[Requests] Script Requests & Conversions

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

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shdwphnx
Posts: 22
Joined: Wed, 9. Nov 05, 19:48
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Post by shdwphnx »

Sorenson wrote:I know I could probably do it myself given enough time and energy, but frankly I'm in a real crappy mood right now. Basically I want a script that tells any player-owned SPPs to ditch the crystal requirements and just go hog-wild spittin' out energy cells like the NPC ones do, since I'm getting annoyed with being hindered in my mineral exploitation exploits by the relative scarcity of silicon.

Now if anyone's in the mood for an actual challenge, I've got an idea along the veins of the above: rather than remove the crystal resource from SPPs universally, the idea is that if a player has a complex that has an SPP as a part of it, the script removes the energy cell requirement from the other factories in the complex - basically the SPP skips the power-cell-making bit and passes the energy it collects straight into the complex power network for the other factories to use.
Here's the first part of what you asked for...
LazCorp Crystal Free Solar Power Plant
Last edited by shdwphnx on Thu, 13. May 10, 03:25, edited 1 time in total.
Sorenson
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Post by Sorenson »

I've seen that, but it also comes with some stupidly hefty "balance" baggage that makes it worthless to anyone who doesn't have a massive fleet of UTs working on 10x SETA every night of the week. I just want something that, after I build a SPP, knocks out the crystal requirement, since frankly I find the whole EC thing questionable in the first place and don't believe you should be bilked for everything you've got for challenging the status quo.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
Black_Shade
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Post by Black_Shade »

is there a script that allows a docked TS to take the wares from one of your factories and just stay there docked? I've got a complex built to outfit my ships, and one of the things its making is missiles. The problem is that missiles hit their production cap extremely quickly- I want to park a mistral there that never leaves, but simply grabs new production so the factory will keep producing without me having to micromanage it every 30 minutes. I'm guessing something like EST can do this, but I can't figure it out.
dillpickle
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Post by dillpickle »

Black_Shade wrote:is there a script that allows a docked TS to take the wares from one of your factories and just stay there docked? I've got a complex built to outfit my ships, and one of the things its making is missiles. The problem is that missiles hit their production cap extremely quickly- I want to park a mistral there that never leaves, but simply grabs new production so the factory will keep producing without me having to micromanage it every 30 minutes. I'm guessing something like EST can do this, but I can't figure it out.
If you set the missile sell price to maximum, then order the TS to sell ware for best price he will sit there happily snatching every missile that comes off the production line. - have been doing it this way in vanilla for ages.
Black_Shade
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Post by Black_Shade »

dillpickle wrote:If you set the missile sell price to maximum, then order the TS to sell ware for best price he will sit there happily snatching every missile that comes off the production line. - have been doing it this way in vanilla for ages.
Thanks, this worked. Is there a way to do multiple wares though? I'm only making 4 different kinds of missiles at the complex, so it's not a problem, but it might be nice to be able to do it with a single TS instead of 4.
The_Mess
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Post by The_Mess »

Black_Shade wrote:Thanks, this worked. Is there a way to do multiple wares though? I'm only making 4 different kinds of missiles at the complex, so it's not a problem, but it might be nice to be able to do it with a single TS instead of 4.
I think you could possibly pull it off with one of the trading scripts in the bonus pack, the commodity logistics trader MK1:
http://forum.egosoft.com/viewtopic.php?t=275925

Just set it to only sell goods, and it might just do the job if it's behaviour matches that of normal traders. Though it's been a few years since I last used it...
savagetwinky
Posts: 169
Joined: Tue, 11. May 10, 19:29

different missle effects

Post by savagetwinky »

I'm not sure if any one has thought of this or even made it yet, but the possibility of different missle effects.

Like for instance, shield disrupting missles, they will knock out a ships ability to regen their shields. And this can be used for each individual system weapons/engines to add a bit more tactical ways of going about, instead of always trying to make things go boom.

This would be kind of cool for slower ships to stop faster ships, or the lighter ships stopping the shields so they can do more damage instead of fighting the shield regen.

The combat is kind of bland IMO and would be nice to add some tactical approaches instead of of my ship is bigger I WIN.
squidoutofguam
Posts: 17
Joined: Thu, 30. Apr 09, 07:21
x3ap

Post by squidoutofguam »

I am using the BSG 1.8 MOD and I really like it. I understand that there is a full conversion coming along but would like to say that I really am having a lot of fun shooting up cylons with the mass drivers and having phased array guns as a backup. I also like using wasp missiles to keep the enemy busy while I shred their ships.

Thanks for this conversion as the game wasn't as much fun without it.

The Squid
Seijin8
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Joined: Thu, 17. May 07, 19:51
x3

Post by Seijin8 »

I hope this is the right place for this:

In X3R there was a Paranid "Daedalus" jump gate ship, they were TLs similar to the Hercules, but with distinct models. They were briefly seen during the campaign. I love the design theme for large Paranid vessels. At one point I had converted these into escort carriers (sorta like what M7s are now).

