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Posted: Fri, 2. May 08, 10:26
by 7ate9tin11s
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 :lol:
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.

Posted: Fri, 2. May 08, 13:09
by X2-Eliah
Sector names do not change.
Atleast in my game they do not.

Posted: Sun, 18. May 08, 22:34
by narn
Hey I hope you get the ball rolling on fixing the overflow problem on this script because I'm literally unwilling to play until I can get the updated version of this in my game. Please hurry!! lol

Posted: Mon, 19. May 08, 04:45
by 7ate9tin11s
Work has finally calmed down so I will being playing with X over the next few days and should have version 1.0 out by early next week. Besides the obvious problems with too many Xenon being created are there any other requests/problems that should be addressed?

Posted: Mon, 19. May 08, 14:06
by X2-Eliah
Hmm... How are the stations built? Do they convert ships, or is it just spawned in?

Posted: Tue, 20. May 08, 07:54
by 7ate9tin11s
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 :) .

Posted: Tue, 20. May 08, 08:55
by Sandalpocalypse
Have a J turn into a station. 8)

Posted: Sun, 25. May 08, 00:55
by Locksley
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 :roll: 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!

Posted: Mon, 26. May 08, 05:13
by 7ate9tin11s
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 :o . 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

Posted: Mon, 26. May 08, 13:17
by zazie
7ate9tin11s wrote:the stations are just spawned after the sector has been clear for a time (depending on difficulty).
As I can't find a hint in the opening post: depending on the difficulty-level of your game start ?? Or is this a setting of your script ?

Posted: Mon, 26. May 08, 16:51
by X2-Eliah
Setting of script. The start difficulties do not actually matter in any aspect in game, save for your starting ship and rep.

Posted: Tue, 27. May 08, 01:44
by SevenKiller
EDIT: Its ok sorted it now.

Posted: Tue, 27. May 08, 09:45
by 7ate9tin11s
@Sevenkiller

...seeing edits like that make me wonder what I missed while asleep... :lol:
Then again, usually people post while I am asleep due to time zone differences :P

@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
You will also need the token/time chart:

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)
Hope that helps everyone :)

Posted: Tue, 27. May 08, 12:04
by zazie
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 :oops: .

Posted: Wed, 28. May 08, 04:32
by 7ate9tin11s
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 :)

Posted: Wed, 28. May 08, 09:46
by zazie
It does :). Thanks for explanation. I will think now about the settings I might fight against; sweet nightmares :D

Posted: Thu, 29. May 08, 03:32
by 7ate9tin11s
Version 0.9 Released!
Please see the first post for downloads and changes. They should be more balanced now, but I am always open to changing the difficulty settings if anyone has suggestions :)

Posted: Thu, 29. May 08, 04:24
by Tenlar Scarflame
looks good, can't wait to try it! :D

Posted: Mon, 2. Jun 08, 20:38
by narn
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.

Posted: Tue, 3. Jun 08, 03:28
by 7ate9tin11s
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 :)