[Requests] Script Requests & Conversions

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

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Infekted
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Post by Infekted »

I've looked and cant find anything like this. I don't know if its even possible. A mod that lets you see ware information contained in the in game encyclopedia on your map. Or a map extension of the in game encyclopedia. Also display pricing information for sectors you have sats in.
Maybe use colours and shading of the sectors and borders to indicate pricing/availability information. Also have mouse selections of sectors giving detailed information about which stations within that sector buy/sell the ware, and at what price.
Call it Trade Information Software or something, and sell it for something rediculously high. Something a only a real magnate can afford.
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Novia Star
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Post by Novia Star »

I had a few Ideas that were buging me about the life in the universe and a few things about combat. If anyone knows of mods or other things to do some of this, please point me in the dirrection of it. Thankyou.

1 Each system has a hudge population on 1 or more worlds. You can fly into these worlds (and die). I pretty shure there is no way to land on planets, but all thoes people need to be dooing and wanting something. Maby have a orbit elavator station that stocks all race comidities and a few basic things. That generates them at L-station size, and sells them for advrage. !With out using E-cells(E-needs to handled planet-side)!

You could have a bunch of help the planet missions or somthing(famine, Drought, Accident, Evacuation, Collinazation exc.).

2 I would love a simple script to make a fighter run away if shields reach (X%-to be determned) Either to home bace(carrior/station, or to a neer by staging aria/station/system)

3 (This im shure is out there.) A up-grade to any M6 or larger ship to have a repair crew on bord(using Tel/ore/comComp/microC exc.) to repair (X%=ship size, lower for big ships) That dosen't take like forever to fix some dammage.

4 lastly. A carrior command upgrade in junction with Repair crews upgrade to make it possible to fix M5s and smaller ships docked in the hanger using smaller ammounts of above mentioned stuff. Even carriors today can make repairs on aircraft or at least get them back to some better working condision.
ADStryker
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Post by ADStryker »

Novia Star wrote:I had a few Ideas...

3 (This im shure is out there.) A up-grade to any M6 or larger ship to have a repair crew ...

4 lastly. A carrior command upgrade in junction with Repair crews upgrade to make it possible to fix M5s and smaller ships docked in the hanger ...
I think the Marine Repairs script does both of these, and will even repair a damaged station if you dock your marine-carrying ship there. It doesn't cost you in commodities, but it does allow you to utilize the millions of credits of investment that you're likely to have in training your marines. The more training your marines have, and the greater the number of marines, the faster the repairs progress.
Makita wrote:I think having a script to auto-follow at 15km or so range, would be nice for those shadowing missions...
I'm no scripter, but it seems to me that one could make use of the AL timer, the "move to position" functionality, and the "set speed" functionality to build a relatively simple plugin that would do this.
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theredman
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Post by theredman »

Hi just thought i could add a request here for combining a bunch of scripts together instead of haveing 5 scripts fixing 5 problems.

ok so i use the
Complex compacter script http://forum.egosoft.com/viewtopic.php?t=225042 , advanced hub docking script http://forum.egosoft.com/viewtopic.php?t=244904, trying to get more storage with another script or by using the hub storage mod with those custom stations that have hub like stations.
http://forum.egosoft.com/viewtopic.php?p=2704437 oh and I use this too the research thingo http://forum.egosoft.com/viewtopic.php?t=248959 err need to add engine/cargo/manuverability to that...

these scipts are like the bread and butter couldnt play tc without them.

Ok My point is can we get gazz and saetan to combin there scripts a little so you buy a superstructure and all it really is at the start is a storage place and capable of exectuing research upgrades... need a research station... but anyway you have the structure and you add factory modules to the structure as in your fitting out rooms ect in your sturcture. so like that big building in the storage mod could have like 100 factories in it making weapons ect including power the works, maybe a collapsed mine in there or the terran mining barge that works? i havent got mine working yet lol. anyway that would be the main idea.

err also adding people either just working or if you have some housing modules installed living on the superstructure with a tax / wages system and maybe a school type station with personal shuttles going backwards and fowards .. err im getting carried away now lol.
Bobucles
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Post by Bobucles »

Quick request here.
Missile Barrage Hotkey.
Immediately launches a missile barrage from the player ship. Only works on ships with the appropriate missile turrets.

This way players can make proper use of an M8 or M7M ship without digging through the menus every single time. Oh, it also may be important for a mod I'm working on. :D
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mattig89ch
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Post by mattig89ch »

I've asked before, and I'll ask again. Is there a script currently in existance that does: 1.) adds terran marines to one or two terran stations? and 2.)allows you to buy stations that produce terran goods?
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Deadbeat_Spinn
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Post by Deadbeat_Spinn »

mattig89ch wrote:I've asked before, and I'll ask again. Is there a script currently in existance that does: 1.) adds terran marines to one or two terran stations? and 2.)allows you to buy stations that produce terran goods?
1. Maybe, but I'm not certain.

2. Why, you can buy Terran stations in vanilla. But if you don't want to spend the time doing most of the plots there is a script that allows the purchasing of most (all?) Terran stations, it can be found in the Library.
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Gazz
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Post by Gazz »

TEKing66 wrote: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?
You need to understand that the "pilot" of a ship consists of exactly one value - it's name string.

