[SCRIPT] Xenotype: Xenon prototype project v 1.2 [UPDATED 12/25/05]

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acrh2
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[SCRIPT] Xenotype: Xenon prototype project v 1.2 [UPDATED 12/25/05]

Post by acrh2 » Tue, 20. Dec 05, 05:45

XENOTYPE: Xenon prototype project v 1.2
An X3: Reunion script by acrh2.

http://www.public.iastate.edu/~pvp/file ... pe_v12.zip

PURPOSE: To add bosses to X-Universe, ala RPG style with somewhat random encounters and rewards. To create challenge in combat for experienced players.

Prologue

" While exploring, you detect a faint transmission on Xenon frequencies and you decide to investigate the source. After a short search, you find a small Xenon battlegroup some 50 clicks behind one of the gates. As you engage the battlegroup, you quickly realize that something is out of place. The Xenon ships seem to be unusually fast and agile, and their shields seem to recharge quite a bit faster than usual.
Unprepared for this, you order your wingmen to withdraw. But being outrun and outmanuvered, you are forced to fight. Your only hope is your extensive training and experience...

You lost many good men that day. But their deaths may not have been in vain. When the main Xenon carrier was destroyed, a ship was released from its cargo hold. It looked like an ordinary Split Mamba on the outside, but your engineers quickly determined that it has been heavily modified with the Xenon technology. Its speed and turning have been enhanced, perhaps with the same technology that you saw on that day when you engaged the fateful Xenon battlegroup.

It is not clear what the Xenon were doing there, or why. Perhaps they are experimenting with the existing fighter technology to create a better fighter for their fleet. Or perhaps they were modifying this Mamba for infiltration purposes. Only one thing is clear, they are up to something. You should keep an eye out for these Xenon transmissions,and investigate them when you are better prepared. Who knows what else they may be working on..."


Version history:
1.2 - Corrected smaller number of escorts due to X3 v1.3. Improved escort AI. Added more bosses in universe.

1.1 - Bosses spawn in regular sectors, not unknown sectors (this was done to help player improve race standings). Various tweaks to adjust difficulty to humane levels. Various boss escort fighter ships spawn (instead of only Ls).

1.0 - Original release.


INSTALL:
Unzip the archive into your X3 directory, eg "C:\Program Files\Egosoft\X3 Reunion".
Then load your savegame or start a new game.

UNINSTALL:
Execute Xenotype.Uninstall script, save game, quit to desktop, then delete the script files from "scripts" directory which start with "Xenotype.", and the file "setup.Xenotype". Reload the game.


SMALL SPOILER:
Spoiler
Show
Everything in the script is randomized to a certain degree, so you never know what kind of a prize you are going to get. But the general rule is that the tougher the battle, the better the prize. The script was designed to not unbalance the game too much, so don't expect a Centaur to fly at 300 m/s.
Last edited by acrh2 on Mon, 26. Dec 05, 04:16, edited 8 times in total.
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acrh2
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Post by acrh2 » Tue, 20. Dec 05, 08:43

If the link is down, the university must be doing the daily maintanance (something like 2 - 6am CST). I'm sorry, but currently I have no other way to host it. Please wait till 6am CST (12 GMT).
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Dread
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Post by Dread » Tue, 20. Dec 05, 12:24

Sounds an interesting script, ill have a bash at it later tonight when get home from work.

Wondering when you mention random encounters with 'bosses', is there going to be a good amount of different type of bosses and will you be making them respawnable but only once every blue moon so we dont come across them that much. Would like the idea of still running into one of these bosses every once in a while as a surprise; rather than wipe em all out and script has come to its end.

Also is there a way to make it so you have to do a mission of some sort to attain the prototype instead of just starting with it (if that is what currently happens)

All in all Im looking forward to ttying this out.

acrh2
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Post by acrh2 » Tue, 20. Dec 05, 16:50

Dread wrote:Sounds an interesting script, ill have a bash at it later tonight when get home from work.

Wondering when you mention random encounters with 'bosses', is there going to be a good amount of different type of bosses and will you be making them respawnable but only once every blue moon so we dont come across them that much. Would like the idea of still running into one of these bosses every once in a while as a surprise; rather than wipe em all out and script has come to its end.

Also is there a way to make it so you have to do a mission of some sort to attain the prototype instead of just starting with it (if that is what currently happens)

All in all Im looking forward to ttying this out.
The script does not end.
I chose the way the script starts because I've enjoyed the mission concept to the end, and frankly, I am done with it.
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acrh2
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Post by acrh2 » Thu, 22. Dec 05, 05:36

The script has been updated.
It now spawns more bosses, and in regular sectors instead of Unknown (helps with race standings).
Uninstall procedure added.
Many tweaks to boss groups.
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Simon029
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Post by Simon029 » Thu, 22. Dec 05, 08:35

Sounds good.

But isnt it too hard for someone who just started the game, who only has a small ship.
If nobody kills the spawned Xenon, will they stay in that sector for all time? So when you start a new game and collect some money first, wouldnt there be a lot of sectors with xenon bosses until you build your fleet?

acrh2
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Post by acrh2 » Thu, 22. Dec 05, 08:52

Simon029 wrote:Sounds good.

