[script] Improved Xenon v0.95: Updated June 17, 2008

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
X2-Eliah
Posts: 4369
Joined: Thu, 12. Oct 06, 16:30
x4

Post by X2-Eliah » Mon, 26. May 08, 16:51

Setting of script. The start difficulties do not actually matter in any aspect in game, save for your starting ship and rep.

SevenKiller
Posts: 767
Joined: Tue, 27. Apr 04, 22:00
x3tc

Post by SevenKiller » Tue, 27. May 08, 01:44

EDIT: Its ok sorted it now.

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Tue, 27. May 08, 09:45

@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 :)

zazie
Posts: 3702
Joined: Mon, 7. Mar 05, 14:55
x4

Post by zazie » Tue, 27. May 08, 12:04

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: .
Benutzer in diesem Forum: Keine

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Wed, 28. May 08, 04:32

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 :)

zazie
Posts: 3702
Joined: Mon, 7. Mar 05, 14:55
x4

Post by zazie » Wed, 28. May 08, 09:46

It does :). Thanks for explanation. I will think now about the settings I might fight against; sweet nightmares :D

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Thu, 29. May 08, 03:32

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 :)

User avatar
Tenlar Scarflame
Posts: 3359
Joined: Mon, 30. May 05, 04:51
xr

Post by Tenlar Scarflame » Thu, 29. May 08, 04:24

looks good, can't wait to try it! :D
My music - Von Neumann's Children - Lasers and Tactics

I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.

User avatar
narn
Posts: 218
Joined: Sun, 9. Apr 06, 21:07
x3

Post by narn » Mon, 2. Jun 08, 20:38

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.

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Tue, 3. Jun 08, 03:28

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 :)

User avatar
mrmaigo
Posts: 46
Joined: Sat, 10. Jun 06, 11:35

Post by mrmaigo » Wed, 4. Jun 08, 18:42

Great plugin, haven't had a chance to run .9 but keep up the great work

User avatar
ezra-r
Posts: 3420
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r » Fri, 6. Jun 08, 03:51

very nice script im giving it a try and Im liking it

Iasthai
Posts: 15
Joined: Sat, 17. May 08, 18:22

Post by Iasthai » Sat, 7. Jun 08, 18:11

I just updated and something weird is happening, the xenon seem to have stopped building capital ships but are building insane amounts of fighters (mostly XL and L but with some M's) they dont seem to be invading anymore either, any suggestions? :)

Eandir
Posts: 173
Joined: Wed, 27. Jun 07, 02:10
x3tc

Post by Eandir » Sat, 7. Jun 08, 18:12

How do you change difficulty, and how do you choose the optional stuff? Sorry I am kind of a newbie when it comes to scripts. I used the plugin installer, and it seems to be working. I would just like to change the difficulty.

User avatar
mrmaigo
Posts: 46
Joined: Sat, 10. Jun 06, 11:35

Post by mrmaigo » Sat, 7. Jun 08, 19:49

It's in the artificial life settings under game play or game options or whatever it's called

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Mon, 9. Jun 08, 05:24

@Iasthai

Hmmm...if your seeing them build the ships then you must have a presence in the sector. They will not invade another sector until their home sector is secure and no enemy ships/stations are in it. Perhaps this is the problem? I will look into it on my system, but I know invasions were happening in my last test run or I would not have released it :D . There is also a possibility that an underflow problem happening in the token list...what difficulty are you on?

As for the overabundance of L/LX ships this is because the built ships are based upon the ratio of ships in the current Xenon sector. I think I should make a change so all types are evenly chosen though, this will provide alot more variety (but increase the startup time a bit).

User avatar
narn
Posts: 218
Joined: Sun, 9. Apr 06, 21:07
x3

Post by narn » Mon, 9. Jun 08, 23:12

Thanks for your response, It was very helpful. I haven't noticed any problems with it I think it could use some more big ships as well. Otherwise fantastic script!

User avatar
ezra-r
Posts: 3420
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r » Mon, 16. Jun 08, 01:47

In the AL Menu I see a Xenon - Core option, when I enable it it takes a while to activate it, what is it?

User avatar
mrmaigo
Posts: 46
Joined: Sat, 10. Jun 06, 11:35

Post by mrmaigo » Mon, 16. Jun 08, 02:27

That would be the the one switch, the power button if you will

User avatar
Sesk
Posts: 441
Joined: Fri, 17. Nov 06, 21:09
x4

Post by Sesk » Mon, 16. Jun 08, 07:27

How many sectors: I was wondering, after a while with this script enabled (running XTM+XI), after noticing that Xenon had already eaten some sectors, how many more sectors would they take? Is there a radius of x jumps from Xenon ### sectors that they will capture ?

Capships: And running at Insane difficulty, I didn't notice many capships, but mostly fighters, whats up with that (there where 2 M6s for each 40 M5), I mean they don't stand a chance against my capship.

On a side note, the Xenon station in 18Bil ended up at -56km/-8km/-86km, what happened there ?

Post Reply

Return to “X³: Reunion - Scripts and Modding”