Whether that string is empty or not - fighters do gain experience in vanilla R / TC.
Capital ships do not. (they don't "dogfight" so it would be pretty pointless)
It's the ship that has a fightskill value.

So to "implement" this, all you really need to do is write pretty names into the pilot name string of each ship.
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Destro Ace 1
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Post by Destro Ace 1 »

Can you add some Aldrin ships please? I don't know if it's been done already, but never hurts to have more.
Legion X
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Post by Legion X »

A mod for X3-TC v.2.5 X3-Gold? Just that version. Could be asking for something really dumb but correct me if I sound like an idiot.
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Deadbeat_Spinn
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Post by Deadbeat_Spinn »

Legion X wrote:A mod for X3-TC v.2.5 X3-Gold? Just that version. Could be asking for something really dumb but correct me if I sound like an idiot.
Care to elaborate on "mod"?
wingraider
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Post by wingraider »

uhmm, this is the request thread right? anyway, i hope I'm not violating any rules.
I'm not too sure if there's a ware like this inside the game. I haven't played that much so I have no idea.

Is there any cloaking script/software out there? (stand alone, not part of any mod). if there's none, I would like to request for it.

thanks ^^
tobeoak
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Hotkeys and customizable menu

Post by tobeoak »

Hi,

I find it annoying that only some commands are "hotkeyable" .. for example the "jumpflystation" command cannot be tied to a key and its the one I use the most .. I'm building factory complexes and my mammoth is doing shuttle traffic jumping to the shipyard and then back to sector. It would be nice to see more stuff done via the keyboard instead of the constant keyboard-mouse-joystick switching.

The ultimate thing would be a ship-specific, user definable menu-addon to the top right-click menu of every ship. For example for my mammoth I could define:

1. Jump to Queens Retribution and dock with shipyard
2. Jump to Gunnes Crusade
3. Jump to Third redemption and dock with shipyard
... and so on ...

regards,
T
Yllidor
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Post by Yllidor »

I guess this is a Scripting Request. Probably dead easy for people who know their way around the game. But I was unable to find anything on it when I search.

I would like to increase the amount of credits I can have in my main, personal account. I don't mind earning credits, but I hate to see them being wasted. And while I could build random factories and use them as piggy banks, that seems amazingly artificial and dangerous (random factories get destroyed fairly often).

So that's my request. Please create a script which increases the amount of credits that can be stored in one's personal account. By preference, increase the amount substantially. Say, hundreds or thousands of times.

If this has been covered elsewhere I apologize. I did try to do some searches and didn't come up with anything. Good day all.
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Deadbeat_Spinn
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Post by Deadbeat_Spinn »

The max your personal account can have is two billion. With the Cheat Pack you can give yourself the 2bil time and time again.
mark_a_condren
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Post by mark_a_condren »

Yllidor

This is one of the issues i will be tackeling in Stock Exchange Stage 3 (Bank Implementation). As the 2bil is a game number limitation, one idea im looking into is being able to create multiple 'Accounts' at the bank and deposit upto 2 bil in each account. If your accounts can't hold any more then just create another account to deposit credits into. Sounds good and easy in theory, we'll see what happens in practice. As the credits won't accually be held by a station, the station destruction problem won't come into play.

MarCon
Yllidor
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Post by Yllidor »

Deadbeat_Spinn: I appreciate that the Cheat Pack can give me all the money I could conceivably have a use for. I would, however, like to keep track of the money I earned in the game, and limit my spending to that amount. If I have a bank account limit of $2B Credits I fear I will lose track of what I earned, and if I use the cheat I fear I will spend more than I earned, which I would rather not do. Call me crazy. I did try using some Stations to store money, but after losing a couple of Stations worth about $600M Credits I felt unsatisfied with that approach.

MarCon: If you can implement multiple accounts in your Stock Exchange script I would be very interested in using it for that alone (and, in fact, I would be interested in using it for its other features as well).

Thank you both for replying.

Yllidor
Perpetual Sin
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Post by Perpetual Sin »

Is there a mod which makes Kha'ak/Xenon Cap ships boardable with marines[REQUEST]Does any one think that Kha'ak/Xenon Marines possible that would be cool but what would they look like? Or perhaps a half Kha'ak Xenon Hybrid M0 M1 M2 and so on perhaps they could be allies now that would be scary bumping into a fleet of Kha'ak and Xenon Hybrid ships :D wow i think i'll leave it at that for now i have gizillions of ideas but im crud making models and scripts :oops:
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Deadbeat_Spinn
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Post by Deadbeat_Spinn »

Xenon capitals can be aquired in vanilla. As for the Kha'ak capitals you could just script/cheat them in.
Perpetual Sin
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Post by Perpetual Sin »

K thanx but what do you think of kha'ak Xenon hybrid ships and alliance between them? as for the Kha'ak Xeno marines maybe thats a bit complicated im not sure but would be nice and i have never had one of my ships boarded by ai is there a mod for that as i love a challenge

Edit: I saw a clip of x3r intro and there was a large Kha'ak ship with a bunch of M1 or M2 firing at its core what ship is that?
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