[script] Improved Xenon v0.95: Updated June 17, 2008
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In short, no I don't change the names of captured sectors, just the owner race. For the longer explanation read on...
First of all, I am not even sure I could change the names while in-game
Perhaps $sector -> Set Name to "Xenon 042" would work though.
However, even if I did change the names there is no way to change the vocals spoken when dealing with that sector since they are hard-coded into the universe map. You can see that the owner race is set to Xenon when you look at the sector in the universe map though.
First of all, I am not even sure I could change the names while in-game
Perhaps $sector -> Set Name to "Xenon 042" would work though.
However, even if I did change the names there is no way to change the vocals spoken when dealing with that sector since they are hard-coded into the universe map. You can see that the owner race is set to Xenon when you look at the sector in the universe map though.
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- Joined: Fri, 11. Nov 05, 23:18
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- Posts: 813
- Joined: Fri, 11. Nov 05, 23:18
Currently the stations are just spawned after the sector has been clear for a time (depending on difficulty). Been thinking of making the Xenon build something that can drop stations (Mammoth if neither J's or K's can) and ship the station to the proper sector, but more concerned about balancing the invasions right now .
You know, I was looking at Nividium's script with Xenon virus - his "Nividium XENON Assimilation Virus". Maybe some kind of spin off to this idea could be incorporated into the mod.
I haven't dared installing Nividium XENON Assimilation Virus into my game What I would like to do first is to make the "Virus" ships very visible so you will at least get a bigger chance to avoid 'em. And or maybe some tweaks so the spreading of the virus is more controlled, that is more adjustable. But I haven't looked at the scripts them selfs so I'm not sure exactly how they go about things (doesn't mean I would know even if I did have a look, considering my lack of knowledge when it comes to scripting).
Watching your Khaak plugin too - very interesting.
Cheers!
I haven't dared installing Nividium XENON Assimilation Virus into my game What I would like to do first is to make the "Virus" ships very visible so you will at least get a bigger chance to avoid 'em. And or maybe some tweaks so the spreading of the virus is more controlled, that is more adjustable. But I haven't looked at the scripts them selfs so I'm not sure exactly how they go about things (doesn't mean I would know even if I did have a look, considering my lack of knowledge when it comes to scripting).
Watching your Khaak plugin too - very interesting.
Cheers!
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Bleh...delays.
I put in a little work on IX this weekend and have implemented most of the features I want to, but I think there is a minimal delay loop bug in one of the scripts. It does not lock it up because there is a wait from a script call or something, but it is constantly looping and causes my laptop to heat up quite fast . I'll have to put in full logging and track it down so I don't over-use resources.
The use of existing Xenon ships to create the stations is possible, I may do that in the future
I've not even heard of the Xenon assimilation virus script, sounds kinda nasty O_o
I put in a little work on IX this weekend and have implemented most of the features I want to, but I think there is a minimal delay loop bug in one of the scripts. It does not lock it up because there is a wait from a script call or something, but it is constantly looping and causes my laptop to heat up quite fast . I'll have to put in full logging and track it down so I don't over-use resources.
The use of existing Xenon ships to create the stations is possible, I may do that in the future
I've not even heard of the Xenon assimilation virus script, sounds kinda nasty O_o
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@Sevenkiller
...seeing edits like that make me wonder what I missed while asleep...
Then again, usually people post while I am asleep due to time zone differences
@zazie
I really do need to put up a full list of option effects, don't I...
Though this does not contain some extra things like missiles and droppable timers this should help in the future:
You will also need the token/time chart:
Hope that helps everyone
...seeing edits like that make me wonder what I missed while asleep...
Then again, usually people post while I am asleep due to time zone differences
@zazie
I really do need to put up a full list of option effects, don't I...
Though this does not contain some extra things like missiles and droppable timers this should help in the future:
Code: Select all
Easy Normal Hard Insane
Station build time 25 20 15 10
Token min 25 40 75 200
Token increase rate 25 40 75 200
Token max 100 160 300 400
Build timer (seconds) 45 30 20 10
Code: Select all
M1 M2 M3 M4 M5 M6 M7 Unknown
Tokens 60 55 8 4 1 14 35 1-8
Time* 40 40 6 2 1 12 20 1-8
*+1 for each docked ship (randomly chosen)
Hey, thanks for the chart ! Alas I need some help for interpretation:
- What is the unit of Station build time ? hours or minutes ?
