X3TC Bonus Pack - Script Submission Details

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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shireknight
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Post by shireknight » Tue, 30. Jun 09, 05:35

How about Mavor's Conflicts script? http://forum.egosoft.com/viewtopic.php?t=225928 -I haven't installed it but it claims to change TC into a war game and so it would give TC a whole new lease of life and would effectively give us a whole new TC alongside the original.

Admittedly there are problems with it which is why he abandoned the project but Mavor made it clear that anyone was welcome to pick the script up and debug it and if anyone could do that easily and quickly it has to be the Egosoft development team themselves :)
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BlackRazor
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Post by BlackRazor » Tue, 30. Jun 09, 08:33

Egosoft does not create scripts for the Bonus Pack; all scripts are created, developed and tested by scripters who then submit them to be included in the BP. Considering that the scripter abandoned the script the chances of it being included in a BP are nil unless someone else picks it up and debugs it. Even then it would have to pass a check to make sure it doesn't unbalance the game.
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Post by eladan » Tue, 30. Jun 09, 14:08

Additionally, keep in mind that scripts are chosen for what they add to the game. Scripts that fundamentally change the mechanics of the game are highly unlikely to be considered, since if the devs wanted radical changes like that, they would have made the game that way originally.

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Post by Chris0132 » Thu, 9. Jul 09, 13:49

Any major addition is going to change mechanics of the game simply because it adds new ones which will draw emphasis away from old ones.

The idea of making the universe change instead of staying the same all the time would be what I'd call an addition, which brings change, just like a whole load of new ships or a new faction would bring a change, even if they didn't make the other ones obsolete.

It's hard to make additions to the game without changing the game, the question is whether the change is for the better. For example if someone created a brilliant fighter wing management script which made carriers much easier to kit out, it'd hugely change how useful fighters are in the game, far more people would use carriers, but I assume it would be something that would go in the pack seeing as interface improvements seem to be the sort of thing the bonus packs usually add?

The same could be said of something like MARS, simply by improving the turret AI (even without the weapon swapping) it has a massive impact on the game, to the point of causing major issues if it's used on AI ships because now everything else is useless. However really stupid and unreliable turrets that get players into trouble and don't target sensible things are a very bad part of X3, so which way do you go?

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Post by Stars_InTheirEyes » Wed, 22. Jul 09, 14:00

Wouldnt Cmod3 make a huge improvement on the combat aspect of X3:TC?
Since, after all, 'fight' is in its name...

Cmod3 doesn't change the mechanics, or many of the things that are in the game now - it just improves combat (which in my honest opinion in Vanilla is quite lousy).

Better visuals, better sound fx, just better - whats wrong with an improvement?
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Post by BlackRazor » Wed, 22. Jul 09, 14:45

As already said the authors of mods and scripts must submit their work in order to be considered to be signed and they also must be willing to modify it/fix it. AFAIK CMod's author hasn't submitted his work to be signed so there is no chance it will be part of the bonus pack.

BTW I think this should be made clear in the OP, this thread is about submitting your work in order to be included in the BP, not about suggesting you favourite scripts/mods.
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ThisIsHarsh
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Post by ThisIsHarsh » Thu, 23. Jul 09, 07:47

The OP mentions scripts should not be overly complex. How complex is overly? I have been thinking about my Auto prep ships as (in my case) the extreme example. It doesn't involve any game mechanics changes (except for the optional Repair Laser use - easily removed). It's purely an automation script, a good number of downloads and no complaints about stability... But it is rather large, in terms of complexity of algorithms, number of script files and generally lines of code.

There are other scripts of mine that have the same problem, but this is the extreme example.

:?:

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Post by darkstar one » Mon, 27. Jul 09, 12:42

Hi guys darkstar onne here :)

i loved eledans scrap ship at hq script in X3 reunion,
can it be added to x3 terran conflict in any way (can't live without it)

Also is it possible to add aricotslice extended HQ patch, (don,t mean to be nitpicky but stock Hq storage space is rather small compared to HQ size)
Might need to slow down the lightspeed R.E /Build time though :lol: :lol: :lol:

Also is it possible to make Orbital weapons platform All sizes available For the player, they are great for protecting 200station megacomplexes, :lol: :lol: :lol:

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Post by BlackRazor » Mon, 27. Jul 09, 13:25

Have you even read my post (which is only 2 posts above yours) ?

This thread contains information on how to submit your work, this isn't a collections of suggestions/wishes.
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Cycrow
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Post by Cycrow » Mon, 27. Jul 09, 13:31

ThisIsHarsh wrote:The OP mentions scripts should not be overly complex. How complex is overly? I have been thinking about my Auto prep ships as (in my case) the extreme example. It doesn't involve any game mechanics changes (except for the optional Repair Laser use - easily removed). It's purely an automation script, a good number of downloads and no complaints about stability... But it is rather large, in terms of complexity of algorithms, number of script files and generally lines of code.

There are other scripts of mine that have the same problem, but this is the extreme example.

:?:
if you want the scripts to make the bonus and, and are willing to put in some work to help get them signed, then just send them in.

once they are sent, we can then check if we think they might be too complex or not, so theres no harm in sending anything u want.

there isn't many submissions atm, so there is a good chance that some might be included in future bonus packs

all we ask is that the scripts that are submitted are not beta, and are in a stable state


Darkstar One, as blackrazor said, this isn't a suggestion thread, its upto the authors of the scripts to submit and work on them to get them signed, we dont create the scripts, nor do we take random suggestions about what ones to use.

the author submits the scripts, then we pick the ones from the submitted list to work on and include

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Post by darkstar one » Mon, 27. Jul 09, 21:21

Hi guys darkstar one here :)

My mistake on the location of my post... sorry :oops: :oops:

ThisIsHarsh
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Post by ThisIsHarsh » Thu, 30. Jul 09, 18:20

What about scripts which rely heavily on Cycrow's Community Plugin Configuration menu? Would these have to be rewritten to use an AL toggle to activate the menu instead, or something?

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Post by Cycrow » Thu, 30. Jul 09, 18:34

its possible the community plugin config might get signed eventually, so scripts that use can still continue todo so.

obviously, if any scripts rely on another thats not signed, it will need changing in some way to work

the hotkey manager already is part of the bonus pack, so any hotkey scripts in the bonus pack will use it.

EMP is the main problem with scripts, as that wont be included nor signed, so any scripts that use it need to change to use one of the built in wares isntead

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chaosras
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Post by chaosras » Tue, 25. Aug 09, 19:51

I'm curious if there is a cutoff date for these submissions? I just submitted one today (HKP Transponder Interface Software) and I'm hoping I'm not too late :)
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Post by Cycrow » Thu, 27. Aug 09, 12:02

There's no cut off date for bonus pack material as there will most likely be multiple releases with new scripts added over time

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