Best Anti Khark script?

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Anencephalic
Posts: 5
Joined: Fri, 28. Nov 03, 03:09
x2

Best Anti Khark script?

Post by Anencephalic »

I am looking for a script to remove the khark as an hinderance to my building of an empire. However I want to still continue with the story line. I have completed mission 3.

Any clue?

Oh and how do you turn off the script editor in the command console. That is I want the save game not to have the script editor option unless I re enable it.

Any help is welcomed.
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Storm_Front
Posts: 1021
Joined: Mon, 15. Dec 03, 05:27
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Re: Best Anti Khark script?

Post by Storm_Front »

Anencephalic wrote:I am looking for a script to remove the khark as an hinderance to my building of an empire. However I want to still continue with the story line. I have completed mission 3.

Any clue?

Oh and how do you turn off the script editor in the command console. That is I want the save game not to have the script editor option unless I re enable it.

Any help is welcomed.
The only way to remove the khaak permanently is the "uninstall x2" script. To turn off the script editor type "sgniwebllahserehT". :lol:
Sadan01
Posts: 515
Joined: Wed, 20. Aug 03, 04:53
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Re: Best Anti Khark script?

Post by Sadan01 »

Storm_Front wrote:
Anencephalic wrote:I am looking for a script to remove the khark as an hinderance to my building of an empire. However I want to still continue with the story line. I have completed mission 3.

Any clue?

Oh and how do you turn off the script editor in the command console. That is I want the save game not to have the script editor option unless I re enable it.

Any help is welcomed.
The only way to remove the khaak permanently is the "uninstall x2" script. To turn off the script editor type "sgniwebllahserehT". :lol:
:lol: I'll have to try that as I always thought the way to get rid of the Khaak was to ram an asteroid or station at 200m/s .... Good Stuff! :lol:
Guess what? I've named a boil on my arse after you. It too bothers me everytime I sit down.

Sadan01 :skull:
Aurielius
Posts: 21
Joined: Fri, 19. Dec 03, 07:41
x2

Post by Aurielius »

There is no such thing as permenent removal but there it the Kark restyler available at xscripting.com. It has three options as to how the kark invade.
1= Friend ,no new invasions all exisiting kark are still there
2= Neutral,the kark are forced to use the gate system like everybody else
3=Foe,Kark as usuall

As a side note, the author seemed to think one activation was all that was required but i found it was required per session but worked like a charm.
I preferred the Neutral option since it allowed for a viable sector defence to counter those pesky aliens.
"Audentis Fortuna iuvat, experto credite"
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Lorien
Posts: 947
Joined: Wed, 6. Nov 02, 20:31
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Re: Best Anti Khark script?

Post by Lorien »

Anencephalic wrote:I am looking for a script to remove the khark as an hinderance to my building of an empire. However I want to still continue with the story line. I have completed mission 3.

Any clue?
Why not write a script to remove all the Khaak ships that stray too close to specific targets (all TS ships, all player-owned factories, etc.). I have one running now that destroys all Khaak ships that stray within 5km of any of my TS ships and it doesn't interfere with the storyline at all.
Anencephalic wrote:Oh and how do you turn off the script editor in the command console. That is I want the save game not to have the script editor option unless I re enable it.

Any help is welcomed.
You can't turn off the script editor once activated. All you have to do is not use it. :)
Things I've procrastinated on...
1.
ScifiGuy7
Posts: 19
Joined: Thu, 30. Apr 09, 23:46
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Post by ScifiGuy7 »

There is no such thing as permenent removal but there it the Kark restyler available at xscripting.com. It has three options as to how the kark invade.
1= Friend ,no new invasions all exisiting kark are still there
2= Neutral,the kark are forced to use the gate system like everybody else
3=Foe,Kark as usuall

As a side note, the author seemed to think one activation was all that was required but i found it was required per session but worked like a charm.
I preferred the Neutral option since it allowed for a viable sector defence to counter those pesky aliens.


Does anyone still have this script file? I've searched the internet high and low but no joy. :cry:

Unfortunately xscripting.com no longer exists. :o

Would anyone be willing to email it to me or something?

Please help if you can.
Jonson27
Posts: 170
Joined: Thu, 3. Jun 04, 14:08
x2

Post by Jonson27 »

I have a topic up called "Player Station Exchange mod". It's for the PSE mod. The mod is for automatic supplying of player-stations and automatic defense against enemy threats for PSE assets.

It does not turn off khaak or xenon or other races.

I'm not ready to make it public. I need to first finish the code that will allow the player to change the threat level for a race and also add new races to the threat list. You can find out more by going to the thread.

Essentially, you first give orders to your ships so that they can supply your stations. Once you've done this, those ships are PSE assets. Then you assign a sector admin to whichever sector you want protected. The sector administrator will lock the sector when an enemy shows up. The conditions for the lockdown depend on which threat level is assigned to the attacking race. When a lockdown is issued, all of the ships that perform supply jobs for your stations will dock at the nearest station and wait until the lockdown is lifted. The lockdown is lifted when the attacker meets the conditions for a removal of the lockdown order.

Basically, I can turn accelerate time on and leave x2 running all night without any problems. I don't do that though because it would make it too easy. I've never lost a ship to khaak or whichever enemy. At first I had problems where my ships would crash into things randomly when a lockdown was issued or lifted, but I pretty much fixed that.

This is the complicated way of taking care of khaak/pirates/xenon/etc. It's not as simple as just blowing them up when they're 5km from an asset.

If you're interested, here's the link, but you can find it on the first page of the topic list:
http://forum.egosoft.com/viewtopic.php?t=243286

Even with this script you need to build your stations in defended sectors. If there's no m6/m2/m1 patrols, your stations will be out of business quite a bit. However, there're plenty of oppurtunities in defended sectors. I have several factory loops in argon territory. I haven't yet built in an undefended sector because I don't have enough credits and I'm not sure how to setup patrols. It costs me over 5 million credits just to build a minimal loop. So I'd recommend mission mods or credit mods that will help speed up the pace of x2. Another idea is to play in story mode - i don't play in story mode. That'll also give you access to more credits.
Hello there!! (Jumping up and down)

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