X3TC Bonus Pack - Script Submission Details
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- apricotslice
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Depends on if you make the zip right or not.
It will be a copy of what you have there. Nothing more or less.
If the PM didnt install something, it wont be there anyway. So its not an issue for the zip. If PM crashes, do it again, but load the PM from the start menu, not by clicking an spk.
Anyway, this is heading off topic for the thread.
It will be a copy of what you have there. Nothing more or less.
If the PM didnt install something, it wont be there anyway. So its not an issue for the zip. If PM crashes, do it again, but load the PM from the start menu, not by clicking an spk.
Anyway, this is heading off topic for the thread.
- Predator02
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Predator02 wrote:I would suggest Missile Safety and Advanced Product Chaser.
Write to the author(s) of those scripts and suggest that they submit them, if you want to see them included. They will only be considered for signing if submitted by the author - this isn't a suggestion thread.moggy2, in the OP, wrote wrote:Only submit your own scripts, as you will be the person contacted to prepare the script for signing. The signing process can be a lot of work, not just fixing and preparing the scripts, but preparing the documentation and getting it translated as well.
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Question: Mission Director missions aren't really scripts, but they aren't mods, either. Would decent Mission Director missions be considered in the Bonus Pack?
To be honest, I'm not even sure if anyone's released any MD missions yet, but the question popped into my head and I wanted to see if there was an answer.
To be honest, I'm not even sure if anyone's released any MD missions yet, but the question popped into my head and I wanted to see if there was an answer.
I don't have a definitive answer for you, as I'm not one of the people involved in the selection of scripts for the bonus pack. But logic suggests that as long as they fit the criteria mentioned in the OP, they would at least be considered for inclusion.
Of course, it's academic until at least one such does appear and is submitted.
Of course, it's academic until at least one such does appear and is submitted.
- BugMeister
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- BugMeister
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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
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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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.
"For the love of the Fish-Queen!"
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?
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?
- Stars_InTheirEyes
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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?
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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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.
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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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.
There are other scripts of mine that have the same problem, but this is the extreme example.
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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
Also is it possible to make Orbital weapons platform All sizes available For the player, they are great for protecting 200station megacomplexes,
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
Also is it possible to make Orbital weapons platform All sizes available For the player, they are great for protecting 200station megacomplexes,
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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.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.
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