[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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Saetan
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Post by Saetan » Sun, 19. Apr 09, 20:46

I suggest Lucikes scripts too ... they are a must have for traders and also for fighters.

If you are espacially into fighting: Gazz' MARS could be also something for you ... but it needs a lot of performance.

MutantDwarf
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Post by MutantDwarf » Sun, 19. Apr 09, 20:54

Lucike's scripts and MARS, definitely. I wouldn't suggest using MEDUSA, however - it basically turns any ship into a mini-M7M, which kinda ruins the point of M7Ms. Might be useful for M8s, though, which otherwise seem a bit... pointless. Some of Cycrow's scripts are great - I especially recommend the hotkey boarding script.

I'm going to have to try out CODEA - it's another of Lucike's great scripts, but my game hadn't progressed far enough for me to want to start using carriers until recently. It looks like it'd be quite useful, though.

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Gazz
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Post by Gazz » Sun, 19. Apr 09, 21:14

I'm biased, of course, but about half my scripts are no massive projects but "fix" tiny and particularly annoying features of TC.
(Numeric race ranks, Rubber Dinghi, Missile Defense Mk2, Missile safety... and so on)

While I don't agree with some features of MEDUSA, it's clearly the best script "with missiles". It's also the only one.

If you ever use a carrier (even a small one like an M6 or TM) you'll kick yourself for not using CODEA.
Personally, I don't use it, yet, but I'm cool like that.

Oh, and if you plan on any sort of trading / station building - get everything from Lucike. Just plain everything. =)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

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Saetan
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Post by Saetan » Sun, 19. Apr 09, 21:20

Gazz wrote:Oh, and if you plan on any sort of trading / station building - get everything from Lucike. Just plain everything. =)
@poopboypat
If you also plan to built big complexes, the Factory Complex Constructor will help you a lot too.

StormMagi
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Post by StormMagi » Sun, 19. Apr 09, 21:39

The two I would use regardless are MARS Fire Control and Freight Distribution Network (FDN).
MOD XR Show Skills

Flying spaceships since 1993.

Hieronymos
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Post by Hieronymos » Thu, 7. May 09, 06:53

Fyi, DDRS mod for XTC, called "DDTC" or Deadly Da's Terran Conflict is mere days away from first beta. About 66 custom ships (and counting) balanced for XTC, 2 new stations, and combat missions from 7 custom syipyards...

Within next day or two expect Intro thread on Scripting and Modding forum with pix and ship descriptions, and links to a sign up thread for betatesters.

Alexii_k
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A request for a "suggested mods list"

Post by Alexii_k » Tue, 9. Jun 09, 04:58

Hello gents. I was wondering if the veterans of X3 TC would compile and stiky a list of mods that generaly improve the experience of the game for new ppl like me. As an example, the X3 reunion on forums had the list of highly recomended mods , would love to see that for TC.
Ready , willing and AlmosT able.

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arcana75
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Post by arcana75 » Tue, 9. Jun 09, 05:14

There's a list of mods in the Community Sticky. Recommendations are a matter of taste and YMMV.

Alexii_k
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Post by Alexii_k » Tue, 9. Jun 09, 05:33

true to an extent. X3 reunion had a post that i found very usefull with rating of the mods , also bonus packege had ~10-15 VERY usefull mods compiled toghether. Was easy to spot good stuff. Thats what i am hoping for here , in TC section. I understand that a lot is the mater of preference , but i bet there are several mods that 70 percent of players use and like regardless of the playstyle
Ready , willing and AlmosT able.

amirite
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Post by amirite » Tue, 9. Jun 09, 06:04

Get Commodity Logistics Software, Commercial Agent, all of Luckie's trade scripts.

Freight Distribution Network is also great for moving and distributing wares around the universe or just as an alternative to complexes.

MARS is a much more intelligent turret script that creates new offense and defense commands on ships that have the software installed.

Those are all high-quality mods that really enhance the game in key ways so I'd start there. There are endless applications for the first two.
-TEVE

Alexii_k
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Post by Alexii_k » Tue, 9. Jun 09, 06:06

greatly apretiated , ty.
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jlehtone
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Re: A request for a "suggested mods list"

Post by jlehtone » Tue, 9. Jun 09, 07:52

Alexii_k wrote:Hello gents. I was wondering if the veterans of X3 TC would compile and stiky a list of mods that generaly improve the experience of the game for new ppl like me. As an example, the X3 reunion on forums had the list of highly recomended mods , would love to see that for TC.
Could you give a link to that "list of X3R recommendations"? Makes it easier to know what you are referring to.

