[AL Plugin][SCRIPT] Xenon Shipyard 1.01
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[AL Plugin][SCRIPT] Xenon Shipyard 1.01
Many of us who have played X2 know about sector X472, and the spawns from it's shipyard. Unfortunately, X3 removed this joy to the Universe.
Here, then, is an Artificial Life Plugin, Xenon Shipyard.
It creates a Xenon Shipyard, in sector X472. It is situated far enough back from the gates to prevent a traffic jam.
The reason for this plugin, was made possible by a user of another of my scripts, Yaki Stations. This script created a Yaki EQ Dock and Shipyard in a Yaki sector.
The user discovered, that the Yaki would spawn, by preference, at this shipyard. This means any of the Yaki Patrols, that you normally see away from Yaki sectors, would, if destroyed, respawn at the shipyard, then move to their patrol sectors.
This creates an interesting effect of the Paranid trying to kill them in the process.
Turns out, like the Yaki, the Xenon will, by preference, spawn at a Xenon Shipyard. And thus the plugin was born.
The AL is cyclic in nature. If the AL is turned on, it will spawn the Shipyard. If, while the AL is on, that Shipyard is destroyed, the plugin will eventually respawn a new one.
The side effect of this, is that any Xenon, in any Xenon sector (or even a patrol) that is destroyed (Stations not included), will respawn at the Shipyard, and attempt to head to their Home sector. This, though, only applies to Xenon defined in the Jobs.txt config, and not any scripted ship, like in Race Invasion, Xenon Migration, etc.
This, as those who played X2 know, can wreak havok with the sectors in between X472 and their destination. Especially, if it is a Cap ship that is heading Home.
This AL is provided in Cycrow Script Installer format (.spk)
Xenon Shipyard
Mirror at:
[ external image ]
Here, then, is an Artificial Life Plugin, Xenon Shipyard.
It creates a Xenon Shipyard, in sector X472. It is situated far enough back from the gates to prevent a traffic jam.
The reason for this plugin, was made possible by a user of another of my scripts, Yaki Stations. This script created a Yaki EQ Dock and Shipyard in a Yaki sector.
The user discovered, that the Yaki would spawn, by preference, at this shipyard. This means any of the Yaki Patrols, that you normally see away from Yaki sectors, would, if destroyed, respawn at the shipyard, then move to their patrol sectors.
This creates an interesting effect of the Paranid trying to kill them in the process.
Turns out, like the Yaki, the Xenon will, by preference, spawn at a Xenon Shipyard. And thus the plugin was born.
The AL is cyclic in nature. If the AL is turned on, it will spawn the Shipyard. If, while the AL is on, that Shipyard is destroyed, the plugin will eventually respawn a new one.
The side effect of this, is that any Xenon, in any Xenon sector (or even a patrol) that is destroyed (Stations not included), will respawn at the Shipyard, and attempt to head to their Home sector. This, though, only applies to Xenon defined in the Jobs.txt config, and not any scripted ship, like in Race Invasion, Xenon Migration, etc.
This, as those who played X2 know, can wreak havok with the sectors in between X472 and their destination. Especially, if it is a Cap ship that is heading Home.
This AL is provided in Cycrow Script Installer format (.spk)
Xenon Shipyard
Mirror at:
[ external image ]
Last edited by Jakesnake5 on Mon, 16. Jun 14, 04:43, edited 6 times in total.
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Minor change. Nothing big.
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- Profitgeier
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Site is down
Sounds great.. already missed the Shipyard.
-> Site is back online... got it now. THX!
greetings
Profitgeier
Sounds great.. already missed the Shipyard.
-> Site is back online... got it now. THX!
greetings
Profitgeier
Last edited by Profitgeier on Wed, 13. Dec 06, 22:34, edited 1 time in total.
And the people shall deliver the wicked under your divine judgement.
Where their sins will be weighed in balance with all that is just and true.
-Hallowed are the Ori-
***modified*** und stolz drauf!
Where their sins will be weighed in balance with all that is just and true.
-Hallowed are the Ori-
***modified*** und stolz drauf!
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@Profitgeier
Site was ok (could ftp in) but the web server seemed to be hosed.
They got it fixed.
Site was ok (could ftp in) but the web server seemed to be hosed.
They got it fixed.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
i might just do that, after christmas when i get some more free time, i should have Xenon wars finished, then ill translate that for Kha'ak and pirates toofud wrote:I'll give this one a go. This and the Xenon migration could make for a volatile universe.
Now, someone needs to make something similar for the Khaak. Make them spawn into random sectors and start wreaking havoc.
- Profitgeier
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Holy .... never seen anyone who writes that much.Beiträge: 9097 on topic
I am looking forward to an Xenon dominated universe
greetings
Profitgeier
And the people shall deliver the wicked under your divine judgement.
