[AL Plugin] Khaak Invasions v1.8 [TC] [AP] [Updated: 29.06.2014]

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Nicoman35
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[AL Plugin] Khaak Invasions v1.8 [TC] [AP] [Updated: 29.06.2014]

Post by Nicoman35 » Sat, 8. Dec 12, 13:25

-----------------------------
Khaak Invasions v1.8
-----------------------------

Another help to remove boredom

Hi there people, I'm presenting you my al plugin Khaak Invasions.

The idea is not from me, but from ttl. Here is his script.

Here, I am taking the opportunity and thank ttl for his idea and inspiration. Thank you.

:idea: Needed resource: Community Plugin Configuration Menu

Currently available languages: English.
Uses some of the ships available in XRM. I it will work either with or without XRM. Only difference when XRM is not installed: weaker Khaak ships.

Features
  • :arrow: From time to time, Khaak invasions will occur in a random sector.
    :arrow: Dependent on your notoriety, you will be requeseted for help by the attacked race.
    :arrow: Option menu in the plugin configuration, where sectors can be blacklisted for invasions.
    :arrow: On higher invasion levels, be prepared for things to get nasty
    :arrow: New gamestart not needed
    :arrow: Will use XRM ships, if XRM is installed
    :arrow: Will take advantage of MARS ships, if MARS is installed
    :arrow: Change Sector Size compatible
The plugin is activated by default, it can be deactivated in the plugin configuration menu.

You are welcome to make proposals and report any bugs you encouter.


[ external image ] Latest version of Khaak Invasions


After downloading, unpack and copy the two folders into the main game directory.


Notes:
1. AP users: report, if something is not working


Version history:

v1.8: 18.05.2013
  • - bugfixes
    - improved performance

v1.6: 18.05.2013
  • - various fixes, mostly regarding playability and bugfixing

v1.4c: 17.12.2012
  • - added automacic blacklist routine for sectors not recomended to be invaded
    - added user friendly update routine

v1.4b: 16.12.2012
  • - 1.4a had some testing code left that would always pick Argon Prime as target. *fixed* (Yes, I'm a muppet.)

v1.4a: 16.12.2012
  • - hotfixed some code

v1.4: 16.12.2012
  • - integrated mod compatibility; many thanks to 7ate9tin11s and DrBullwinkle for their patience and help
    - vastly improved behaviour of attacking Khaak ships (e.g. the ships will use MARS, if installed)
    - integrated long range bombing on stations

v1.3: 12.12.2012
  • - turning off and on Invasions was moved to the option menu
    - an invasion can be forced, as well as the timing between regular invasions
    - fixed a few bugs

v1.2: 8.12.2012
  • - Inical release

Have fun!
Last edited by Nicoman35 on Sun, 29. Jun 14, 12:21, edited 16 times in total.

-XeNoN-
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Post by -XeNoN- » Sat, 8. Dec 12, 14:22

Cool ill test it ^^, i dont have XRM but i do have the XTRA Shippack :P.

Nicoman35
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Post by Nicoman35 » Sat, 8. Dec 12, 14:56

NighTragE wrote:Cool ill test it ^^, i dont have XRM but i do have the XTRA Shippack :P.
I think that should do it also :)

-XeNoN-
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Post by -XeNoN- » Sat, 8. Dec 12, 15:00

Yeey ^^

EDIT: Works fully with AP right?

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DrBullwinkle
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Post by DrBullwinkle » Sat, 8. Dec 12, 21:42

Aside from adding XRM ships, have you made any other changes from ttl's v1.1?

Nicoman35
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Post by Nicoman35 » Sat, 8. Dec 12, 22:35

NighTragE wrote:Yeey ^^
EDIT: Works fully with AP right?
I only got TC, but I there's nothing wierd, it should work with AP too.
DrBullwinkle wrote:Aside from adding XRM ships, have you made any other changes from ttl's v1.1?
- more ships per invasion (depends on the severness level)
- one (or two) meanness on the higher levels (don't ask, find out for yourself ;))
- attack groups reconfigured
- made a level just for you, doc
- the invasions trigger distress calls from respective race
- sector blacklisting
- option to choose attacked races

I think theese are the main differences

-XeNoN-
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Post by -XeNoN- » Sun, 9. Dec 12, 13:21

Didnt experienced any invasions yet, can you tell me what is a timescale for each invasions to occur?

Nicoman35
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Post by Nicoman35 » Mon, 10. Dec 12, 08:26

It can vary. I left this feature untouched.

Code: Select all

$index = random value from zero to 10 - 1
while $index > 0
  dec $index =
  = wait randomly from 0 to 7200000 ms
end
What does that mean?
Well, in the first line, a value x is choosen from 0-9.
Then, the following lines will run x times through the loop, each time a random wait time is choosen from 0 to 7200 seconds.
So you are able to calculate it yourself. It is a time from 0 seconds up to 18 hours (9 x 2h).

I just think of raising the minimum wait time a bit....

-XeNoN-
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Post by -XeNoN- » Mon, 10. Dec 12, 14:20

I tested it with new game and after 2 hrs i recieved the msg for invasion but it was in TErran space xD...

So i turned off Terrans and left the commonwealth. :P

7ate9tin11s
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Post by 7ate9tin11s » Mon, 10. Dec 12, 17:24

Installing to test with IK2 tonight, expect a compatibility report then :D

/Who said there is only species of Kha'ak?
//These sound like wasps, build a nest and keep attacking
///Mine are locust, they come, they eat, they leave, nothing remains but eggs to spawn the next generation

Nicoman35
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Post by Nicoman35 » Mon, 10. Dec 12, 17:53

NighTragE wrote:I tested it with new game and after 2 hrs i recieved the msg for invasion but it was in TErran space xD...