We could always have stickies to cover the whole first page, but nobody would like that, and the sticky-blind might think that the Forum is empty. :P

When a sticky contains a link to a thread, such thread is almost sticky, isn't it? This thread now merges to such thread.

ILoveReefer
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Recommended mods for a Newbie

Post by ILoveReefer » Tue, 30. Jun 09, 06:48

Hello all,
I've been playing X3TC for around 3 months and made my share of mistakes and decided to delete and reinstall the game. I've made too many bad choices about locating factories in bad locations, and installing mods which where IMO unbalanced. So I decided to start over with a clean slate.

I really like this game, but it has it's flaws. Most of the flaws seem to have been corrected through user created scripts and mods. But there so many to choose from and would like advice from those who are more expierencd than myself.

So my question is, which mods would you consider a necessity?


Thanks Nick


{moved from main forum - Carlo}
{and merged to where it might contribute a bit better. jlehtone}

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X1000
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Post by X1000 » Tue, 30. Jun 09, 06:58

:!: Adv. Boarding
:!: Commody Logistics
:idea: Medium Hub Plot

Roady1976
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Post by Roady1976 » Tue, 30. Jun 09, 07:33

i found the best way to know what i wanted was to play the game normally at first.

For example:
One of the first things that i found that i wanted was a way to make trading a bit easier for myself, thus i came here and first used:
Best buy / Best Sell Loop
which i then progressed onto
Economy and Supply trader (EST)

There are a whole ton of scripts here that are worth getting, but each player is different and what we feel are great scripts you may not like. It might be worth browsing through this sticky to get an idea of the kind of scripts out there.

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arcana75
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Post by arcana75 » Tue, 30. Jun 09, 10:49

I think every player has their own gaps or deficiencies they would like filled or corrected after playing with the game for abit. Then and only then should they come here to hunt for hopefully a fix that someone else already thought of.

One person's meat is another person's poison. Good examples are scripts one considers "cheats" while the same script is deemed "cool" by others or say "u can't cheat in singleplayer games" etc.

As far as mods (not scripts) go, I recommend some form of UI mod (slightly unclutters the UI), some form of engine trail mod (colourful trails), a lower-poly roid mod (as the vanilla roids have alot of polygons which some find to be superfluous), and if u build complexes, the tubeless complex mod.

As for scripts, if u like alot of automation, look at all of Lucike's scripts. If u want to improve the AI, look at Gazz's work. If u want general improvements to some clunky vanilla behaviour look at Cycrow's stuff. If you want lots more stuff to do or more flavour in ur game look at LV's creations. Not to mention the great works by others here filling in the gaps here and there.

someone else
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Post by someone else » Tue, 30. Jun 09, 13:08

my ship rebalance mod of course! (link in the sig)

and Cmod3 is another nice addition, but trasforms your game in something different, yours is the choice.... better or worse?

MARS Turrret script is fundamental... when all AI ships have it... all your enemies on Capitals will be tough cookies. (as they should)

go find AI Ammo Cheat from Gazz... fixes the annoying problems with enemies that have only 2 crates of ammo. (it is not a cheat... :D )

FCC (factory complex constructor) is another very very useful one. it is just what the station positioning should be in Vanilla.

as Arcana said Gazz made some very useful scripts that fix some of the AI uber-dumbness, like the OOS rebalance...
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.

ILoveReefer
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Post by ILoveReefer » Tue, 30. Jun 09, 20:51

Thanks for the advice. So far I downloaded the X plugin manager, EST, CAG, and FCC. I'll hold off on the others untill I progress a little further. Your advice is much appreciated. Thanks

Nabobalis
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Post by Nabobalis » Tue, 30. Jun 09, 21:38

Any Chance of a community mod that incorporates most of the new scripts/mod into one?

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arcana75
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Post by arcana75 » Wed, 1. Jul 09, 05:28

Slim, since everyone wants different things.

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