Every google search on these I do comes back with the X-303 ship from Stargate - not what I am looking for!

The XSP I had made for getting them into X3R doesn't work on X3TC. Maybe the model isn't in X3TC?

If someone can set this up, beautiful. If not, some advice on doing it myself would be great. Thanks much!
Rionbk
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Joined: Fri, 21. May 10, 18:28

Post by Rionbk »

Been looking around on how to set default view to external camera view and not the cockpit, and so far come up blank.
Could this possibly be done with a script? and if so could I make a request for it if it's a easy one to do.

cheers
Sorenson
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Post by Sorenson »

I asked this a little while ago, but after killing my neck trying to convert Gazz's asteroid condenser script from X3R I'm gonna' ask again.

What I'm looking for is a script that basically works like this:

A) User inputs a Special command made available on TL/M1/M2-class ships carrying both a tractor beam and a mobile drilling system on the ship executing the command.
B) User selects from an asteroid type: Ore, Silicon, Ice or Nividium, even if the last two pretty much never have more than one asteroid in a sector.
C) Script checks the number of asteroids of the specific ore type in the executing ship's sector: if this amount is 1 or 0, kick back an error to the log saying there aren't any asteroids to merge.
D) Script gets the sum total yield of all asteroids of the type specified in the sector and sets this aside for safekeeping.
E) Script destroys all the asteroids of the type specified in the sector, no explosions, no debris to collect, just gone.
F) Script creates a new asteroid of the type specified at a random location inside the sector, within a range of -50km to 50km of the sector core.
G) Script sets the yield of the new asteroid to the sum yield that was noted beforehand.
H) Script kicks back a message to the logbook saying the job's done.
Morality baggage step because people are going to whine like no tomorrow if this isn't included, even if it doesn't make sense because you're the one condensing the asteroids) Script take an amount of credits from the player equal to Yield/20 x 800,000.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
mark_a_condren
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Post by mark_a_condren »

Sorenson

For what its worth, if your having trouble converting it, then drop it, and start your own script from scratch. That way you control the flow of the script and the logic behind it.

When you get stuck with a bit of it post here and someone will prob help you with that bit. Then others can learn as well.

EDIT:
Watch this space: http://forum.egosoft.com/viewtopic.php?t=278535

MarCon
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ezra-r
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Post by ezra-r »

I'd like to as for a:

"Drop Neutral Navigational Beacon" script/mod.

The thing would just give you a hotkey and every time you "hit" it your ship will drop a neutral nav beacon like the ones we usually find in some sectors.

Just that.

If anyone decides to make it I would apreciate a priv message in case they don't make it public so I notice :)
johnnywas
Posts: 351
Joined: Thu, 28. Dec 06, 23:50
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Post by johnnywas »

i would like a script that stops pirates spawning in pirate sectors after the sector had been cleared for a while or after a certain number of pirates have been killed by the player in that sector

thanks
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ezra-r
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Post by ezra-r »

johnnywas wrote:i would like a script that stops pirates spawning in pirate sectors after the sector had been cleared for a while or after a certain number of pirates have been killed by the player in that sector

thanks
Sector TakeOver I think it is called.. I think it has been brought up recently.
Makita
Posts: 123
Joined: Sat, 14. Jan 06, 01:32
x4

Post by Makita »

I think having a script to auto-follow at 15km or so range, would be nice for those shadowing missions. I tried to fiddle with it, then realized I am border line retard when it gets to scripting.

Makita
StarCrack
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Post by StarCrack »

like the 15 k follow idea
TEKing66
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xr

Post by TEKing66 »

I remember in X3-R you could hire pilots to man your fighters. If I remember correctly, they also gained experience as well.

I'm not much of a scripter, but that would be cool in X3-TC.

Seems like I remember there being a command to "Hire Pilot".
Once given the order, the ship would fly to the nearest EQ or Trade Station, land there, and then a pilot was hired. After which you could give him orders.

Could this be done in X3-TC?
My mods for X3TC & X3AP

Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
psitank
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Post by psitank »

Can anyone convert the missile manufacturing bay from XTM to TC? much appreciated.
ADStryker
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Joined: Mon, 22. Jun 09, 02:04
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Post by ADStryker »

How about an option to send a Global message to all properties to toggle the "Show as Enemy if Enemy to Me" switch.

Apparently, in vanilla, this has to be done on a ship-by-ship basis, which can be a big pain in the rear if one has large numbers of Lasertowers that one wants to attack Xenon, but not Pirates.

----- (edit) -----

LV's Global Friend Foe Upgrade might do what I'm thinking. Need to test to see for sure.
Last edited by ADStryker on Wed, 14. Jul 10, 13:33, edited 1 time in total.
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