[REQuest] Increasing Xenon/Khaak Threats Over Time mod

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kuertee
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[REQuest] Increasing Xenon/Khaak Threats Over Time mod

Post by kuertee » Fri, 8. Apr 22, 16:41

The AI brain of the Xenon and the hive mind of the Khaak learns from past experiences - increasing their capabilities over time.
  1. every hour increase, by a certain percentage, ship capabilities of either all existing ships and/or only newly built ships with <add_equipment_mods>. a combination of ship mods may be required to get the correct bonus: e.g. 13% range increase may require a +10% and 3 x +1%. do ship mods stack? if not, a rounded percentage should be sufficient. e.g. 5%, 10%, 15%, etc.
  2. optional to add interactivity with the system: destruction of a station decreases their bonus capabilities a certain percentage
  3. required: ensure these bonus ship mods do not appear in the UI to prevent player-use
  4. optional: add configurable hour of when this "learning" start.
  5. optional: add configurable max bonus
  6. optional: add separate rates of bonuses to hull points, weapon range, speed, etc.
  7. optional: dedicate a station to a ship system. destruction will set back the bonus for that system, or reset it to 0.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

DeadAirRT
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Re: [REQuest] Increasing Xenon/Khaak Threats Over Time mod

Post by DeadAirRT » Sat, 9. Apr 22, 16:27

I can work on this in my spare time after I finish my ship mods.

kuertee
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Re: [REQuest] Increasing Xenon/Khaak Threats Over Time mod

Post by kuertee » Sat, 9. Apr 22, 17:16

Nice. Thanks, DeadAir!
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Orageon
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Re: [REQuest] Increasing Xenon/Khaak Threats Over Time mod

Post by Orageon » Wed, 20. Apr 22, 16:10

Loving this idea. Also the fact that you can "keep them in check" by investing in regular offense and hindering their development.
Can be, lore-wise, that some of its intelligence accumulated is stored in some stations and so destroying a defense station will make it lose some of this data.

I would love it if we could even go further and split the Xenon into several factions (2 or 3) that have slight difference in their aggression tactics or flight AI, but I understand this is a bigger undertaking.

As for Kha'ak, in a similar way, new "nests" should appear after some time in very mined areas / sectors. the new nests allow for the spawn of queens and queen guards, which should not spawn before that point. Destroying a nest will stop the kha'ak spawn in the sector altogether for a while (or indefinitely, could be an option). If a nest is left to prosper, the spawned kha'ak will be tougher and tougher as described in OP.
This would not affect the main hives that are found in vanilla locations.
"At the end of the game, pawns and kings alike end up in the same box."
--
X4 - Pep Talk - Motivate your crew to boost their morale

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scrab21
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Re: [REQuest] Increasing Xenon/Khaak Threats Over Time mod

Post by scrab21 » Tue, 21. Jun 22, 21:58

kuertee wrote:
Fri, 8. Apr 22, 16:41
The AI brain of the Xenon and the hive mind of the Khaak learns from past experiences - increasing their capabilities over time.
  1. every hour increase, by a certain percentage, ship capabilities of either all existing ships and/or only newly built ships with <add_equipment_mods>. a combination of ship mods may be required to get the correct bonus: e.g. 13% range increase may require a +10% and 3 x +1%. do ship mods stack? if not, a rounded percentage should be sufficient. e.g. 5%, 10%, 15%, etc.
  2. optional to add interactivity with the system: destruction of a station decreases their bonus capabilities a certain percentage
  3. required: ensure these bonus ship mods do not appear in the UI to prevent player-use
  4. optional: add configurable hour of when this "learning" start.
  5. optional: add configurable max bonus
  6. optional: add separate rates of bonuses to hull points, weapon range, speed, etc.
  7. optional: dedicate a station to a ship system. destruction will set back the bonus for that system, or reset it to 0.
amazing idea or a xenon aggresive custom start, xenon is very boring and very peaceful :gruebel:

roy35150
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Joined: Fri, 25. Sep 15, 13:22
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Re: [REQuest] Increasing Xenon/Khaak Threats Over Time mod

Post by roy35150 » Tue, 21. Jun 22, 22:05

Great idea...

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