[Requests] Script Requests & Conversions
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Joined: Wed, 27. Dec 06, 21:33
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Unless you are flying the ship, loading the missile is not necessary. AI controlled ships will automatically use the best missile for their target (in theory).drafzzz wrote:yes of course, but resupply exist in vanilla TC. i would a "automatic missle loading " because either or not, your ship buy some missile, it will not "LOAD" them. you still have to do micro management here.
a nightmare for fleet .
Well there is the built-in 'Resupply Ships', 'Resupply Wing', etc commands, where you use a TS ship to constantly keep a set of ships supplied.
Alternatively, maybe look at Auto prep ships, it might do what you want. For the amount of missiles supplied in this case depends on a template ship, rather than resupply config.
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i didn't know thatThisIsHarsh wrote: Unless you are flying the ship, loading the missile is not necessary. AI controlled ships will automatically use the best missile for their target (in theory).

cool , i will. basically, you need 1 storage ship , 1 TS , and some supplied ship right ?ThisIsHarsh wrote: Well there is the built-in 'Resupply Ships', 'Resupply Wing', etc commands, where you use a TS ship to constantly keep a set of ships supplied.
Alternatively, maybe look at Auto prep ships, it might do what you want. For the amount of missiles supplied in this case depends on a template ship, rather than resupply config.
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Best to ask such questions in the appropriate thread... But yeah, you don't need a storage ship though, that's optional.drafzzz wrote:cool , i will. basically, you need 1 storage ship , 1 TS , and some supplied ship right ?ThisIsHarsh wrote: Well there is the built-in 'Resupply Ships', 'Resupply Wing', etc commands, where you use a TS ship to constantly keep a set of ships supplied.
Alternatively, maybe look at Auto prep ships, it might do what you want. For the amount of missiles supplied in this case depends on a template ship, rather than resupply config.
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- Joined: Sun, 2. Nov 08, 15:42
What I've thought would be neat is a slight variation on the idea of point-to-point jumpdrives. Of course, it would enable coordinate-based jumping, allowing you to appear at any position in a sector, but also deplete your shields (or hull should you run out of shield capacity) by an amount proportional to sectors crossed and ship class. If this were to happen, it'd probably be best to have some kind of indicator before you make the jump to see what your shield / hull status would be like afterwards. Bypassing or lessening the energy needs with laser generators, or even shield generators -- though this would probably cause a rapid depletion of shield strength -- would be quite neat too.
Unfortunately, I have no idea how to mod so I wouldn't know where to begin implementing this.
Unfortunately, I have no idea how to mod so I wouldn't know where to begin implementing this.
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I have actually thought of doing a Combat Jumpdrive which would allow you to jump to behind an enemy or in their blindspot at the touch of a hotkey. At first, the jumpdrive would only be able to do it every several minutes. You could buy upgrades to lessen the time or increase the accuracy of the jump. The trick would be getting NPC ships to use it too.
"Humanity has the stars in its future, and that future is too important to be lost under the burden of juvenile folly and ignorant superstition." - Isaac Asimov
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I was thinking about boarding earlier today and what I believe might work well is if EMP, Disintegrator, and Low Yield Rifles actually had an effect on boarding. Maybe having some of these on the boarding ship could modify different thing.
Maybe something along the lines of:
Low Yield: Fills basic boarding requirement, you having to have some kind of weapons in order to fight.
Disintegrator: Fills basic boarding requirement, and a having a certain number of them on your boarding ship allows your marines to keep down the shields of the ship they are trying to board.
EMP: Fills basic boarding requirement, Depending on the amount you have, they will give a bonus when boarding Xennon ship.
I've seen references to sidearms and pirate sidearms in the manual but I don't believe they are in the game, yet.
Also as a side note, does anyone know if there has been a fix for the Flak and Cluster Flak bug that causes them to constantly overshoot their target and miss?
Maybe something along the lines of:
Low Yield: Fills basic boarding requirement, you having to have some kind of weapons in order to fight.
Disintegrator: Fills basic boarding requirement, and a having a certain number of them on your boarding ship allows your marines to keep down the shields of the ship they are trying to board.
EMP: Fills basic boarding requirement, Depending on the amount you have, they will give a bonus when boarding Xennon ship.
I've seen references to sidearms and pirate sidearms in the manual but I don't believe they are in the game, yet.
Also as a side note, does anyone know if there has been a fix for the Flak and Cluster Flak bug that causes them to constantly overshoot their target and miss?
