[ALPLUGIN] Xenon Migration V1.40 : Update 09/01/2007

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

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

How do you find this script ?

5. Excelant
87
63%
4. Good
28
20%
3. Ok
13
9%
2. Poor
0
No votes
1. Terrible
2
1%
Not my thing
9
6%
 
Total votes: 139

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22253
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Wed, 10. Jan 07, 13:06

i have an update ready, ftp://cycrow.allsoftstudios.com/XenonMi ... 1.2007.spk

having trouble uploading it to my main server, so it'll be put on there on thursday when i can sort it out

goulchewer
Posts: 6
Joined: Tue, 26. Jul 05, 01:10
x2

Post by goulchewer » Wed, 10. Jan 07, 14:32

Nice work!!! :D

Mind_Mage
Posts: 70
Joined: Tue, 19. Dec 06, 18:48

Post by Mind_Mage » Sat, 13. Jan 07, 14:59

I can't seem to download the updated version... can anyone help?
I really want the mod, but don't like the prospect of invulnerable enemies spawning...

User avatar
Mandrak
Posts: 166
Joined: Fri, 15. Dec 06, 12:10
x3

Post by Mandrak » Sat, 13. Jan 07, 19:24

Mind_Mage wrote:I can't seem to download the updated version... can anyone help?
I really want the mod, but don't like the prospect of invulnerable enemies spawning...
Dont worry, they got bugged only in Xenon Sector's (534 and 596 in my case :P)
Xenon's you encounter wile "traveling" are dying as supposed to :P

And im confirming problem with hosting site (again) ... doh :)
Never take life too seriously. Nobody gets out alive anyway.

strude
Posts: 1471
Joined: Wed, 3. Aug 05, 08:15
x4

Post by strude » Mon, 15. Jan 07, 05:53

I had an indestructible xenon N in Family Z'rt. Disabled the script and left the sector to do other things. Have updated to the 1.40 version now and re enabled, and I assume that will remove it . It's not there now, but I don't know if it's still around somewhere.

Poundra
Posts: 4
Joined: Mon, 24. Nov 03, 01:35
x3

Post by Poundra » Sat, 20. Jan 07, 08:30

i have an update ready, ftp://cycrow.allsoftstudios.com/XenonMi ... 1.2007.spk

I think this link is broken.
Does anyone a have a copy of this version I can download?

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22253
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Sat, 20. Jan 07, 20:42

it will be on my main server too soon, and the main page will be updated. This should be done by tonite

Exploding_pants
Posts: 3
Joined: Fri, 8. Dec 06, 21:47

Post by Exploding_pants » Sun, 21. Jan 07, 21:01

I don't know if it was the script or X3 itself but omicron lyr and nyana hideout have been completely wiped offf the map. I hit extreme one night and have since disabled it. suffice to say the group consisted of a carrier and 20+ other ships. I don't mind now, cause now i have two empty sectors to build in.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22253
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Wed, 24. Jan 07, 12:54

ok, the update is available from my main site now, first page has been updated

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

Post by narn » Wed, 14. Feb 07, 19:31

I just wanted to thank you again for making this script, I modified it so the invasions happen every 60 seconds on extreme mode and the entire right quadrant of the universe is almost completely Xenon, LOL. Also with a few other scripts that I have moded for more invasions the core sectors and original universe is under constant attack from Kha'ak and Xenon. Im fighting for my life, and the universe is slowly being conquered. It’s perfect.

Just one question, when are you going to release your Kha'ak script so I can add that for ultimate destruction and a real challenge?

User avatar
Flybye
Posts: 1400
Joined: Fri, 9. Feb 07, 04:46
x3tc

Post by Flybye » Fri, 16. Mar 07, 01:38

Is there only a specific area the Xenon tend to travel through?

