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Which Mod/Script Should I Download Guide
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lextheimpaler





Joined: 03 Aug 2006
Posts: 28 on topic

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PostPosted: Wed, 16. Aug 06, 06:35    Post subject: Which Mod/Script Should I Download Guide Reply with quote Print

was thinking of adding scripts...which are the Top 5?

--

edit LV

All posts in this thread that become irrelevant will be deleted (i.e lacking useful content for the purpose of this thread Wink ).

You have 7 days to PM me if you wish to challenge the cull [12/10/06]

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Edit again LV
well I gave you ladies long enough to whine and after 0 complaints over my proposed cull in 5 months of waiting [may 10th 07]I have imperialised any post which either had 0% relevance to the thread or was a thankyou and such

x3hydrino wrote:
Work in progress:

EMX Entertainment Mogul X-Universe (based on a universe with cruiseliners and new shipyard designs)

http://forum.egosoft.com/viewtopic.php?t=179083

Exodus Fleet Mod(Originally intended to add 2 new ships and missions related to them. The modder who took over had suffered RL disaster and the status is unknown.)

http://forum.egosoft.com/viewtopic.php?t=108498&postdays=0&postorder=asc&start=690

Roguey's X3 total mod(Conception and early development stage)

http://forum.egosoft.com/viewtopic.php?t=184348

There are other mods for Star Wars, Babylon5, and Star Treck in various stages of completion.


Currently available:


DDRS v2.5(55 new ships(star wars and other scifi included), 2 new bases new missions and some other changes)

http://forum.egosoft.com/viewtopic.php?t=126698


Galaxy and realspace background mod (More physics realism and real images from deep space)

http://forum.egosoft.com/viewtopic.php?t=180848


Independent mod(Some changes to ships and gates sector ownershp and races)

http://forum.egosoft.com/viewtopic.php?t=177797

XFP v2.5{New race, over 100 new sectors(earth sectors), several new ships(star wars and other scifi included), new textures and video, new missions, and very large moonbase, etc}

http://forum.egosoft.com/viewtopic.php?t=148330

XTM 0.72(In the thread already, but includes 95 new ships, 90 new sectors(earth sectors), new missions, 2 new races, effects changes, and other things)
See above for link

Mods that are intended to be compatible with other mods:

Ashley's Factories (New larger sized factories in L, XL and XXL ranges)

http://forum.egosoft.com/viewtopic.php?t=124562

Realspace background mod separate(see above)

Salvage Mod (Salvage derelict ships and compete for the same)

http://forum.egosoft.com/viewtopic.php?t=108768&postdays=0&postorder=asc&start=0


Other mods not given above:


Apricot Mapping Service M6 Heavy Transport Mod by apricotslice
Better Spoken Text by aalaardb
BlackRain Rebalance by BlackRain
Capital Rebalance by Galaxy613
Cockpit Callback by Galaxy 613
The De-Rank Mod by Apricotslice
Community Patch by Bubba Fat
Enhanced BBS by Ryuujin
Extended Complex Hub and Complex Node Bazaar by Armegeddon
Fixed Xenon P model (minimod/false patch) by halo
AL Plugin Full Salvage by AalaarDB (modded Jocan2003)
Goner Gatherer Mod by Apricotslice
HQ Creditless Production by Jocan2003
Khaak Empire by BenCo Industries
Khaak Intruder Mod by Apricotslice
Less Enemies/Less Asteroids Combined by BlackRain
Lower Poly Asteroids by halo
Goner Traders by Jakesnake5
M6 Upgrade Mod by Mehrunes
Missing Ship Models Mod by Bubba Fat
No Civillians by cactus
Pirate Horror Mod by Apricotslice
Unified Capture by Brand-X
The Syndicate Galaxy by nuclear_eclipse
X3 Remote Property Management by nuclear_eclipse
{EMP}

Many of these mods are older versions and can be found on the x3 scripts and mods packages. The EMP is used by several mods and scripts and is part of xtended 0.72. I may have missed some and did not check other language threads for all mods. There could also be more in progress as well.



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Kurt Shur'Tugal





Joined: 25 Feb 2006
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PostPosted: Wed, 16. Aug 06, 08:30    Post subject: Reply with quote Print

HAT
Xenon migration
Sector takeover
anarkis carrier commands
race response

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ORIOLE





Joined: 20 Oct 2004
Posts: 274 on topic

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PostPosted: Wed, 16. Aug 06, 09:53    Post subject: Reply with quote Print

In my opinion most of the scrips complement each other and are rarely in competion for a podium spot.

I have most of Cycrow's scripts and many others (32 scripts) running great with the Xtended Mod 0.6a.

Here is some important advice!! Use the Less Asteroids script it improved my game by about 10 FPS on average. All it did is to do away with the multitude of small insignificant asteroids that just waisted processing time.