- Is it correct to read (as an example): In Normal mode the Xenon build/spawn a new station 20 [hours/minutes] after the Sector has been cleared
- What is 'token' ?
Sorry for such newbie-questions but I am not familiar with scripting .
- What is the unit of Station build time ? hours or minutes ?
- Is it correct to read (as an example): In Normal mode the Xenon build/spawn a new station 20 [hours/minutes] after the Sector has been cleared
- What is 'token' ?
Sorry for such newbie-questions but I am not familiar with scripting .
Benutzer in diesem Forum: Keine
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Ah, the station build time is in minutes
As for tokens, they are just a number that determines the basic power of the ships that can participate in an invasion wave. For example, in a the first invasion wave in normal mode there are 40 tokens that can be used. This means the invasion could consist of 40 N's, 10 M's, 5 L's or some mix of ships that use up the 40 tokens according to the chart. Hope this helps
As for tokens, they are just a number that determines the basic power of the ships that can participate in an invasion wave. For example, in a the first invasion wave in normal mode there are 40 tokens that can be used. This means the invasion could consist of 40 N's, 10 M's, 5 L's or some mix of ships that use up the 40 tokens according to the chart. Hope this helps
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- Tenlar Scarflame
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looks good, can't wait to try it!
My music - Von Neumann's Children - Lasers and Tactics
I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
I got a question about this script. When a xenon sector is surrounded by other xenon sectors is the script set up to tell that xenon sector to not try to invade the adjacent sectors? I ask this because it seems there are a million ships in newly acquired xenon sectors and it really slows the game down a lot when the xenon have a lot of sectors. When I see this im worried that the xenon are continually “invading” their own sectors and filling them up with needless amounts of ships.
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In the most recent version, no ships are created unless there is a non-xenon sector within 2 sectors marked for invasion. So if your playing XTM none of the Xenon Core sectors are close enough to enemy sectors to build and launch invasions. However, if you or some other enemy race happens to take over a sector within 2 sectors of one of the core sectors then it will eventually notice (Up to 30 minutes wait) and build/send an invasion force to that sector.
In the previous version every Xenon sector would find the closest enemy sector and invade it, cause the overflow problem you were describing.
When a sector is eventually taken over the invasion force becomes the sector defense force while the new station will build and send invasion forces. So if the sector was taken with a huge fleet on hard mode that fleet will be the defense force. If the Xenon fleet was reduced to only a couple ships but still won then the defense force will be just the limited amount that remains in the sector.
Ships that are built for the invasion will also actively defend the sector until both the invasion fleet is ready and the sector is clear of enemies. This means that invasion fleets traveling to their target sector will act as reenforcements if you happen to be assaulting a Xenon sector they are traveling through.
To reduce the number of ships generated you can lower the difficulty and/or turn off the cargo drops. You can also alter the token costs for different kinds of ships in plugin.ix.token.cost to reduce the number of ships. A higher token cost will reduce the number of ships and making carriers be an unreasonably high value (>400) will prevent the carrier swarms of ~50 ships.
Hope this helps
In the previous version every Xenon sector would find the closest enemy sector and invade it, cause the overflow problem you were describing.
When a sector is eventually taken over the invasion force becomes the sector defense force while the new station will build and send invasion forces. So if the sector was taken with a huge fleet on hard mode that fleet will be the defense force. If the Xenon fleet was reduced to only a couple ships but still won then the defense force will be just the limited amount that remains in the sector.
Ships that are built for the invasion will also actively defend the sector until both the invasion fleet is ready and the sector is clear of enemies. This means that invasion fleets traveling to their target sector will act as reenforcements if you happen to be assaulting a Xenon sector they are traveling through.
To reduce the number of ships generated you can lower the difficulty and/or turn off the cargo drops. You can also alter the token costs for different kinds of ships in plugin.ix.token.cost to reduce the number of ships. A higher token cost will reduce the number of ships and making carriers be an unreasonably high value (>400) will prevent the carrier swarms of ~50 ships.
Hope this helps