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- Joined: Mon, 14. Nov 05, 06:06
I'm after a script, could not find one that did this,
Jump into a sector and there are 5 ships with no pilots in them. would like a script/hotkey that claims all of them and sends them to which ever station you pick.
Is this possible?
Thanks guys
Jump into a sector and there are 5 ships with no pilots in them. would like a script/hotkey that claims all of them and sends them to which ever station you pick.
Is this possible?
Thanks guys
Waylander
i7 3930K @ 3.20
780GTX DC2
32gb of ram
Fantasy is more important than knowledge, because knowledge is limited...!" [Albert Einstein]
i7 3930K @ 3.20
780GTX DC2
32gb of ram
Fantasy is more important than knowledge, because knowledge is limited...!" [Albert Einstein]
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- Joined: Mon, 3. Aug 09, 16:28
Now, I did try a search for this, but I fear my internet powers are weak (old man)...
I've got lots of excellent scripts installed, and running nicely, so a big thanks to all the talented modders/scripters, but what I really...really want in my X universe, no matter how out of place they may be are X-Wings and TIE-Fighters.
I don't want a full on Star Wars mod...I just want flyable X-Wings and TIE-Fighters.
Has someone made them for the game already, and I just can't find them?
Please note, this is not a request for them to be made...I just didn't want to clog up the main forums with such a rubish question, really
Sorry!
I've got lots of excellent scripts installed, and running nicely, so a big thanks to all the talented modders/scripters, but what I really...really want in my X universe, no matter how out of place they may be are X-Wings and TIE-Fighters.
I don't want a full on Star Wars mod...I just want flyable X-Wings and TIE-Fighters.
Has someone made them for the game already, and I just can't find them?
Please note, this is not a request for them to be made...I just didn't want to clog up the main forums with such a rubish question, really

Sorry!
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- Joined: Fri, 17. Apr 09, 01:16
Hey, I'm looking for a way of doing something that I thought would be fairly simple, but my playing around with the Editor didn't reveal anything. I'd like a way of increasing the power/speed in the strafing thrusters to allow ships to move more like helicopters than jets. This could either be a static increase in the speed, or if someone's feeling like having a wee bit more of a challenge, making the thruster output relative to the straight-line speed of the ship's main powerplant. Woo!
Edit: NOT like this: http://forum.egosoft.com/viewtopic.php?t=248884
Edit: NOT like this: http://forum.egosoft.com/viewtopic.php?t=248884
Last edited by Draesk on Thu, 27. Aug 09, 18:41, edited 1 time in total.
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Could someone very kindly direct me to a script that puts all the "unobtainable" and "mission reward only" stations / weapons (including a repair laser) / ships in their appropriate docks / shipyards / corporate HQs for purchase?
Also... has anyone made a script / mod that features a salvage-type station from which you can buy damaged ships (for a lower price) but that also occasionally features captured Xenon / Kha'ak technology? Just a thought - could be fun. Thanks!
Also... has anyone made a script / mod that features a salvage-type station from which you can buy damaged ships (for a lower price) but that also occasionally features captured Xenon / Kha'ak technology? Just a thought - could be fun. Thanks!
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- Joined: Mon, 10. Aug 09, 02:09
race relations / notoriety
I know there's no way to change amounts of points received for doing missions and killing ships, but I have simple idea to balance things and make things more realistic at once
example:
I earn 200 notoriety points for doing mission for Argon. But Argon is enemy to Paranid - so at the same time I'm loosing - lets say - 180 points of Paranid notoriety, and 50 points of Split notoriety (because they are allies). Argon allies aren't touched in this case.
Benefits:
- it will be very hard to befriend with everybody (which seems very unnatural for me), just like in real life Wink
It wil be much harder to get all the best ships from all races, so it will help with overall game balance
It will actually be more like game - game should force user to make tough choices
it will greatly enchance gameplay with mods like conflicts, improved races etc - where hostile races attack player's assets
it will tone down 'mission grinding' - as it will be sometimes beetter to not take mission, knowing that it will make things worse
It should take real (current) relations between races into account, i.e. they should not be hardcoded (as some mods change them dynamically)
example:
I earn 200 notoriety points for doing mission for Argon. But Argon is enemy to Paranid - so at the same time I'm loosing - lets say - 180 points of Paranid notoriety, and 50 points of Split notoriety (because they are allies). Argon allies aren't touched in this case.
