Modding & Scripting Requests!, This Includes Requests For Mods If They Have No Forum

The place to discuss scripting and game modifications for X²: The Threat.

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What Would You Like To See In X2 Mods?

Combat Overhaul: New Combat Ships, Weapons, Shields?
5
14%
Economy Overhaul: New Trade Ships, New Wares, New Factories?
2
6%
Realism Overhaul: More Ships In Sectors, Race Wars?
7
20%
Ship Overhaul: Variety Of More Ships? Specific Job Related Ships?
6
17%
Graphic Overhaul: New Graphics, Different Sectors, Different Universe?
6
17%
Mission Overhual: New Missions, More Guilds, More Events?
4
11%
Faction Overhaul: New Factions, New Factions With Storylines, New Organisations?
3
9%
Difficulty Overhaul: Stronger Enemies, Weaker Enemies?
2
6%
 
Total votes: 35

Lord Dakier
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Modding & Scripting Requests!, This Includes Requests For Mods If They Have No Forum

Post by Lord Dakier »

Hi Fellow X2 Players,

From now on myself and Chris Gi have thought it best if requests for mods or scripts was made in this thread. The reason behind this is due mainly because, most people only discuss what they would like to see in a mod after it has been completed. For the continous cycle of fresh mods being built for X2 we decided this had to change.

We now have a poll so the community can vote for what they like best in mods. This gives lesser experienced modders and even well experienced modders an insight to what people want to see in their mods. Just vote down what the main feature you like to see in mods are and you could of saved the X2 future :D

Furthermore this thread will also follow mods and release news about their recent updates. This too helps as many people come to X2 and cannot seem to find any mods which are underway.


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Requests Made;
Job Specific Ships
M0 Based Superwapon
Specific Shields For Ships
Larger Map
Stronger Enemies
Trade Competitors
Improved Sector Takeover
Risky Illegal Trade
XL Jumpdrive
Khaak Custom Start
Nebula Finder

Job Specific Ships: dathion has requested that ships fit the roles of jobs. For an example, a scout ship which is of an M5 class and uses a triplex scanner. Another example would be an M6 class with 2 foward fixed weopons 2x top, bottom, right, left and rear turrets with max GIRE for fighter support for M1 class ships. This M6 would only be good against M3, M4, M5, and missles.

M0 Based Superweapon: This is one that I want to request actually. Too many times have I played X2 and sent a fleet into a Xenon filled sector and watched as the poor AI has caused my ships to have been crunched up by Xenon monsters. I would like a M0 like superweapon which is capable of firing from an amazing distance of around 100km which also has a huge diameter.

Specific Shields For Ships: dathion has called in for another one here. He would like to see shields, if possible M5's using 1mw, 2mw, 3mw and for each of these classes to be more expenive. Also M4's using 5mw, 10mw, 15mw and M3's using 20mw, 25mw, 30mw with the amount held being race specific.

Larger Maps: I think dathion is getting a bit greedy here lol. He also would like to see larger maps.

Stronger Enemies: Yeah he is deffinately being greedy now. Our friend dathion is finding enemies to weak and would like to see stronger enemies atleast in 1v1's.

Trade Competitors: Jonson27 is finding trade too easy. If the Teladi won't run him out of business then he wants someone else to atleast try it. He wants named corporations to try their luck against his trade lines. He even wants the discreet and illegal use of pirates that can be hired to attack opposition trade lines. Sounds like this would make a good script.

Improved Sector Takeover: Yet again this is something I would like to see in X2. Too many times have you destroyed a factory, claimed the sector and watched as it has respawned. I would like to see an improved sector takeover script with improved features such as selling these sectors, tax and income, paying for reconstruction and many others. Really this should of been in X2 in the first place.

Risky Illegal Trade: Mufgatar wants to request for a script that makes pirating more risky. He finds that the sector police are not detecting his activites enough. Personally I would enjoy this cause then I can watch those pirate hordes get cut up by an Argon M6. So come on you pirate lovers and haters, get this running!

XL Jumprdrives: Our friend Dathion would like to see jumpdrives fit only the those ships which can carry XL size. I understand where he is coming from. Realistically I could not see your average Nova creating enough energy to make a warp jump lol. Anyway this one is easy, I think I'll try and do this one :P

Khaak Custom Start: I always wanted myself to be able to fight from the Khaak's point of view. So perhaps a mod or script is required to make Khaak friendly with your race and that you can work with them. The game could start with the attack on President's End and your ship is nothing more than a little scout however, later on you upgrade to bigger ships. I know there are issues with Khaak ships but if they were redesigned maybe those issues would become non-existant.