I play close to 4-5hrs a day, I installed the script about 3 days ago, and I have not seen any Xenon in ANY of the Paranid sectors. I have the difficulty set to medium.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22253
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Fri, 16. Mar 07, 02:13

paranid sectors are unlikly to have xenon, as theres no xenon sectors close to paranid space.

its xenon migration, as in they migrate from one xenon sector to another. To they will only be on a path between 2 xenon sectors

User avatar
Flybye
Posts: 1400
Joined: Fri, 9. Feb 07, 04:46
x3tc

Post by Flybye » Fri, 16. Mar 07, 02:31

Ahh ok.

I'll look forward to your Kha'ak invasion script ;)

esse
Posts: 39
Joined: Sun, 4. Mar 07, 10:36
x3

Post by esse » Mon, 19. Mar 07, 23:10

EDIT:
Never mind what this used to say. It just took a bit of searching, I've found the buggers.

Man, 3 Xenon LXs, 2 Xenon Ls and 4 Xenon Ms is a tough go for my lonely Nova...
Last edited by esse on Mon, 19. Mar 07, 23:23, edited 1 time in total.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22253
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Mon, 19. Mar 07, 23:14

what level did u set the scirpt too ?

also, how long did u wait, it will take awhile before ships start to appear. and when they do, it will take them time to fly out of the xenon sectors. So u might just need to give it more time

esse
Posts: 39
Joined: Sun, 4. Mar 07, 10:36
x3

Post by esse » Mon, 19. Mar 07, 23:24

Cycrow wrote:what level did u set the scirpt too ?

also, how long did u wait, it will take awhile before ships start to appear. and when they do, it will take them time to fly out of the xenon sectors. So u might just need to give it more time
Hi Cycrow. Yeah, I edited my last post: I've set the script to medium, and found some baddies in Black Hole Sun. Thanks...cool script!

User avatar
Flybye
Posts: 1400
Joined: Fri, 9. Feb 07, 04:46
x3tc

Post by Flybye » Mon, 19. Mar 07, 23:42

OMG...I don't know what parameters your script uses (fighter rank, etc), but when these Xenon come and play, they stay!! They don't just simply move from one sector to another. Them seem to circle around an entire sector before leaving...assuming they even leave.

One example was in Treasure Chest. I bought 5 Mercuries at Omicron, and sent them to get their jumpdrives. They got destroyed at Treasure Chest. I didn't have a sat there, so after about 10 or 15 minutes, I finally flew over there to see if there were any pirates. To my surprise, there was a K, LXs, Ls, Ms, a few Ps...I was like WOW. They were hovering (not dead just simply moving around that area) between the West and North gate. I was very surprised because it had been such a long time since my Mercuries were destroyed, I would have expected the area to be clean.

Well....my Ody made sure the area became clean :mrgreen:

User avatar
Flybye
Posts: 1400
Joined: Fri, 9. Feb 07, 04:46
x3tc

Post by Flybye » Tue, 20. Mar 07, 20:43

Alright. I think I've found the best way to categorize this. :)

Easy: Better make sure your M3 is fully stacked to finish the job.
Medium: Your M7 will last.... a few minutes. But at least you'll take down about 20 of them before it's time to use your jumpdrive.
Hard: It's time to call in the big guns.
X-Treme: Make an alliance with the Kha'ak.

RaGodofTehSun
Posts: 417
Joined: Thu, 23. Dec 04, 03:02
x3

Post by RaGodofTehSun » Tue, 20. Mar 07, 21:24

lol at Flybyes' description :D

but yes, lots of fun, though could i ask, where is the code that sets the time intravel? i would like to speed it up so that they can do some REAL damage to the AI races lol

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22253
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow » Tue, 20. Mar 07, 22:07

its in the main AL script that calls the plugin.

the time is alreayd pretty low, but as there are a few sectors, they get spread out abit.

i wouldn't increase the time too much however, as it will cause the script to coninuiesly create ships, which will play havoc with your frame rate

Return to “X³: Reunion - Scripts and Modding”