Where their sins will be weighed in balance with all that is just and true.
-Hallowed are the Ori-
***modified*** und stolz drauf!
Where their sins will be weighed in balance with all that is just and true.
-Hallowed are the Ori-
***modified*** und stolz drauf!
Might be interesting to stage a second Xenon invasion.
Every Xenon sector has a shipyard that spawns an endless amount of ships that attack nearby sectors when a large enough invasion fleet has been built.
Once you take out the shipyard respawning in that sector will stop. Naturally once you attack a shipyard reinforcements from other Xenon sectors may jump in to defend it in in varying numbers. (Depending on how many ships other Xenon sectors have to spare in addition to their permanent defenses.)
However a Xenon TL (shouldn't be too difficult to mod using the K and J as reference) may bring in a new shipyard.
When all shipyards have been detroyed you can congratulate yourself for saving the X-universe from the Xenon.
Something like that might be fun to play, but only after you have enough money to buy destroyers on a whim.
Every Xenon sector has a shipyard that spawns an endless amount of ships that attack nearby sectors when a large enough invasion fleet has been built.
Once you take out the shipyard respawning in that sector will stop. Naturally once you attack a shipyard reinforcements from other Xenon sectors may jump in to defend it in in varying numbers. (Depending on how many ships other Xenon sectors have to spare in addition to their permanent defenses.)
However a Xenon TL (shouldn't be too difficult to mod using the K and J as reference) may bring in a new shipyard.
When all shipyards have been detroyed you can congratulate yourself for saving the X-universe from the Xenon.
Something like that might be fun to play, but only after you have enough money to buy destroyers on a whim.
09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
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Maybe so, but that'd be for some, more 'Creative' individual to script. I just do small thing within my ability to mangle.
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
Cycrow wrote:i might just do that, after christmas when i get some more free time, i should have Xenon wars finished, then ill translate that for Kha'ak and pirates toofud wrote:I'll give this one a go. This and the Xenon migration could make for a volatile universe.
Now, someone needs to make something similar for the Khaak. Make them spawn into random sectors and start wreaking havoc.
OOOOOO looks like ill be able to add lotsa ka'ak (Kar) ships to my growing taken over fleets....lets see....
got 5 kark raiders and scouts to play with...just need about 55 more to fill up my distroyer....or was that the carrier i need to fill....
wonders off to continue claimming and overriding poor Kha'ak ship computers for thier demise and take over
Teladi Next Minute Shipping®
Cycrow, how have you gone with Xenon Wars - it sounds really great, I'd love to get stuck into this one!!!Cycrow wrote:i might just do that, after christmas when i get some more free time, i should have Xenon wars finished, then ill translate that for Kha'ak and pirates toofud wrote:I'll give this one a go. This and the Xenon migration could make for a volatile universe.
Now, someone needs to make something similar for the Khaak. Make them spawn into random sectors and start wreaking havoc.
AG.
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Yeah good work used with Migration and XTM
5 P's and 3 Q's came and torn up Thards Abyss.
Slowly expanding their empire....
Question why does the SY have Xenon Ships avaliable to buy? Can you buy them?
Oh and that SY in every Xenon sector could be a map so you start with a Destroyer of your choice use that to take the SY's out with.
5 P's and 3 Q's came and torn up Thards Abyss.
Slowly expanding their empire....
Question why does the SY have Xenon Ships avaliable to buy? Can you buy them?
Oh and that SY in every Xenon sector could be a map so you start with a Destroyer of your choice use that to take the SY's out with.
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Well, it wouldn't be a TRUE shipyard if it didn't have the requisite ships in it's queue, would it?Boris_The_Blade wrote:Question why does the SY have Xenon Ships avaliable to buy? Can you buy them?
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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It should. Unless Xtended does something silly like removing sector 472.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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If you mean the Xenon's, they will respawn, at the SY.
All Xenon's in the X3 Universe are created by the jobs.txt and jobswings.txt files. This means the game engine will eventually respawn them.
The only hitch, is fighters have to go through 'hostile' sectors from the SY to get to their home systems.
I'm not 100% about fighters assigned to cap ships. I'd probably have to write a monitoring script to see if they respawn, or if you need to destroy the cap ship itself to get them to respawn.
I DO know that ships that lose their capship home, will try to destruct at the SY, and a new cap ship will be spawned with its assigned fighters.
All Xenon's in the X3 Universe are created by the jobs.txt and jobswings.txt files. This means the game engine will eventually respawn them.
The only hitch, is fighters have to go through 'hostile' sectors from the SY to get to their home systems.
I'm not 100% about fighters assigned to cap ships. I'd probably have to write a monitoring script to see if they respawn, or if you need to destroy the cap ship itself to get them to respawn.
I DO know that ships that lose their capship home, will try to destruct at the SY, and a new cap ship will be spawned with its assigned fighters.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©