[Index] Unbalanced Script & Mod Library : Post any cheat requests here

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

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X2-Illuminatus
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Post by X2-Illuminatus »

FriedTrix wrote:I would like to use the gates only to enable the starships to jump to another sector and make the starships enter a sector some predetermined point around a specific gate.
You cannot modify the way the jump through jumpgates works. However, you could modify the navigation scripts, so that once a ship reaches a certain position it will be teleported to the wished coordinates. But that looks probably a little bit odd. Especially, if you're in the same sector, seeing the ship plopping next to the gate into space.
2- Would I slow the game big time if I had routines that calculated the arrival position of each ships entering every sectors?
Making calculations on all ships in the universe will always have an impact on the performance. The impact itself depends on the frequency and the scope of the calculations.
Calgor Grim wrote:I concur with the above. That would also be somewhat win. Dont forget the potential for a few hundred fighters and an ability to dock a large number of M6, even a cap or two.
Well, based on the facts that creating a ship is a time consuming pile of work and that there are not so many moddellers around here, I would rather suggest you look for an existing ship model and adjust it according to your wishes using the X3 Editor (2). There should be some tutorials about changing ship properties in the Tutorial and Resources Sticky.
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Retiredman
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Post by Retiredman »

Would like to have..

a Wish List

A script or a cheat routine that would:

Reset everything back to the start of a new game with one exception.
(Back to original map, all player fabs are destroyed, all sats are gone,
money is gone)

One sector that the player designates, if there are ships, fabs, and player built stuctures, along with any stored credit those building have, will be preserved. ALong with any research done. (The HUB and ANH Sector isn't allowed)

Puts the player in a different sector in a standard beginning ship and lets the game begin anew.
(Must get rep, and go thru the hoops and circles like before)
Game is definetly modified.

I know about the reset scripts for campains and corporations, but this is a total wipe of all achievements. Sorta like the person got into a situration where they get amnesia. All they have is that one sector to start again.
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Post by jlehtone »

Retiredman wrote:... start of a new game ...
One sector that the player designates, if there are ships, fabs, and player built stuctures, along with any stored credit those building have, will be preserved. ALong with any research done.
It is probably easier to define a new gamestart that offers that property. There are examples of alternate starts in [url=http://forum.egosoft.com/viewtopic.php?t=216690]TC Download Library[/url].
Seldion
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Post by Seldion »

Hello, long time to see, any who
I'm looking for a script that will destroy all known factories of a type like a solar power plant, like for say you open the cheat menu and click destroy all, then it will ask you to select a target and any type of known target type of the factory will be destroyed.

Thank you for your time :)
:lol:
AzKat
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Post by AzKat »

Install weapons on a ship even tough you can't install them manually(not compatible with the ship etc).

Lets say you see a Terran TYR using a lot of powerfull weapons and you want it to be abit less powerfull and you make a certain weapon that is ALREADY installed on the ship to be incompatible. You exit the game, go to x3editor and make it uncompatible (change ware size to ST or smth else) then, you go ingame and load up your game only to find out that the ship is still using those weapons even tough they are uncompatible.

So what I want is to be able to install uncompatible weapons on a ship. (like install a gamma photon pulse cannon on an M5...and yes I know what could happen to textures and the beauty of the game but this was just an example@the M5 + GPPC)
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X2-Illuminatus
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Post by X2-Illuminatus »

Once created, ships will keep their stats. So, after changing ship stats in the TShips file you have to create a new ship to see the actual changes you made.
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Post by AzKat »

Ah well, then is there any way to make a hotkey for "Dock your ship at" option in the main cheat menu? :)
lionheart_001
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Cheat Station with no costs?

Post by lionheart_001 »

Hello all,

I would like to create a few stations here and there that do not have a huge cost. Is there a way to turn off its spending?


{Merged. jlehtone}
Bonius
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Post by Bonius »

Requesting AP Cheats, but waiting patiently :)
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X2-Illuminatus
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Post by X2-Illuminatus »

The TC Cheatpackage by Cycrow should also work with AP. If the Plugin manager doesn't work with AP, then simply use the spk explorer that comes with the PM to extract the cheatpackage.spk and copy the script and t files manually to their respective folders in the "addon"-folder.
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Post by Cycrow »

the ship command wont work however, so u cant open it from the command console, only from open space using the hotkey.

however, both the plugin manager and the cheat scripts will be updated for AP over the weekend
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Post by Flappy »

Thank You Very Much, Cycrow.

