[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 » Sun, 30. Dec 18, 17:22

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
Posts: 98
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Re: [Mod] Improved Kha'ak v0.3

Post by Nameless573 » 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

7ate9tin11s
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Joined: Fri, 11. Nov 05, 23:18
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Re: [Mod] Improved Kha'ak v0.3

Post by 7ate9tin11s » Sun, 30. Dec 18, 19:11

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
Posts: 24
Joined: Tue, 4. Dec 18, 11:57
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Re: [Mod] Improved Kha'ak v0.3

Post by SpaceLevi » 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.

7ate9tin11s
Posts: 813
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Re: [Mod] Improved Kha'ak v0.3

Post by 7ate9tin11s » Thu, 10. Jan 19, 00:24

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 » Fri, 11. Jan 19, 22:46

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
Posts: 1556
Joined: Wed, 6. Nov 02, 20:31
xr

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

Post by KRM398 » Fri, 11. Jan 19, 22:53

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 » Tue, 1. Sep 20, 04:53

hello,

any updates for this mod?

thx

Scoob
Posts: 10041
Joined: Thu, 27. Feb 03, 22:28
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Re: [Mod] Improved Kha'ak v0.3

Post by Scoob » Wed, 2. Sep 20, 19:54

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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