[Mod] Improved Kha'ak v0.3

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7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.3

Post by 7ate9tin11s »

Update posted, along with something interesting and beta in the optional files (separate post coming soon!)

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

Update History
v0.3 - More bugfixes. Reduced all spawn numbers, especially bombers. Reduced missile damage. Added 3 defense platforms to bases. Flagged Pious Mists IV as contested since the Paranid will obviously lose... :lol:
KRM398
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Re: [Mod] Improved Kha'ak v0.3

Post by KRM398 »

anyone ever get Khaak to bail yet? In my game its not possible so I quit hunting them, not enough gain for the trouble. But glad to see people working on the lack of different ships, all i ever see in vanilla is the khaak pyramid and M xenons. :)
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.3

Post by 7ate9tin11s »

KRM398 wrote: Thu, 27. Dec 18, 20:14 anyone ever get Khaak to bail yet? In my game its not possible so I quit hunting them, not enough gain for the trouble. But glad to see people working on the lack of different ships, all i ever see in vanilla is the khaak pyramid and M xenons. :)
Neither Kha'ak nor Xenon can bail in vanilla. The Kha'ak, at least, also cannot be piloted in vanilla either since they have no cockpit area for a player. Someone would need to edit in a cockpit and all the other needed bits (teleporter, entry/exit ramp, airlock, etc.) then it would be ok to make them bail since you could effectively capture and fly them.

Both are only good for the materials they drop and, to be honest, it is far more efficient to let the computer kill them then sweep in and collect the loot :D
Reaper507
Posts: 62
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Re: [Mod] Improved Kha'ak v0.3

Post by Reaper507 »

What's about Document/.../extensions/ folder? Mod contains something what prevents proper working there? Could you explain?

And what's about aiscripts/fight.attack.object.fighter.xml - your another mod AggressiveAI also contains this file. If two mods have the same file it will be overrided? But which one? If I use two mods which file I should remove?
Nameless573
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Re: [Mod] Improved Kha'ak v0.3

Post by Nameless573 »

The M3 Bomber should be the place holder Model for the Zell Model not the M5 Scout. That would be so much greater
Thank you for your work so far!
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.3

Post by 7ate9tin11s »

Nameless573 wrote: Sun, 30. Dec 18, 13:48 The M3 Bomber should be the place holder Model for the Zell Model not the M5 Scout. That would be so much greater
Thank you for your work so far!
I'm assuming the Zell is the small pyramid used for the 'protector' class (Sorry, did not play that...thing...released between X3AP and X4)? I did not use that since it had two weapons...one launcher is enough carnage and while I could half the damage it would cause double the projectiles slowing down fps. :shock:

Of course, if it is another model someone would need to import it in then I would be more than happy to use it. :D
Nameless573
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Re: [Mod] Improved Kha'ak v0.3

Post by Nameless573 »

I was assuming you would maybe add a other model for the khaak m-class bomber :) Yes, i was talking about the cell the "protector" class ship of the khaak. Just saw it earlier flying around a dock attacking it. very cool stuff
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.3

Post by 7ate9tin11s »

Nameless573 wrote: Sun, 30. Dec 18, 17:44 I was assuming you would maybe add a other model for the khaak m-class bomber :) Yes, i was talking about the cell the "protector" class ship of the khaak. Just saw it earlier flying around a dock attacking it. very cool stuff
Be careful, the Cell may look small, but those are light torpedoes with nothing small about their booms!
SpaceLevi
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Re: [Mod] Improved Kha'ak v0.3

Post by SpaceLevi »

Something wrong with Kha'ak ships.
1. Sometimes my turrets ignore them and start shoot only after they bump to my ship and start to fly away.
2. Turrets also, very often keep shooting at Kha'ak wrecks after actual destruction, and stop only when the wreck disappear.
3. Some of Kha'ak ships still not shoot at all. Even without your aiscripts.

I'm not sure it's vanilla or the mod bugs though.
7ate9tin11s
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Re: [Mod] Improved Kha'ak v0.3

Post by 7ate9tin11s »

SpaceLevi wrote: Wed, 2. Jan 19, 21:57 Something wrong with Kha'ak ships.
1. Sometimes my turrets ignore them and start shoot only after they bump to my ship and start to fly away.
2. Turrets also, very often keep shooting at Kha'ak wrecks after actual destruction, and stop only when the wreck disappear.
3. Some of Kha'ak ships still not shoot at all. Even without your aiscripts.

I'm not sure it's vanilla or the mod bugs though.
The turrets are just being vanilla turrets...my annoyance at them had me develop the entire Aggressive AI mod :lol:
For 3, that could be loadout issues where god did not give them weapons, I'll have to look into this now that AAI is calming down.
Mysterial
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Re: [Mod] Improved Kha'ak v0.3

Post by Mysterial »

I'm pretty sure there is some kind of bug where even if the ship has guns it won't shoot. I've scanned some Xenon ships that won't shoot that had guns equipped according to the loadout in the UI.
KRM398
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Re: [Mod] Improved Kha'ak v0.3

Post by KRM398 »

Haven't tried your mod but see you're hard at work on it. in recent days the Khaak started attacking in patrol strength in vanilla, dont know why but they are. Xenons are traveling in groups too, even without the mod, so maybe ego is playing catch up. :P
st3k
Posts: 62
Joined: Sat, 22. Dec 18, 12:45
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Re: [Mod] Improved Kha'ak v0.3

Post by st3k »

hello,

any updates for this mod?

thx
Scoob
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Re: [Mod] Improved Kha'ak v0.3

Post by Scoob »

I think it's long abandoned. Looked up the VRO Mod though as it changes LOTS of things, including making Kha'ak a bit more dangerous. Fresh game required though ideally.

Scoob.

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