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    Thread: Xenon Project [WiP]

    1. #1
      Scripter Zurechial's Avatar
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      Default Xenon Project [WiP]

      (Split from Ideas thread)
      ---///---///---Xenon project---\\---\\---:
      [AL Plugin]

      Work in progress

      The manual for X3 states that the Xenon are gaining more of their own self-awareness and sentience, hinting at a change in behaviour.
      This, along with my obsession with the Xenon, inspired me to give the Xenon more life and more interesting behaviour.

      ---///---///Concept:
      -Xenon begin building actual, functional stations in their own sectors, beginning with Xenon shipyards and warehouses (Trading stations), then stations supplying basic resources (ECells, silicon wafers, Microchips, Computer components) to initiate the Xenon mini-economy.
      -Once Xenon sectors have been saturated with stations (5 or more, to a max of 15), they send out raiding parties from their sectors to adjacent sectors.
      -Raiding parties vary in size from [5 Ns] to [1 J, 1 K, 1 O, 5 Ls, 10 Ms, 15 Ns].
      -Raiding parties attempt to clear space near whichever gate they came through (ie; destroy stations and enemy ships), then build new stations from the next tech-level (ie; low-level weapons such as IREs and Mosquitoes) in the empty space.
      -A contingent of Xenon ships from the raid will stay with the station to protect against retaliation from the race in control of that sector.
      -A retaliatory strikeforce will be sent to destroy the Xenon invasion, by the victim-race.
      -Xenon will keep attacking stations and ships in that sector if not halted, clearing more space and building more stations until there are no original stations left in the sector, at which point ownership of the sector will change to the Xenon race.
      -Limitations will be in place, preventing Xenon from expanding too far. The distance (in sectors) that the Xenon are allowed to spread will be an option in the AL menu.
      Not decided:
      -Eventually, Xenon may establish trading with the Split (as hinted at in gametext) and possibly the pirates also.

      ---///---///Mechanics:
      -Plugin will be enabled/disabled in the AL menu.
      -Plugin will place some medium-to-high yield asteroids of both Ore and Silicon in Xenon sectors to allow them to build mines to fuel their economy.
      -Plugin will check to see if the Xtended mod is enabled on current game, and if so, make use of Xtended-specific ships (which can\'t be mentioned right now).
      -Plugin will imitate the game\'s method of creating virtual economic demand, by \'using up\' (read: removing) units of resources from stations, to fuel the Xenon mini-economy.
      -Size of retaliatory strike from victim-race should be based on size of Xenon contingent guarding the station, and will be modified by random number (add or remove some ships) to increase the element of chance and allow equal odds of the Xenon surviving or being eliminated.


      ---///---///Potential pitfalls:
      --Would letting the Xenon progress to a state where they can trade and communicate with other races (Split and Pirate, initially, others in time) be too much of a diversion from standard game mechanics? Does it fit with the description of the change in Xenon behaviour given by the game and the manual?
      --GOD might not work well with the Xenon building stations.
      --Needs to be balanced such that Xenon don\'t simply take over the Universe and ruin the game.
      --Will involve a lot of complex scripts, optimisation for performance is a priority.
      --Must account for XI missions. Should Xenon from this plugin be allowed in-sector during an XI, and potentially add to the difficulty and reward of said XI?

      ---///---///------///---///------///---///---

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    2. #2
      TXU Ultra Hero DarkWrath's Avatar
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      Default Re: Xenon Project [WiP]

      It looks good. I am not a scripting expert but if you would need any help I am more than happy to help you , as the Xenon were in vannila game way too limited.
      Also , I think they were having an agreement with the Split , not the Paranid. I will check it out again. Sory if I am wrong!

      "Cargo bay now contains: Sector : Home of Light" - Ship Verbose Computer
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    3. #3
      Scripter Zurechial's Avatar
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      Default Re: Xenon Project [WiP]

      Thanks ;D

      Hmm, you might be right. I can\'t remember if it was the Split or Paranid they had an agreement with, I\'ll have to check that out. Thanks for pointing it out and for commenting ;D

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    4. #4
      TXU Sr. Member Noobtastic's Avatar
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      Default Re: Xenon Project [WiP]

      As I said on the other thread, make the scripts influence in XI\'s optional and disabled by default. We must be kind to new-players.

      As for game mechanics, I don\'t see anything wrong with a sentient Xenon race. Of course, they cannot be near human level. Also, if you give them stations; please don\'t use the standard race stations. That would simply be too off. I also dont think they can ever be friends with the Argon, because they are the descendents of their creators, whom the Xenon will never ally with and always fight. Since the player is Argon (mostly), they should never become friendly with the player in those circumstances.

      Also, if a person was not running LV\'s Race Response Fleets the said sectors would come under Xenon dominion and it would never lift unless the player intervenes and sets up a fortified outpost. So Race Response Fleets would need to be a must, which brings in performance. If you want a little hand in the battle and you have 2 caps on the Xenon side and 25 caps on your side, which makes fps drop like an elephant falling through the clouds and un-balances the script. So you would need to either, 1: edit the race Response script or 2: allow all the sectors in range fall within 2 game days. Also, with all the extra caps and fighters running around, they will also decrease performance. So you would need to optimize thatsomehow.

      I will stop rambling now, and let you respond before I continue on anything.