Nebula Finder: Rainbowman is requesting for a script which identifies the deadly hull and shield damaging Nebulas. I thought Argonopedia would of had it but, they only have information on some special nebulas.


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Upcoming Modifications;
Top Gun 2.7
Pandora
Parrallel X Dimension
Frontier Assualt

Top Gun 2.7: Being one of the most favoured mods for X2, Harlock still can not seem to leave his battleship and is still at the computer desk working on getting Top Gun to reach 3.0.

Pandora: Is the adventurers mod, as it adds not just new, ships and new stations but even a new story! If you got bored of beating Xenon and walking through their sectors, be prepared. In Pandora the Xenon and Pirates will remind you why they was feared so much.

Parrallel X Dimension: Is an ambitious mod created by Zeron-mk7 and Solek. It plans on releasing two versions, a parrallel dimension with all modified ships even a new universe map and an unparrallel dimension including X2 vanilla ships.

Frontier Assualt - X Wars: Is a mini-mod under creation by myself. This mod will include dramatic changes such as more capital ship combat and even more reason as to why a fleet is important. Using slower heavier cannons capital ships will be used as mass produced ships. Battles are to become larger and losses will be existant on both sides of the conflict.


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X2 Modding News

In the X2 universe there is always news somewhere. Lucky for you, you don't have to find it... instead... I do. Moving on, I will try and update this section as much as I possibly can.

20th April 2009: Good news everyone, this thread got posted today. Not only that but, Harlock is almost done with the new parts of his computer and will be back to modding Top Gun very soon. In the land of P.X.D they have updated their arsenal with now a total of 47 ships. They are deffinately getting there, good work guys! That ends the news for today, I hope you had a nice read and will check out those links too.

09th April 2009: P.X.D has managed to get some more ships up. These new ones look pretty awesome, I suggest you all check them out

14th April 2009: Pandora has released some new pictures on their work. Get over there quick cause, this is some high quality work!

14th July 2009: I took a trip over to Pandora and pummeled them with questions about there mod. Probably the best aspect about Pandora is the fact that it will allow you to select a setting on how populated the game will be graphical wise. Onto everyone's favourite M0's... Pandora did mention they will have M0's for all the races except for Pirates I think it was, you can expect the M0's to bring some company into battle... guess your going to have to by some new Oddy's or maybe not as the new dreadnoughts will be very handy against something so strong. Luckily for you you may not need to fight it in the same place all the time as the crew at Pandora say the galaxy will be different everytime you start a new game. If unlimited sight seeing is still not good enough then perhaps conquering the entire X-universe is with a new interracial wars plugin. Over at another mod Zeron managed to also get some more ships out so you may want to check that out too! Harlock appears to be away still but, I left him a message at shadowtek.

25th October 2009: I have now started a small mini mod which aims to change much things in the X universe without changing any existing ship models or stations. It is a complete reimplementation of what I think would be more realistic ship combat. There is now a need for fleets rather than a single destroyer. More info can be found at; http://forum.egosoft.com/viewtopic.php? ... 05#3076405

29th October 2009: I have released the alpha version of Frontier Assualt just to see if anyone enjoys where I am going with this so far.


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Last edited by Lord Dakier on Thu, 29. Oct 09, 01:48, edited 19 times in total.
dathion
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Post by dathion »

edit it for all the above option.
:D
also asking, shields if possible M5- 1mw, 2mw,3mw each class more expenive.
M4- 5mw,10mw,15mw. M3-20mw,25mw,30mw
so on and so on for each class of ships,and the amount held would be
race specific.

Larger map, stronger enimies at least when its 1v1.

basicly every thing on the poll :lol:
Lord Dakier
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Post by Lord Dakier »

Updated. I think that is a pretty good finished result lol.
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Shadow dream
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Post by Shadow dream »

I would like to vote for more than only one opinion - they all have something I like :D

BTW: Thanks for keeping this Thread! I'll be proud as soon as the Pandora-Download-Link is in here ;)

Edit: you should take off the Link to topgun mod - this forum is... let's say it doesn't like Harloc ( :( )
REEdit: That way it works too :D

Shadow
Last edited by Shadow dream on Mon, 20. Apr 09, 21:09, edited 2 times in total.
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Lord Dakier
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Post by Lord Dakier »

Yes Im trying to get them links in there give me five minutes lol.
dathion
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Post by dathion »

not greedy, remember this is a wish list :lol:

any way just one of my wisshes would make the game new refressing
to play.

besides its always good to wish big, beleave and be thankful for the outcome :D
Last edited by dathion on Mon, 20. Apr 09, 22:01, edited 1 time in total.
Lord Dakier
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Post by Lord Dakier »

It is what they say lol.