Remember to run any extra mods like the Cockpit and Min Hud mods as false patches.

Here is the link to the Community Script & Mod Download Library for X3

Smile

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djssuk





Joined: 11 Dec 2003
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PostPosted: Wed, 16. Aug 06, 14:23    Post subject: Reply with quote Print

I use over 30 scripts and using Cycrow installer, install at wil, try them and turn them off if I don't like them. I found that using th eFusion MOD was a good start (afer a re-install) as it reminder me of the most important ones.

I probably wouldn't be without all of the Cycrow scrips and the Figter Command / Task Force scripts (being repackaged).

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jackleonfraust



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Joined: 27 Dec 2005
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PostPosted: Wed, 16. Aug 06, 15:04    Post subject: Reply with quote Print

5)Spacefly hunting software - Cycrow
4)Anarkis carrier commands - Serial kicked? (anarkis federation)
3)regenerating tractorbeam? - LV
2)ddrs's ship building scripts - Red Spot
1)Jumpdrive Kits - Cycrow

MAN that was difficult to narrow down Very Happy

#6) remote mining - bunny?
and so on for about 100 (just favorites)

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tikanderoga





Joined: 28 Dec 2003
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PostPosted: Thu, 17. Aug 06, 13:50    Post subject: Reply with quote Print

Yes. DDRS or the Xperiment Fusion Project.
Both got Xwings and Tie fighters.


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Axeface





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PostPosted: Thu, 17. Aug 06, 15:20    Post subject: Reply with quote Print

Thanks for the reply but maybe you misread my post? I said I dont want xwings and tie fighters. Any other suggestions?


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tikanderoga





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PostPosted: Thu, 17. Aug 06, 15:29    Post subject: Reply with quote Print

Whooooops...

In that case you'll be happy with the Xtend-Mod. Adds new ships and no Xwing and Tiefighter-stuff. Wink


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IcarusJones





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PostPosted: Fri, 18. Aug 06, 14:04    Post subject: XTended v XFP Reply with quote Print

I'm a little confoosed. Running the xtended mod at the mo and really quite like it. So, some questions:

1. Is XFP better or worse than Xtended mod

2. Can XFP be installed alongside XTended mod

Thx 4 any replies

Icky

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ORIOLE





Joined: 20 Oct 2004
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PostPosted: Fri, 18. Aug 06, 14:27    Post subject: Reply with quote Print

1. Xtended have a better performance because it changed some of the graphics (better now) that improved the FPS. Otherwise it is up to your personal taste:
- Xtended: goes for quality and not quantity.
- XFP: focuses on quantity and wants to include almost everything (bigger universe and many more ships).

2. No mods are compatible unless you merge them yourself. Because they change many of the game's main program files like the map file in XFP's case.

I am using the Xtended mod and I am having a ball Smile
I also have over 30 scripts running with no problems thx to the great coordination and management of scripts on this website.
Cool

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voxol





Joined: 30 Oct 2005
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PostPosted: Fri, 18. Aug 06, 15:05    Post subject: Reply with quote Print

I'll try to be unbiased.

Xtended I view more as an expansion pack than a mod. It keeps with the X3 style and focuses a lot on new ships to fill gaps in the current X3 ship classes. Also quite story driven, with several BBS missions and a fledgling plotline. It also currently uses an unmodified universe, so savegames are compatible. Its a much more focused, centralised approach to modding, so is more cohesive and 'believable'.

XFP is actually quite different, much more diverse (Star Wars ships and sectors, for example). There are more sectors, more ships (I think), and several top scripters have specifically modified their scripts to fit better with XFP. They have a much more open approach and just seem to include as many options for the player as possible, with somewhat less regard to cohesion.

So, for me, its the difference between an immersive 'realistic' experience with Xtended, or a free and open-ended 'so many things to do' experience with XFP...

Be interesting to hear feedback on this opinion...

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Jakesnake5



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PostPosted: Fri, 18. Aug 06, 15:56    Post subject: Reply with quote Print

He forgot DDRS though. It's not too bad.


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Star_Raider15





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PostPosted: Fri, 18. Aug 06, 17:05    Post subject: Reply with quote Print

xtended balnces the game a lot more mainly by creating some ship classes that help fill the huge gap a player must overcome between M6 and M2


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Cycrow
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PostPosted: Fri, 18. Aug 06, 18:22    Post subject: Reply with quote Print

the main difference is really the aim of the 2 scripts.

Xtended is create by a specific team, whereas XFP is created by everyone.
XFP is deigned to allow the "smaller" modders to get thier work into the game, which is y it can appear quite random


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Cycrow
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PostPosted: Fri, 18. Aug 06, 19:32    Post subject: Reply with quote Print

tthere are 3 main mods that add ships into the game, Xtended, DDRS and Xperiment Fusion Project.

they should be on the first few pages of the forum.

Theres also tensins site to download seperate ships found in the stickies


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