      I am not your average, everyday noob.
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    5. #5
      TXU Ultra Hero DarkWrath's Avatar
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      Default Re: Xenon Project [WiP]

      Quote Originally Posted by Zurechial
      Thanks ;D

      Hmm, you might be right. I can\'t remember if it was the Split or Paranid they had an agreement with, I\'ll have to check that out. Thanks for pointing it out and for commenting ;D
      You are welcomed Zurechial. I had checked , it was the Split that after a long war come to a cease-fire with the Xenon. But dont worry , I didnt remembered either
      Also Zurechial , I think we already have a new member that had offered to help in station modeling. If you will need the help , I will be here too. It is a interesting script , and it adds a bit of life to the X-verse , so I would be glad to help you. Keep your good work!

      "Cargo bay now contains: Sector : Home of Light" - Ship Verbose Computer
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    6. #6
      Scripter Zurechial's Avatar
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      Default Re: Xenon Project [WiP]

      As I said on the other thread, make the scripts influence in XI\'s optional and disabled by default. We must be kind to new-players.
      Agreed

      As for game mechanics, I don\'t see anything wrong with a sentient Xenon race. Of course, they cannot be near human level. Also, if you give them stations; please don\'t use the standard race stations. That would simply be too off.
      Modelling and adding new stations specific to the Xenon is beyond the scope of this plugin, I\'m afraid.
      That would require a mod, and it\'s not something that would be high on the Xtended priority list at all.

      I also dont think they can ever be friends with the Argon, because they are the descendents of their creators, whom the Xenon will never ally with and always fight.
      Agreed - It was the Argon who the Xenon originally saw as a threat, and the Argon who bore the brunt of the Xenon attack. Even if the Xenon no longer saw the Argon as a threat, the Argon would never engage in friendly communications with them.

      if a person was not running LV\'s Race Response Fleets the said sectors would come under Xenon dominion and it would never lift unless the player intervenes and sets up a fortified outpost. So Race Response Fleets would need to be a must, which brings in performance.
      I had already considered this, but I don\'t like having to rely on someone else\'s scripts to keep my own plugin functional. Instead, I\'ll script the victim-race to strike back at the Xenon and attempt to destroy the new stations. The contingent of Xenon ships remaining behind to protect the station will probably consist of 1 P and escorts at least, and possibly a J or K if the value of the station warrants it, as decided in the code.
      Thus, the victim-race will only send a similar group of ships in retaliation (with a random-number deciding if the retaliatory strike is bigger or smaller than the Xenon defenders, to allow for an element of chance) and the performance hit won\'t be huge.


      Thanks for the feedback Noobtastic, it\'s very useful and I appreciate it ;D

      You are welcomed Zurechial. I had checked , it was the Split that after a long war come to a cease-fire with the Xenon. But dont worry , I didnt remembered either ;D
      Also Zurechial , I think we already have a new member that had offered to help in station modeling. If you will need the help , I will be here too. It is a interesting script , and it adds a bit of life to the X-verse , so I would be glad to help you. Keep your good work!
      Thanks for clarifying it, DarkWrath, I\'ll correct my original post
      I probably won\'t go as far as to include new stations with this plugin, it\'d just be too much work

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    7. #7
      TXU Full Member Spatch's Avatar
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      Default Re: Xenon Project [WiP]

      Given the nature of the Xenon... not fully self aware, but extremely motivated, it seems like they\'d build stations more for the purpose of fueling stronger attacks against other sectors. Could be used to create an interesting persistance to the XI missions- add Invade Xenon missions to them where you join a fleet trying to take down a Xenon weapons complex (or ship assembly), and if you fail or decline (failure occuring if no ships with the firepower to raze a complex survive... bringing your own would help immensely), later XI missions would be that much more difficult as the Xenon would be far more unchallenged.

      Ah, scratch this. Missed the very first part where you want to take the Xenon to a state closer to sentience. D\'oh.

      You've got to admire a society that can make more cheese, cheaper, by convincing people that it's supposed to have holes. - AdmBito
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    8. #8
      TXU New Member EvO's Avatar
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      Default Re: Xenon Project [WiP]

      nice script zurechial but may i ask when will the script be launched cuz from i have read u will have a lot to work

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    9. #9
      Scripter Zurechial's Avatar
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      Default Re: Xenon Project [WiP]

      I\'m going to go with the \'Duke Nukem Forever\' motto of
      \"It\'ll be done when it\'s done.\"

      There\'s a lot of work involved and scripting isn\'t my only pursuit, particularly now that I\'m doing some model-work for Xtended also.

      Thanks for your interest.

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    10. #10
      TXU Full Member Antagonist's Avatar
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      Default Re: Xenon Project [WiP]

      Quote Originally Posted by Zurechial
      \"It\'ll be done when it\'s done.\"
      Thus, never ;D

      Or do you really believe DNF will ever be released?

      btw I like that idea, it\'s a pity you can\'t add stations there...but if you ever get the opportunity to really mod it into the game, I\'d like to see xenon gaining sentience slowly, so only one sector of xenon gains it, and then they get more open-minded with traderoutes through their systems till they actively take part in trading...and then, they ask you to escort one of their ships into another X sector, where the xenon are still hostile, to try and upload a sentience \"virus\"...another sector gained to the Xenon Empire (lol)

      The six P's: Proper Planning Prevents Piss Poor Performance
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