EDIT - Be sure that everyone mentions this thread to X users as well lol.
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Chris Gi
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Post by Chris Gi »

Oh, you've done pretty much! Nice!

I started the same thread in the German forum, with a poll very like the one above. With two exceptions: I spliited the "Difficulty overhaul"-option to allow two answers: stronger enemies and weaker enemies. And I added another option: "All (or most) of the above", because you can only choose one option.

@Lord_Dakier: maybe you can add this last option to the poll?

I keep you informed if any new ideas evolve in the german forum. I also translate the ideas from here and post them in the german forum.

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I have a few remarks on some of the ideas:
dathion wrote:Larger map
What is a large map? How many sectors does a map need to be considerd large?
dathion wrote:shields if possible M5- 1mw, 2mw,3mw each class more expenive.
M4- 5mw,10mw,15mw. M3-20mw,25mw,30mw
so on and so on for each class of ships
As already stated in another thread, I really like that idea. In fact, I keep coming bacj to this point ever since I saw a 45 MW shield in a mod (can't remember which one).
Adding new shield types is one thing. But where to buy them, and where do they come from? What I really want to have are new shield types and factories that produce them. Thus, I prefer just a few new shield types (not more than 4), combined with the factories that produce them and sells them to Equiment Docks. Besides, I don't know how many shield types can be added.
What I can't decide is the type of the shields. I would like to see 250 MW shields (or higher) for big ships and stations. But I can't decide what other types. So any input is welcome!
Lord_Dakier wrote:I would like a M0 like superweapon which is capable of firing from an amazing distance of around 100km which also has a huge diameter.
Mmh, I don't agree with you. I like the idea of a superweapon, which may be able to kill (or almost kill) a station with one shot and will then take some time to reload. If balanced right, this may be a good addition to the game. But this weapon should be a fixed front weapon. This way, it's usefullness is greatly reduced, especially for the AI.
What I don't like is the firing range of around 100 km! You enter a sector and you can shoot down any ship or station in the sector (vanilla sectors are around 90 km). I could shoot at something that's not within my scanner range! I wouldn't want such a weapon - a more decent firing range of around 20 km is much better in my opinion.
dathion wrote:Stronger Enemies
Stronger enemies - I'm not quite sure if I really want the enemies stronger. The Khaak are real nuisance, and hard to survive if you face a cluster. Pirates and Xenon are a rest for exchange.
If you have a 1v1 situation, fighting is really easy, especially if your opponent doesn't have a back turret.
But fighting definitely needs an overhaul. It's too easy to kill an M3 class ship if you have a good M4. I used to capture a Xenon N very early in the game, and I had no more problems in fights as long as I was able to avoid groups and M6's.
And I bought the Teladi M6 later - and the Xenon invasion missions were mine! The Xenon M2 had no real chance.
This is ridiculous. The M6 is not a small ship, but how can it take out a Destroyer? I would like to have a new balancing of the ship classes (this perfectly fits dathion's idea of ship variants....
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Lord Dakier
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Post by Lord Dakier »

Unfortunately it will not let me, I did want to put an 'All' option in myself.

I think combat needs an overhaul too. As for the poll, select which you think is most important. Hmm yes I forgot the sectors are not as big in X2 as they are in X3. I think 20km maybe a bit too short. I was considering the recharge time something mega long like 1 or 2 hours. If the distance was lowered then the recharge time should be too.
dathion
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Post by dathion »

Chris

Deadlys ship station mod added 45MW-200MW shields
pluss the factories that made them.

What I meant about harder enemies, is more of them traveling in packs.

I believe it should take 3 M5's to take out 1 M4 ect.

as far as a large map atleast 200 sectors.
Lord Dakier
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Post by Lord Dakier »

I thought there was a limit to the sectors?
dathion
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Post by dathion »

in the German side yogie has a 300 sector mod.
I was bummed it wasn't trans lated
Lord Dakier
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Post by Lord Dakier »

Yes I saw that. Did not quite believe it lol. I guess there is no limit then.

