[Discussion/FAQ] What are the recommended scripts&mods? Ask here.

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

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jlehtone
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[Discussion/FAQ] What are the recommended scripts&mods? Ask here.

Post by jlehtone »

It is inevitable. A user will enter this forum, and despite staring diligently at the Community Library and other invisibles, will still have a question of "What scripts&mods are recommended/"must have"?" That will become a FAQ after a while.

If we could collect them into this thread, then the next user with the same question should find the answer from here. This won't sticky, but there is a link in sticky to here, so it should always be within reach without the dreaded SearchFunction.


Occasionally, some summaries look "reasonable". They might beceme outdated though, and are always subjective.
2009-01-04
2009-08-12
2010-05-12
Last edited by jlehtone on Wed, 12. May 10, 21:52, edited 2 times in total.
B0rG
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Post by B0rG »

*. Factory Complex Constructor:
position you factories/complexes nice way. Absolutely must have.
thread here

*. SpaceLootTransporter V2.1.1
tired of manually fly over those missiles?
thread here

*. Explorer Software - Scan Asteroids
this command is absolutely must have, but not included in the X3TC, and the script is packed and signed so I can't port it to X3TC. Really need!

*. Ship Creator / Ship Installer
for those of us who don't mind cheater ship or simply more into complexes like myself. I guess this will have to wait until ES releases them to public...
JoeDawson8
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Post by JoeDawson8 »

I think the cockpit call back is a must have for a lot of people. We already have a working prototype even though it causes a crash when docking etc.
ITFUncleDave
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Post by ITFUncleDave »

The one thing i REALLY want ported to TC and is a MUST HAVE would be the Commercial Agent...can't live without it D:
Borse
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Post by Borse »

Automatic activation of SETA after gate jump? I haven't seen this in-game, so I assume it's out. Would be awesome for long travels.
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Graxster
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Post by Graxster »

Must have: Unlimited Salvage Insurance (part of Cycrow's Cheat Package). I'd hate to have to play the game w/o this! :D

-G
ThisIsHarsh
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Post by ThisIsHarsh »

Though you can capture big ships now with marines, I still haven't seen any NPC vs. NPC pilot bailing. For that reason I wanna see a X3TC version of Bail Signal Extension.

It really provided a whole other non-combat income as a salvager. Also opened up the piracy route much better since you could use non-playerships to cap ships. This would be especially useful with the new 'Attack shields' command.

One thing it really needed though was NPC salvagers to compete against to balance it out a bit, but thats a topic for another thread.
AxisKiller
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Post by AxisKiller »

Yes, I hope that Bail Signal Extension will be re-made for XTC, capturing ships was fun and that was my main source of income in X3R. One pirate here who wants his NPC vs NPC bails back. I'm reinstalling X3R to play on the side just because of this, until I get some of my favorite scripts back. (I can't live in X3 without scripts :P)

Also, I would love to have Cockpit Callback remade for this, as some other people said.

Hmm, what else...Race Response Fleets? (This may have been included in XTC, haven't gotten much playtime in yet)
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Garga-Potter
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Post by Garga-Potter »

Commodity Logistic Software... where are you both? Can't live without these wonderful scripts...
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Scoob
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Post by Scoob »

Hi,

CLS and CAG are available for download as Alpha builds on the German forum - they have full english language files included. Been using CAG myself for a while now & it's been working flawlessly - don't know why they call it an Alpha at all! :)

Cheers,

Scoob.
andrewas
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Post by andrewas »

Here:
CAG -> http://forum.egosoft.com/viewtopic.php?t=216726
CLS -> http://forum.egosoft.com/viewtopic.php?t=216728
EST -> http://forum.egosoft.com/viewtopic.php?t=216730[/quote]


Use babelfish to translate the instructions if you need to, but the scripts themselves will run in english.
Mad Ashy
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Best Mod to replace MK III traders question

Post by Mad Ashy »

For TC 1.3 what is the best mod to get some pilots hired to do trading I hear MK III is still broken in 1.3 and soon I will be buying a second trade ship.
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maxfever63
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Post by maxfever63 »

Mad Ashy
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Post by Mad Ashy »

Thanks mate I'll try that out :)
CPU - Motorola 68000 12Mhz
Zilog Z80 4Mhz
RAM - 74KB
Vid - 64KB
Sound - Yamaha YM2610 15
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wyvern11
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Post by wyvern11 »

nah ! commercial agent is for factories

EST is for free trading
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Mad Ashy
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Post by Mad Ashy »

Best to install both then or does one of them do it all?
CPU - Motorola 68000 12Mhz
Zilog Z80 4Mhz
RAM - 74KB
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Sound - Yamaha YM2610 15
andrewas
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Post by andrewas »

Lucike made three scripts covering freighter operation. CAG is for normal station operations - it replaces the best buy and best sell scripts. EST is for universe trading. And CLS does some more specialized tasks, such as supplying your own stations in a closed loop without moving credits around.

If all you want is an improved UT, then EST is all you need.
Mad Ashy
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Post by Mad Ashy »

Ok thanks for your help guys the info is helpful, good job we got modders around.
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Zilog Z80 4Mhz
RAM - 74KB
Vid - 64KB
Sound - Yamaha YM2610 15
jlehtone
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Post by jlehtone »

Merged. <To get the "what is recommended solution to problem called Trade Mk3" question&answers here>

CAG, CLS, and EST are all listed in the Community Library announcement. Links in one of the earlier comments of this thread do point to the german versions of their threads, but they have translated threads by now.
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Crapgame
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Post by Crapgame »

I'm new to the X universe and X3TC will be my first game in the series. I've had the game for 3 days now and I haven't even started the game yet. I have been too busy reading the info on these forums.

I am interested in installing and running some scripts to enhance the game but I have a few rules and I'm hoping some of the more experienced players can help me.

I am interested in adding scripts/mods to my game that "enhance" without "cheating."

For example, if the game lacks a way for you to automate a trader (ala the CAG) then I would consider that an "enhancement" because theoretically that is something that I *would* be able to do but the game interface doesn't allow for it. In essence, the scripts that I am interested in are the ones that I feel would add to the realism of the game without affecting game mechanics for the sole reason of making it "easier."

Alternatively, a script that speeds up a ship in order to allow it to keep up with the rest of my fleet would be seen as a cheat, since that ship is designed to move at that speed for a reason. Same goes for mods that would increase the damage/range on a weapon or anything else like that.

Thanks

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