

Post by FlynTie »

I'm glad to see someone tackling the Khaak! But you have some errors in your mod.

In the effects.xml you forgot the closing tag </effects>
And in God is the <diff> tag is borked.

Edit: And you have a typo in wares.xml. nvidium -> nividium

If for some reason you didn't know, you can add a commandline property to your executable "-logfile x4-game.log" for instance and the game will create a log file in your documents folder. Makes it much easier to spot minor problems like yours.

Anyway looking forward to what you come up with. :)
Buzz2005
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Re: [Mod] Improved Kha'ak v0.1

Post by Buzz2005 »

why does AI missiles dont have a timer but mine does? all the missiles just follow me until the end of time in the sector, but mine explode after some short time

how the hell do you people get rid od missiles lol???
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.1

Post by 7ate9tin11s »

FlynTie wrote: Tue, 25. Dec 18, 09:45 I'm glad to see someone tackling the Khaak! But you have some errors in your mod.

In the effects.xml you forgot the closing tag </effects>
And in God is the <diff> tag is borked.

Edit: And you have a typo in wares.xml. nvidium -> nividium

If for some reason you didn't know, you can add a commandline property to your executable "-logfile x4-game.log" for instance and the game will create a log file in your documents folder. Makes it much easier to spot minor problems like yours.

Anyway looking forward to what you come up with. :)
Weird, everything appeared to be working for me in the last test and I did not feel a reason to check that file. -sigh-
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.1

Post by 7ate9tin11s »

adzipp wrote: Tue, 25. Dec 18, 09:14 Well i tested it a little, looks very interesting, however they now only deploy's swarm of mines and dont shoot with they kyon weapon's...
That's really odd, mine shot me dead rather quickly in testing. What other mods are running? If you have something that heavily tweaks the AI then you may need to remove aiscripts/fight.attack.object.fighter.xml. I patch it to insert a mine laying routine at the beginning of the main loop...if you're adds another loop to the file then it may cause mine swarms.
adzipp
Posts: 42
Joined: Fri, 7. Dec 18, 04:50

Re: [Mod] Improved Kha'ak v0.1

Post by adzipp »

7ate9tin11s wrote: Tue, 25. Dec 18, 18:10
adzipp wrote: Tue, 25. Dec 18, 09:14 Well i tested it a little, looks very interesting, however they now only deploy's swarm of mines and dont shoot with they kyon weapon's...
That's really odd, mine shot me dead rather quickly in testing. What other mods are running? If you have something that heavily tweaks the AI then you may need to remove aiscripts/fight.attack.object.fighter.xml. I patch it to insert a mine laying routine at the beginning of the main loop...if you're adds another loop to the file then it may cause mine swarms.
It is the attack.fighter script that couse this i run FOCW with it and blackrain also edit that script and his mod also couse the fighters refuse to shoot.
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.1

Post by 7ate9tin11s »

Buzz2005 wrote: Tue, 25. Dec 18, 17:59 why does AI missiles dont have a timer but mine does? all the missiles just follow me until the end of time in the sector, but mine explode after some short time

how the hell do you people get rid od missiles lol???
I have the missiles limited to 9.5 and 27.5 seconds (sting/thorn) with 7 and 15 km ranges, they seemed to destruct for me. They are also designed to have trouble hitting smaller fighters due to their speed versus turning radius.
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.1

Post by 7ate9tin11s »

adzipp wrote: Tue, 25. Dec 18, 18:15
7ate9tin11s wrote: Tue, 25. Dec 18, 18:10
adzipp wrote: Tue, 25. Dec 18, 09:14 Well i tested it a little, looks very interesting, however they now only deploy's swarm of mines and dont shoot with they kyon weapon's...
That's really odd, mine shot me dead rather quickly in testing. What other mods are running? If you have something that heavily tweaks the AI then you may need to remove aiscripts/fight.attack.object.fighter.xml. I patch it to insert a mine laying routine at the beginning of the main loop...if you're adds another loop to the file then it may cause mine swarms.
It is the attack.fighter script that couse this i run FOCW with it and blackrain also edit that script and his mod also couse the fighters refuse to shoot.
The latest versions of his script do not mess with that file (There was a bug in that version of FOCW), I'd suggest upgrading.
adzipp
Posts: 42
Joined: Fri, 7. Dec 18, 04:50

