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jack775544

Joined: 13 Dec 2011 Posts: 771 on topic Location: On the bridge of a Xenon CPU ship (Australia)

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Posted: Thu, 15. Mar 12, 00:02 Post subject: |
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that sound like a great idea, this will definatly be one of my must have scripts when it comes out.
BTW I think think the menu's are amazing as I stated before but it is worth saying again 
_________________ SDS: Ship Diagnostics Software
"The greatest trick the devil ever pulled was convincing the world he doesn't exist" - Charles Baudelaire |
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joelR

Joined: 09 Jul 2007 Posts: 1889 on topic Location: Seattle

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Posted: Thu, 15. Mar 12, 00:21 Post subject: |
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| mr.bear wrote: |
I don't mean to be rude but I'm kinda astounded that nobody's mentioned the graphics? Plus what you can't actually see in the screenshots is that I've also cracked the video system ego use for displaying videos of wares while trading and for communicating with other ships. I'm offering a whole new way for people to write their scripts, to finally leave behind bland and identical looking menus after more bland and identical looking menus, or to even break free of that altogeter and create the interface using graphics along the bottom of the screen! was I wrong? do people actually like those menus?  |
The menus are fantastic. I didn't even know that sort of thing could be done.
_________________ XRM AP Map
XRM Statistics |
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Litcube

Joined: 20 Oct 2006 Posts: 2246 on topic Location: Canada

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Posted: Thu, 15. Mar 12, 00:31 Post subject: |
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| mr.bear wrote: |
| I don't mean to be rude but I'm kinda astounded that nobody's mentioned the graphics? |
Probably because those who don't know how to code don't know any different, and those who do don't think text bars are astounding, as most of us have done them in one way or another.
I like your ideas! Cool game play elements.
_________________ My works
Fixed Notoriety Rewards | Missile Rebalance & UI Icons | Phanon Corporation | Revelation | Saturn Complex Hub |
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apricotslice
Joined: 16 May 2004 Posts: 13374 on topic Location: Mapping beyond the Unknown Regions.

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Posted: Thu, 15. Mar 12, 03:21 Post subject: |
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| Vayde wrote: |
| How about an option for the ship to be stripped before being broken? The sale of guns and shields should net you enough cash to buy more HQ resources than just striping alone. But the option to break all should cover any possibilities. |
I have a script for this in the AMS mod now. When I claim a ship, it has all the fittings stripped out and dumped into space, then cbeam beams them into your cargo bay. I then scrap the ship, and sell the fittings and cargo.
@mr.bear, my first comment was all encompassing. 
_________________ Apricot Mapping Services HQ
CLICK HERE for : X3R/TC Handbook; X3R, TC and AP Guides, Mods, & Scripts; X3R, TC and AP Downloads
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GameDrifter
Joined: 13 Mar 2011
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Posted: Thu, 15. Mar 12, 21:03 Post subject: |
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My biggest problem with most pirate mods is they can't seem to tackle the game engine bug that keeps flipping friendly pirate ships to hostile long after you already become friends with the faction. I find it ruins most pirate mods.
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mr.bear

Joined: 11 Dec 2010 Posts: 352 on topic Location: UK

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Posted: Thu, 15. Mar 12, 22:44 Post subject: |
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@GameDrifter : In fairness piracy is a dog-eat-dog one man game, I used to kill loads of pirates. I'll look out for that bug though.
@Litcube : aww, i'm kinda gutted to hear that, I had no idea people had done it before, i thought id got there first
@apricotslice, joelR, jack77: thanks guys, it's appreciated.
_________________ Rapunzel, Rapunzel, let down your bear... |
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Litcube

Joined: 20 Oct 2006 Posts: 2246 on topic Location: Canada

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LV Moderator (Script&Mod)


Joined: 06 Nov 2002 Posts: 6299 on topic Location: The Dark Side

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Posted: Thu, 15. Mar 12, 23:54 Post subject: |
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_________________ LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
LV has left the building |
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GameDrifter
Joined: 13 Mar 2011
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Posted: Fri, 16. Mar 12, 01:50 Post subject: |
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| mr.bear wrote: |
@GameDrifter : In fairness piracy is a dog-eat-dog one man game, I used to kill loads of pirates. I'll look out for that bug though.
@Litcube : aww, i'm kinda gutted to hear that, I had no idea people had done it before, i thought id got there first
@apricotslice, joelR, jack77: thanks guys, it's appreciated. |
Oh don't miss understand me here.. This mod sounds like it has everything a pirate playing person could want in it and then some. And to be honest your angle of dog eat dog works fine. But its that built in game engine bug that in a way breaks its own game logic. You being on friendly terms with a faction have your whole rep trashed with said faction because of one little ship is pissed off at you for no reason. If anything it seems to me the very nature of pirates would be there lack of concern that you blew some rogue pirate ship to hell in self defense instead declaring you some mass murder of pirates in an instance. It just goes against the feel of it all.
Like I've said I have tried many pirate mods and this game bug always gets in the way of the mods. I've often wondered if there are ways for a mod to counter act this bug.. Pirate faction declares rogue pirates as enemy's and local pirates hunt them for attacking one of there own (aka you). Typical you build rep with a faction to become an excepted member of that faction.
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apricotslice
Joined: 16 May 2004 Posts: 13374 on topic Location: Mapping beyond the Unknown Regions.