Benefits:
- it will be very hard to befriend with everybody (which seems very unnatural for me), just like in real life Wink
It wil be much harder to get all the best ships from all races, so it will help with overall game balance
It will actually be more like game - game should force user to make tough choices
it will greatly enchance gameplay with mods like conflicts, improved races etc - where hostile races attack player's assets
it will tone down 'mission grinding' - as it will be sometimes beetter to not take mission, knowing that it will make things worse
It should take real (current) relations between races into account, i.e. they should not be hardcoded (as some mods change them dynamically)
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- Joined: Tue, 7. Jul 09, 04:14
Ship Parade?
Does any one know of a script that will line up your fleet?
I'd like to see my fleet of ships (including M1's and M2's M7M's M8s etc etc) all lined up neetly and on display when not in use but of course this is not an easy thing to do. A script that would allow you to "park" your vessels in realtion to others would be great!
Thanks,
Haydan
I'd like to see my fleet of ships (including M1's and M2's M7M's M8s etc etc) all lined up neetly and on display when not in use but of course this is not an easy thing to do. A script that would allow you to "park" your vessels in realtion to others would be great!
Thanks,
Haydan
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- Joined: Thu, 30. Aug 07, 00:40
is there any chance that someome could convert these to work for TC
Weapons Changer v2.50
http://forum.egosoft.com/viewtopic.php?t=155977
Combat Tractor v1.30 (M6 in sector survival kit)
http://forum.egosoft.com/viewtopic.php?t=152827
have PM'ed bunny and as he has something called real life
he's not able to do it but he's happy for some other scripter to
I know there are similar scripts but the wepon changer is my fav, three settings on Multiple ships and an a forth that for when OOS
Weapons Changer v2.50
http://forum.egosoft.com/viewtopic.php?t=155977
Combat Tractor v1.30 (M6 in sector survival kit)
http://forum.egosoft.com/viewtopic.php?t=152827
have PM'ed bunny and as he has something called real life

I know there are similar scripts but the wepon changer is my fav, three settings on Multiple ships and an a forth that for when OOS
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
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- Joined: Sat, 14. Jul 07, 02:57
I was thinking back to my Freelancer games, and one of the things I really liked was different pirate fractions. (Junkers, Outcast, Lane hackers, Xenos, etc)
I was thinking, there exist a pirate guild script, and currently various ships are associated with pirate bases...what if these various bases were actual pirate fractions.
As a "good" character, it makes no difference. a Pirate is a pirate, and an enemy.
as a Pirate, there can exist a subset of pirate relations. They have their own bases, and their own friends and foes among the other fractions. The Yaki would probably be enemy to most every other fraction, since they have different goals in mind. It would also make it very easy to spot which pirates were friend and which were foe. Seeing "Junker-Nova Vangaurd" coming at you, rather than just "Pirate-Nova Vangaurd". Just adds a little I think. (Especially for those who want to play as pirates)
You could also befriend certain pirate fractions, rather than the whole group. More work for the player, but rewarding as well.
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separate thought
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Anther thought would be if there could be a way for the player to join a fraction, and add it to the sector takeover script, so depending on who the player allied with, when they took over a sector it would become their allies sector, rather than their own.
I was thinking, there exist a pirate guild script, and currently various ships are associated with pirate bases...what if these various bases were actual pirate fractions.
As a "good" character, it makes no difference. a Pirate is a pirate, and an enemy.
as a Pirate, there can exist a subset of pirate relations. They have their own bases, and their own friends and foes among the other fractions. The Yaki would probably be enemy to most every other fraction, since they have different goals in mind. It would also make it very easy to spot which pirates were friend and which were foe. Seeing "Junker-Nova Vangaurd" coming at you, rather than just "Pirate-Nova Vangaurd". Just adds a little I think. (Especially for those who want to play as pirates)
You could also befriend certain pirate fractions, rather than the whole group. More work for the player, but rewarding as well.
------------------------------
separate thought
------------------------------
Anther thought would be if there could be a way for the player to join a fraction, and add it to the sector takeover script, so depending on who the player allied with, when they took over a sector it would become their allies sector, rather than their own.
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- Joined: Wed, 26. Aug 09, 01:31
Pretty simple Request here. A way to issue an 'Avoid Sector' command to all ships from your global commands menu or from the ships command menu it's self. under navigation of course. I want to be able to run my UT/EST's while doing final fury but they love jumping into the unknown sector north of argon m148.