But isnt it too hard for someone who just started the game, who only has a small ship.
If nobody kills the spawned Xenon, will they stay in that sector for all time? So when you start a new game and collect some money first, wouldnt there be a lot of sectors with xenon bosses until you build your fleet?
If you don't think you can kill a Xenon carrier with escorts, then don't go after them. They should stay there indefinitely. If you do happen to piss one off, you'd better kill it, or it might wreak havoc somewhere you don't want.

If you wait, there will not be more of them. There's a fixed number of them in the universe.
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Post by acrh2 » Thu, 22. Dec 05, 16:14

wrong thread
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acrh2
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Post by acrh2 » Sun, 25. Dec 05, 11:42

Udated with small fixes and enhancements.
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Post by Sandalpocalypse » Sun, 25. Dec 05, 14:16

so they only spawn in known sectors now, never unknown..?

acrh2
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Post by acrh2 » Sun, 25. Dec 05, 20:41

Sandalpocalypse wrote:so they only spawn in known sectors now, never unknown..?
At this time, the boss battle groups are spawned only in Argon/Boron/Paranid/Split/Teladi sectors.

After playing the game the way I usually play (which is moslty micromanaging some fabs and buying and equipping cap ships, while responding to tansport and UT attacks, killing some pirate bases), I've found two bosses in about 3 and a half hours of play. Unfortunately, both times I got a xenotype Falcon, in which I didn't have that much interest and sold it.

So in 1.2, I further increases the number of bosses. I imagine that if a player was actively looking for them by moving from sector to sector, one could be found in just 10 minutes or so. Of course, you are never guaranted to find the maximum difficulty one, and then get the prize ship you want, but there will be some surprizes I'm sure.

The way I meant a player to interact with the script is just playing your regular game, and once in a while, you would come to a sector with a boss, and you would be notified of its presence. Then you can choose to find it and try to get the prize (if you can), or just ignore it for the time being, if you aren't strong enough.

All in all, I'm quite happy with the way this script turned out.
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Post by bob hope » Mon, 26. Dec 05, 05:04

acrh2 one question

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are you not worried about the memory mismatching in your system? 233Mhz memory with gfx card thats running at a guess either 400mhz or 533mhz and a chip thats the same?

just wondering thats all

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Post by acrh2 » Mon, 26. Dec 05, 05:33

bob hope wrote:acrh2 one question

A64 3800+@2.80 GHz, Mushkin 2x1GB @ 233MHz, Abit AN8 SLI
2 x BFG 7800gtx, Mitsu DP 2070SB 22", Dell 2405FPW 24"
X-FI Fatal1ty, Klipsch 5.1 UIltra, Sennheiser HD555
2 x WD Raptor 74 GB Raid0, 160GB storage, Plextor PX-716UF, 24x CDRW, DVD 12x
PCP&C 510W, Antec 430W

are you not worried about the memory mismatching in your system? 233Mhz memory with gfx card thats running at a guess either 400mhz or 533mhz and a chip thats the same?

just wondering thats all
AMD Athlon 64 processors run the system bus asynchronously with the speed of the ram. There's no performance hit from running async. Higher speeds only improve the bandwidth, with the latency being roughly the same with the ram timings I am using.

233 is pretty close to the limit of this particular ram (around 245 from my testing). If I could do 250, I would.
C2Q 6700 @ 3.50 GHz, OCZ 2x2GB @ 400, EVGA Nforce 680 sli,
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acrh2
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Post by acrh2 » Mon, 26. Dec 05, 06:49

Anyone got any good ships yet? :)
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Post by bob hope » Mon, 26. Dec 05, 07:04

its just that you are restricting your motherboard and processor with such low mhz ram im running 400mhz ram on a 4 year old system 266mhz would mean i wouldnt actually be able to play x3 :lol:

i do fix pc`s and try to increase thier stability thats why i asked thats all :D

acrh2
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Post by acrh2 » Mon, 26. Dec 05, 08:20

bob hope wrote:its just that you are restricting your motherboard and processor with such low mhz ram im running 400mhz ram on a 4 year old system 266mhz would mean i wouldnt actually be able to play x3 :lol:

i do fix pc`s and try to increase thier stability thats why i asked thats all :D
I'm sorry, I misunderstood earler.
It's 233Mhz because it's 466MHz effective. The ram is rated as PC-3700.
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Post by Rambam » Tue, 17. Jan 06, 15:57

This is a great script, but I'd recommend not using it at the same time as the Race Response script, as it makes things a bit too easy.

The last few times I've come across Xenon bosses, they were already being attacked by rapid response M6s. I'm also running the Salvage Network script - I finally got round to deploying a satellite network, and it found over a dozen unclaimed Xenon Prototype M3s and corvettes. I was delighted at first, but then I decided to just claim a couple of them - any more seemed too much like cheating!

Puruco
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Post by Puruco » Mon, 6. Feb 06, 20:45

Hi Arch2: How can I modifie the mamba that I get? and How are the encounters with the bosses? Do they heil me in other words how I know that that one is a boss encounter and not is a regular xenon patroling ship?

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Post by Puruco » Fri, 17. Feb 06, 15:33

Hi again Arch2: The mamba that appears the first time can not see in the sector windows, but it appears in the property window. Do you know why?

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SirMathew
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Post by SirMathew » Thu, 23. Mar 06, 22:08

interresting script!!!

I will try it tomorrow ...

Can you tell us what modified ships you get as prize and in wich area they are modified (speed,steering,shield power,energy power) and will you get only m3 or also bigger ships?
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