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Posted: Fri, 16. Mar 12, 02:03 Post subject: |
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| GameDrifter wrote: |
Oh don't miss understand me here.. This mod sounds like it has everything a pirate playing person could want in it and then some. And to be honest your angle of dog eat dog works fine. But its that built in game engine bug that in a way breaks its own game logic. You being on friendly terms with a faction have your whole rep trashed with said faction because of one little ship is pissed off at you for no reason. If anything it seems to me the very nature of pirates would be there lack of concern that you blew some rogue pirate ship to hell in self defense instead declaring you some mass murder of pirates in an instance. It just goes against the feel of it all.
Like I've said I have tried many pirate mods and this game bug always gets in the way of the mods. I've often wondered if there are ways for a mod to counter act this bug.. Pirate faction declares rogue pirates as enemy's and local pirates hunt them for attacking one of there own (aka you). Typical you build rep with a faction to become an excepted member of that faction. |
There must be a way of monitoring and repairing that. Maybe an MD that ticks away in the background, checking the pirate rep and never letting it fall below neutral, or constantly boosting it back to freindly.
I've played as a pirate a few times, even did a pirate start a while back. It never bothered me that 50% of pirates were enemy. The trick is to make sure that game has enough freindly stations to keep you supplied and be able to sell. So if you cant rely on the regular pirate factions to stay freindly, then you mod in ones that will. So even if you end up on a war footing with all pirates, you still have freindly stations to base out of. Lets face it, as a bad-ass pirate, you would normally either come to be the leader of all of them, or an enemy of everyone. The game tends to push toward the latter. Accept that and simply build the mod so that its not terminal (in a gameplay sense) if everyone hates you. In fact, build it in as a natural thing to happen, and make sure the player still has places to sell and buy at.
_________________ Apricot Mapping Services HQ
CLICK HERE for : X3R/TC Handbook; X3R, TC and AP Guides, Mods, & Scripts; X3R, TC and AP Downloads
Apricot X3 Forum |
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jack775544

Joined: 13 Dec 2011 Posts: 771 on topic Location: On the bridge of a Xenon CPU ship (Australia)

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Posted: Fri, 16. Mar 12, 03:49 Post subject: |
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Is it possible to provide an addon that has mobile pirate base's flying around acting as mobile hubs for pirates.
_________________ SDS: Ship Diagnostics Software
"The greatest trick the devil ever pulled was convincing the world he doesn't exist" - Charles Baudelaire |
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GameDrifter
Joined: 13 Mar 2011
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Posted: Fri, 16. Mar 12, 04:13 Post subject: |
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| jack775544 wrote: |
| Is it possible to provide an addon that has mobile pirate base's flying around acting as mobile hubs for pirates. |
There is a Terran pirate outpost mod that has a pirate base moving from sector to sector at random. It just jumps instead of fly's around to new locations.
As for other mods dealing with this issue I've seen attempts made. Just no perfect fix to the problem in any of these other mods. There is always that one random pirate patrol spawn comes along shoots things up.. Best I've seen to date is one of the cheats built into that Cheat mod where you can manually fix sector relations it always fixes the pirates back to friendly but again its a manual fix not auto one. Maybe Setting up Pirate clans could be a simple solution. You can join a clan that likes you and avoids the pirate faction rogue bug thing. I think its just the actual pirate faction that is bugged and keeps spawning random hostile pirates.. just not 100% sure.
It would offer some more depth to have afew different pirate clans maybe ones that offer certain perks like clan only ships/stations/weapons.. Or there known for paying more for certain illegal goods so joining them and focusing on getting them goods they pay more for. You could probably even setup pirate clan wars and have an all out war between them or groups of clans fight for turf.. I know I'am kind of wandering away from my own topic now 
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Larxyz
Joined: 16 Nov 2004 Posts: 136 on topic Location: Kingdoms End

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Posted: Sat, 17. Mar 12, 08:27 Post subject: |
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Hias,
if your looking for a serries of scripts to merge these awsome graphics with
perhaps Pirate Guild 3 by Serial Kicked is an idea?
loved that mod while played as a pirate
not shure how up to date it is with TC and AP tho...
Love the graphics and looking very much forward to see what you will do with em =)
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joelR

Joined: 09 Jul 2007 Posts: 1889 on topic Location: Seattle

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Posted: Sat, 17. Mar 12, 08:29 Post subject: |
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| Larxyz wrote: |
Hias,
perhaps Pirate Guild 3 by Serial Kicked is an idea?
loved that mod while played as a pirate
not shure how up to date it is with TC and AP tho...
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PG is widely used by both AP and TC users.
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mr.bear

Joined: 11 Dec 2010 Posts: 352 on topic Location: UK

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Posted: Sat, 17. Mar 12, 17:03 Post subject: |
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@jack: I intentionally avoided doing anything to modify the game universe. It's a very complex interconnected web of objects, and if you start modifying one without understanding the rest, it'll end in tears. I'm a programmer at heart so SE comes naturally, but studying all the ins and outs of the game universe would consume me for months and I'm not willing to pay that. I'm sorry.
@Larxyz: Not to go all free-market republican on you, but I think it's best if I release the graphical components separately as a library, so that everyone can integrate these graphics into their scripts and mods themselves. It's already library based anyway and shared across all my scripts, so it's no effort at all to release it, I just haven't yet cos I don't want multiple versions with people's own hacks flying around corrupting my scripts. It's a quite since i looked at them too, so there's a good chance I'll come up with more ideas before release. I spend so much of time with horrendously complex code that I love the simplicity of scripting and i'm looking forward to finishing them - it's like playing with LEGO all day.
I love the idea of people using my library. I'm thinking of 'licensing' it so the menus automatically display a tiny tag-line in the corner somewhere - something cheesy and different each time. I can't think of one now, but something like 'Powered by BearCorp: Protecting the galaxy from Boron tyranny' etc.
@LV: Thanks, that made me laugh.
_________________ Rapunzel, Rapunzel, let down your bear... |
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