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- Joined: Thu, 20. Aug 09, 08:17
yes i would like a mod where you can divert power to and from the core functions / shields to weapons / weapons to engines / etc.
and also a hot-key button to switch shields on/off with some announcement saying shields up or something
an automated jump fighter response: if a sector or universe trader comes under attack then a small to medium wing of fighters and corvets will use the ship as a jumpbecon and respond in a flash then escort the ship until it docks/reaches safe sector or could also be used on player for ambushes
auto ship replacement:wing or carier loses a fighter then a new ship will be ordered then equipped with the appropriate armmaments and settings /apply to above
player shipyards that work or like above ship response base equiped with minor power generators to equip / jump ships to target
im new to all of this but either im requesting this mod or if someone could point one out to me.
and also a hot-key button to switch shields on/off with some announcement saying shields up or something
an automated jump fighter response: if a sector or universe trader comes under attack then a small to medium wing of fighters and corvets will use the ship as a jumpbecon and respond in a flash then escort the ship until it docks/reaches safe sector or could also be used on player for ambushes
auto ship replacement:wing or carier loses a fighter then a new ship will be ordered then equipped with the appropriate armmaments and settings /apply to above
player shipyards that work or like above ship response base equiped with minor power generators to equip / jump ships to target
im new to all of this but either im requesting this mod or if someone could point one out to me.
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- Joined: Wed, 9. Sep 09, 18:53
I don't know if anyone has noticed that the weapon speed (Muzzle Velocity), not to be confused with rounds/min, seems very slow as compared to the speed in which ships travel. This not only reduces the realism but totally ruins the effectiveness of many weapons in the game, especially missiles.
For example: An enemy is moving away from you and you fire a missile at him. If he's in a fast ship, he can out-run the missile. This is not only "not realistic" but makes missiles almost worthless. Not to mention that if you are flying faster than the missile, you won't even see it launch. There are even some direct-fire weapons that can be out-ran with a very fast ship! That's just wrong!
I'm not sure if it's possible to change values such as muzzle velocity or turret rotation speed. If it is possible, then a few simple changes could have amazing results for many weapons.
Below is my idea. Note that all three of these things must be used together to keep things in balance.
1. Increase the weapon speed (muzzle velocity) for all weapons by 1km/s.
2. Increase the flight speed of all missiles by 1km/s.
3. Reduce turret rotation speed. (The amount of turret speed reduced should be based on the size of the largest weapon on that turret). ie: larger weapons should rotate slower than smaller weapons.
The reasoning for the reduction of turret speed is to balance the faster shot. As a bonus, it will help to keep large weapons from shooting down missiles at close range and to give the player more excitement being able to strafe large ships a bit more effectively. It also would make a player consider carefully what weapons would best be used per turret and highlight the need for fast missile defense turrets. That would keep players from just filling up turrets with the guns that do the most damage and then hope for good luck.
If there is some way to do this, I'd love to try it out. However, I have no idea how to make those kinds of changes. If anyone here has the skills to do this, please reply. Thank you.
For example: An enemy is moving away from you and you fire a missile at him. If he's in a fast ship, he can out-run the missile. This is not only "not realistic" but makes missiles almost worthless. Not to mention that if you are flying faster than the missile, you won't even see it launch. There are even some direct-fire weapons that can be out-ran with a very fast ship! That's just wrong!
I'm not sure if it's possible to change values such as muzzle velocity or turret rotation speed. If it is possible, then a few simple changes could have amazing results for many weapons.
Below is my idea. Note that all three of these things must be used together to keep things in balance.
1. Increase the weapon speed (muzzle velocity) for all weapons by 1km/s.
2. Increase the flight speed of all missiles by 1km/s.
3. Reduce turret rotation speed. (The amount of turret speed reduced should be based on the size of the largest weapon on that turret). ie: larger weapons should rotate slower than smaller weapons.
The reasoning for the reduction of turret speed is to balance the faster shot. As a bonus, it will help to keep large weapons from shooting down missiles at close range and to give the player more excitement being able to strafe large ships a bit more effectively. It also would make a player consider carefully what weapons would best be used per turret and highlight the need for fast missile defense turrets. That would keep players from just filling up turrets with the guns that do the most damage and then hope for good luck.
If there is some way to do this, I'd love to try it out. However, I have no idea how to make those kinds of changes. If anyone here has the skills to do this, please reply. Thank you.
Common sense doesn't always solve problems... But it helps to prevent them. -- Lightning Jack