You just made my next 6 months or so. :) :) :)
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amrit
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icrease cargo hold size

Post by amrit »

Is it possible to increase the cargo hold size for my m3 thor ?
Say to like 1000 ?

thanks.
glenmcd
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Re: icrease cargo hold size

Post by glenmcd »

amrit wrote:Is it possible to increase the cargo hold size for my m3 thor ?
Say to like 1000 ?
thanks.
I haven't found any way of increasing cargo except by editing the types/TShips file. Sometimes I like playing with just one ship and set cargobay size to 1,900,000,000. If you're going to set it huge, don't allow any cargobay extensions at all (the paid for variety), otherwise when you buy cargobay extensions something in the internal maths go wrong and you can actually get paid millions of credits for receiving cargobay extensions hehe. In the same area in TShips you can also change the cargo type. For an M3 that can be anything up to XL size and everything still works fine. I tried ST size but there were problems in getting a Medusa Prototype to build stations. I only got as far as delivering them to the build site. You can use scripts to extend engine tuning and rudder optimisation as far as you like. Not so with cargobay size it seems. If you like just pondering around the universe and doing various station missions or going huge on trading wares, an M3+ with massive (XL) cargobay fits the bill nicely.
amrit
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Re: icrease cargo hold size

Post by amrit »

glenmcd wrote:
amrit wrote:Is it possible to increase the cargo hold size for my m3 thor ?
Say to like 1000 ?
thanks.
I haven't found any way of increasing cargo except by editing the types/TShips file. Sometimes I like playing with just one ship and set cargobay size to 1,900,000,000. If you're going to set it huge, don't allow any cargobay extensions at all (the paid for variety), otherwise when you buy cargobay extensions something in the internal maths go wrong and you can actually get paid millions of credits for receiving cargobay extensions hehe. In the same area in TShips you can also change the cargo type. For an M3 that can be anything up to XL size and everything still works fine. I tried ST size but there were problems in getting a Medusa Prototype to build stations. I only got as far as delivering them to the build site. You can use scripts to extend engine tuning and rudder optimisation as far as you like. Not so with cargobay size it seems. If you like just pondering around the universe and doing various station missions or going huge on trading wares, an M3+ with massive (XL) cargobay fits the bill nicely.
Thank you.

Could you tell me the directory path to the file that needs editing and what i use to edit it?

Thanks and merry xmas to all.
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Re: icrease cargo hold size

Post by glenmcd »

amrit wrote:Thank you.

Could you tell me the directory path to the file that needs editing and what i use to edit it?
The file is in the types\ folder. Use "X3 Editor 2" to edit the T File. You can also edit the text using text editor if you are aware of the file structure. X3 Editor 2 is a free download somewhere on here just google it..
amrit
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Kyon emmiters

Post by amrit »

Hello,

I was wondering if there was anyway to enable my Thor to use Beta/Gamma Kyon emmiters?

Thanks and Happy new year to all !!!!
SirDeathwalker
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Post by SirDeathwalker »

Graxter,
One trick I found was to set the freighters to be protected to god mode so they would not be destroyed (they still react poorly to being shot at in the first place, ie: run for cover, seriously delaying the completion of the mission). then you can take out the offenders at your leisure without the pressure of actually "protecting" the freighters, just see the attackers as volunteering to be destroyed in the name of your reputation.
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djpearson
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Post by djpearson »

SirDeathwalker wrote:Graxter,
One trick I found was to set the freighters to be protected to god mode so they would not be destroyed (they still react poorly to being shot at in the first place, ie: run for cover, seriously delaying the completion of the mission). then you can take out the offenders at your leisure without the pressure of actually "protecting" the freighters, just see the attackers as volunteering to be destroyed in the name of your reputation.
Setting frieghters to god helps, but its not a total protection solution, their still dumb and slow.
i speed them upto about 500 to out run most threats and speed up trading in general.
definately have a rear turret set to missel defense (some missles will still destroy them cause the god mode refreshes at 100milisec)
and turn off collisions (stoopid flyboys hit asteroids and stations all the time when the ships are sped up)
CAGs will avoid enemies, mostly
aaaaand mosquto missell defense... some script i got somewhere.

even then, if an attacker is close enough, fires a missle, then shoots the missle near your trader he's toast... but all these options do help. asumming ur using the cheat package ofcourse
Exon1911
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Post by Exon1911 »

I have a request for a mod (I am not sure if it qualify for unbalanced but I am not to judge)

The thing is that I am in desperate search for a mod for Albion Prelude that will allow me to dock TP/TS class ships on M7 and especially on TL,M2 and M1. In fact I am asking for someone of good will to make a mod like the Hangar/external docking bay mod for TC but to make it for AP.

I would be eternaly grateful!

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