So i turned off Terrans and left the commonwealth. :P
Destroy him, my bugs! :twisted:
(who is as old as me to still know Mission Impossible? :D)


7ate9tin11s wrote:Installing to test with IK2 tonight, expect a compatibility report then :D

/Who said there is only species of Kha'ak?
//These sound like wasps, build a nest and keep attacking
///Mine are locust, they come, they eat, they leave, nothing remains but eggs to spawn the next generation

Cool, I'm curious how you like it and how's compatibility :)

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Post by -XeNoN- » Mon, 10. Dec 12, 22:21

Nicoman35 wrote:
NighTragE wrote:I tested it with new game and after 2 hrs i recieved the msg for invasion but it was in TErran space xD...

So i turned off Terrans and left the commonwealth. :P
Destroy him, my bugs! :twisted:
(who is as old as me to still know Mission Impossible? :D)


Damn just got extremely hard invasion vs 4 destroyers...and tons of fooders, corvetes... :D but... Xenon I does wonders xDDD hahahahahha :D.
PS: YOUR BUGS FAILED! :P

7ate9tin11s
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Post by 7ate9tin11s » Tue, 11. Dec 12, 04:08

Nicoman35 wrote:Cool, I'm curious how you like it and how's compatibility :)
They seem to play well together...pity about the sector both hit at once though. :twisted:

It is well designed, but I find the initial timeout to get an invasion to be way too long. Let's say my altered version is a bit more drastic in causing invasions :roll:

The timing issues and ability to force-start an invasion through the menu are my only suggestions for usability. Now for difficulty...the p2p code is simple to add in, just a quick call to plugin.ik2.p2p.cmd right after a new target is found... :fg:

I think I will leave it in my mess of scripts for now and see how it fairs in my real game, keep up the good work 8)
-7ate9tin11s

Nicoman35
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Post by Nicoman35 » Tue, 11. Dec 12, 17:23

Hey 789! :)
7ate9tin11s wrote:
Nicoman35 wrote:Cool, I'm curious how you like it and how's compatibility :)
They seem to play well together...pity about the sector both hit at once though. :twisted:

It is well designed, but I find the initial timeout to get an invasion to be way too long. Let's say my altered version is a bit more drastic in causing invasions :roll:

The timing issues and ability to force-start an invasion through the menu are my only suggestions for usability. Now for difficulty...the p2p code is simple to add in, just a quick call to plugin.ik2.p2p.cmd right after a new target is found... :fg:
Ok, i will implement an option in the option menu where the real masochists are able to reduce attack intervals as well as time untill first strike.... :D

I think I will leave it in my mess of scripts for now and see how it fairs in my real game, keep up the good work 8)
-7ate9tin11s
Dito, I will install your script too....I think I reached 73 mods running parallel....I just started a new game, and by now, 3 invasions were reported... And I still sit in an M5 with something above 8000c on my account. I am a lousy trader, fighter, builder...and I can't seem to be able of thinking too.
If I stumble into one of the invaded sectors all I can do is to flee as fast as possible.

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Post by -XeNoN- » Wed, 12. Dec 12, 04:18

Nico@

I had a problem with KI1.2 in AP:

M2's,M1 Khaak Queen, M1, M6 and lots of fighters/scouts didnt had any weapons equipped :(, some fix pls?

Invasion occured in Pirate Sector.

Nicoman35
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Post by Nicoman35 » Wed, 12. Dec 12, 22:46

NighTragE wrote: I had a problem with KI1.2 in AP:

M2's,M1 Khaak Queen, M1, M6 and lots of fighters/scouts didnt had any weapons equipped :(, some fix pls?

Invasion occured in Pirate Sector.
I'll have a look into this, thank you for feedback!! I am currently working on 1.3, should be out tomorrow, I can't promise that it will be fixed in 1.3.
cheers

*EDIT*
Just had a few tests, for me all ships are fitted out with everything they need. Could someone with AP scripting knowledge have a look at this script: khaakinvasion.tuneship.xml and tell, if something is wrong for AP?

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DrBullwinkle
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Post by DrBullwinkle » Thu, 13. Dec 12, 00:37

Nicoman35 wrote:Could someone with AP scripting knowledge have a look at this script: khaakinvasion.tuneship.xml and tell, if something is wrong for AP?
Yep. You are using non-standard wares, Nicoman.

Are they XRM wares? Use the vanilla wares if you can. Or else make a separate version for XRM (although that would be maintenance hassle). There should be XRM equivalents for the vanilla wares, right?

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Post by -XeNoN- » Thu, 13. Dec 12, 03:39

Bullwinkle@

I agree on this (make two versions 1 for Xtra/Vanilla AP and other for XRM).

I hope it is fixed in 1.3 =).

Nicoman35
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Post by Nicoman35 » Thu, 13. Dec 12, 09:19

I am working on a vanilla save version. Will be up tooday, maybe tomorow.

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DrBullwinkle
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Post by DrBullwinkle » Thu, 13. Dec 12, 09:24

If you begin the tuning with "add default wares" then all ships should get the basic weapons; vanilla and modded alike.

If you want to add *more* weapons, then you could add mod-specific weapons.

The result would be that your Kha'ak might be "normal" strength in vanilla, but stronger-than-normal in XRM. I would think that would be acceptable to many players, without requiring you to maintain two versions of the script.

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