If I ever did learn to understand the Galaxy Editor then I would love to create my own map.
dathion
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Post by dathion »

and that Lord_Dakier is why we have this thread so hopefully
we all get to enjoy a mod with at least one of our wishfull options. :D
Lord Dakier
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Post by Lord Dakier »

When I think about it, I know how it should all be set out, I just don't know how to do it lol. As for Modelling I want to take care of that soon. I want to create actual mobile suits. Someone over at X3 had the right idea. In a way it is simple if you think about it.

It can only take one stance so you have it in a firing stance. It amy work. It may not.
Lord Dakier
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Post by Lord Dakier »

So yeah, I decided to have a crack at making a superlaser however, this being my first time at doing this kind of stuff on X2 I am a little stuck.

http://s493.photobucket.com/albums/rr29 ... roblem.jpg

I keep getting some issue saying "Error Showing Object:Overflow"
Jonson27
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Post by Jonson27 »

I agree with an earlier point that an m6 should not be able to take out an m2. The order of difference between the two is significant - it should be no contest in a 1v1 fight. I suspect you were taking advantage of the pathetic AI - lol. Did you find a "window" in the defenses? This makes me think if luke skywalker when he took out the deathstar with a single shot. ....While it might be possible for an m6 to take out an m2, it should only be something you'd do as a last resort - and the chances for success are remote. Remote, unless you have the force!

I voted for realism. I don't mean realism in the sense that I want more ships or no jumping or x1 acceleration. What I mean is, I want the "atmosphere" to feel more real. I want enemies to feel like 4-dimensional enemies. I want economic competitors to have names. I want to know hte corporation they're a member of, i want to know what kind of profile they have... how many credits they're dealing in. I want them to use the same tactics that I do.. and I'd like for there to be mini-warfare between companies (like secretly giving money to pirates that're near your enemies trading operations).

I don't want more ships in the sectors either, I just wnat more atmosphere behind the choices that're made. Right now everything feels robotic in vanilla x2... seems too much like eating cardboard that's painted to look like real food.
Hello there!! (Jumping up and down)
Lord Dakier
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Post by Lord Dakier »

I'll add that to the requsts section. Yes at the moment I myself am doing some early game trading runs and I have to say apart from the Cloth Rhimes I just got scammed into buying this is rather easy. I'll have my own SPP soon.
dathion
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Post by dathion »

so far the best way to add life to my game is to ad these scripts.

1-bonus pack
2-Xai AI project version 3.12m
3-AL Plugin - Race Response Fleets v1.7
4-ALGalTrad+Lib_1.18.3
5-Autodock_V1.1
6-Bountyhunter_v2
7-Fight_Command_Software_Mk3_Patrol_v2_1b
8-Fight_Command_Software_Mk3_Wing_v2_1b
9-Marks_Resupply_V2_1b
10-NavSoftST1-V6
11-salvagemodv25fixed
12-StationCom10
13-STC Station Upgrade Commands
14-X2.pirate.guild.120
15-Jump.start.ts.plugin.v.1.1
16-GunDroids

no matter wat mod I use if I can run these with no conflicts its one of the best ways to bring the game alive. :D
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Chris Gi
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Post by Chris Gi »

Lord_Dakier wrote:I keep getting some issue saying "Error Showing Object:Overflow"
Mmh, the RGB-Values look a bit weird. Shouldn't they have just 6 digits?
Lord_Dakier wrote:Unfortunately it will not let me, I did want to put an 'All' option in myself.
I added the option after the initial post, but before anyone voted. This is what I have done: edited the first post, enter the text for the new option, and pressed the "Add"-Button, and the "Send" button (don't know the english equivalent, my interface to the X2-Forums is set to German language).
But maybe changing the poll is no longer possible if someone has already voted.
dathion wrote:What I meant about harder enemies, is more of them traveling in packs.
Right, enemies should built squadrons. They are really too careless if they think they can beat me. And they don't learn - because they got shot down and don't survive the encounter. :D If they build formations, fighting them is much harder. But this needs some script changes to get more groups than in vanilla X2.

Regarding the number of sectors:
There IS a limt: the map can contain 300 sectors maximum.
The issue with larger maps is the in-game galaxy map - new sectors are not displayed. There is an additional mod needed to display the map. There's already one availlable, but it does display the map in a grid layout 2D manner....
Jonson27 wrote:I want economic competitors to have names.
I know a guy's working on economic competitors that acts similar to the player. He starts with a ship, and starts exploring and building a trade empire very much like the player.
I don't know much about this, because there's no official announcement of this. I only know this from personal communication. But he has other things to do atm (there is RL), and the script will most likely not be available before summer...
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