Re: [Mod] Improved Kha'ak v0.1

Post by adzipp »

7ate9tin11s wrote: Tue, 25. Dec 18, 18:36
adzipp wrote: Tue, 25. Dec 18, 18:15
7ate9tin11s wrote: Tue, 25. Dec 18, 18:10

That's really odd, mine shot me dead rather quickly in testing. What other mods are running? If you have something that heavily tweaks the AI then you may need to remove aiscripts/fight.attack.object.fighter.xml. I patch it to insert a mine laying routine at the beginning of the main loop...if you're adds another loop to the file then it may cause mine swarms.
It is the attack.fighter script that couse this i run FOCW with it and blackrain also edit that script and his mod also couse the fighters refuse to shoot.
The latest versions of his script do not mess with that file (There was a bug in that version of FOCW), I'd suggest upgrading.
I know this script in improved khaak mod too and when i delete it all return to normal exept the khaak's but with it khaak and all fighters stop shooting. i am using the last focw 1.25
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.1

Post by 7ate9tin11s »

adzipp wrote: Tue, 25. Dec 18, 18:47 I know this script in improved khaak mod too and when i delete it all return to normal exept the khaak's but with it khaak and all fighters stop shooting. i am using the last focw 1.25
Very strange, just running tests now and stuff shoots at me fine. Killed me too since I was in the starter discoverer. The only way it could cause such an issue would be if it was replacing instead of adding to the file. I only add one small if statement prior to the first do_if in the first do_while.

Please check to ensure there are no other mods affecting that file and, if possible extract your fight.attack.object.fighter.xml to send it to me. Maybe the file is different for different localizations?
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.2

Post by 7ate9tin11s »

Have an update for Christmas!

Download
https://www.nexusmods.com/x4foundations/mods/189

Update History
v0.2 - Minor bugfixes in god, effects, and wares (Thanks FlynTie!) files. New explosion effects for Thorn/Sting missiles.
FlynTie
Posts: 36
Joined: Wed, 12. Dec 18, 01:42

Re: [Mod] Improved Kha'ak v0.1

Post by FlynTie »

7ate9tin11s wrote: Tue, 25. Dec 18, 18:09
FlynTie wrote: Tue, 25. Dec 18, 09:45 -snip-
Weird, everything appeared to be working for me in the last test and I did not feel a reason to check that file. -sigh-
No worries with all the signature check spam in it i hate to check that file too. ;)
There are still some xpath issues but nothing that prevents the mod from fully working.
I fixed them for you and send you the link as a PM, so you don't have to go through them. :)
Imari
Posts: 171
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Re: [Mod] Improved Kha'ak v0.2

Post by Imari »

Thx for the mod, its what X4 needs.

Cell/Drone needs a huge nerf though, they're too OP now, able to decimate any ship in seconds. I'm using the rebalance mod that nerfs missiles but the khaak missiles and the spam are just too strong, combined with the debuff effect, all ships dont stand a chance.
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.2

Post by 7ate9tin11s »

Imari wrote: Wed, 26. Dec 18, 12:28 Thx for the mod, its what X4 needs.

Cell/Drone needs a huge nerf though, they're too OP now, able to decimate any ship in seconds. I'm using the rebalance mod that nerfs missiles but the khaak missiles and the spam are just too strong, combined with the debuff effect, all ships dont stand a chance.
Was starting to lean that way as bombers seem especially devastating to the AI, testing out a 25-30% nerf in damage with a small reduction in fire rate as well. To compensate for the loss of power, their defense installations have received a buff and might actually be able to protect things now. :lol:
Buzz2005
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Re: [Mod] Improved Kha'ak v0.2

Post by Buzz2005 »

they destroyed like 3 stations in pious mists in my game :D
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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