NEWS: X³ Reunion - Bonus Pack 3.1.04 [updated-13-10-06]

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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moggy2
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Post by moggy2 »

R.Styles wrote:How big can this bonus pack get?
Will scripts keep getting added and newer releases of this bonus pack get released?
yes, if people send us scripts we like.

there's a couple more being prepared right now.
vilge
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Post by vilge »

So that "bonus" was made by community,and Ego just "sign" it up?*GREAT* job Egosoft, thx is for free,lol.Still w8ting a day when u going to do something yourself about a game u created...
bob hope
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Post by bob hope »

vilge there are things called patches that keep being made, Bala Gi 2.0 is the next one, this is a bonus pack in the form that it means not having to open script editors or normally not having a modified title in the game (still has the modified tag in mine, maybe because im using a mod though)

Interesting idea for your first post mind, insult the game makers. they are attempting to make fixes that cover most of the requests asked for by the people playing the game
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moggy2
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Post by moggy2 »

vilge wrote:So that "bonus" was made by community,and Ego just "sign" it up?*GREAT* job Egosoft, thx is for free,lol.Still w8ting a day when u going to do something yourself about a game u created...
Egosoft are working on new material for X3, see post immediately below/above this one.

This Bonus pack is Egosoft's way of recognising the scripting and modding community, by releasing scripts that have been checked and tested so that those who don't like using scripts because they could damage their game can use them with out worrying.

Anyone can get involved in the testing of new scripts for the Bonus Pack, btw. All you have to do is enter your name and address into your forum profile and that makes you a level 3 user and you can then access The Script Testing Forum
Cycrow
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Post by Cycrow »

vilge wrote:So that "bonus" was made by community,and Ego just "sign" it up?*GREAT* job Egosoft, thx is for free,lol.Still w8ting a day when u going to do something yourself about a game u created...
what more do you expect from them, they have to in no way give you anything for free things

but even so, theres been plenty of patches out, that not only fix problems, but add new things in as well, and theres a new patch that it coming out in the next few months that adds alot more things, like a new hq, and ships.

on top of all this, they have created a bonus pack to allow users to add extra to thier game who dont want to use unsigned scripts
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BugMeister
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Post by BugMeister »

..great big, cheesy green here..!! :mrgreen: :thumb_up:

- cheers!
:x3:
- the whole universe is running in BETA mode - we're working on it.. beep..!! :D :thumb_up:
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zooze
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Post by zooze »

vilge wrote:So that "bonus" was made by community,and Ego just "sign" it up?*GREAT* job Egosoft, thx is for free,lol.Still w8ting a day when u going to do something yourself about a game u created...
The ability for the modding and scripting community to extend any game is of vital importants, not only to egosoft and the publishers (because it extends the reach and sales of the game) but also for the community itself.

It proves 2 main points:

1) Egosoft do not have time or the resources to add everything into the game they would like, this is too time consuming and costly, having a community that can do this and test and sign their scripts is a great way of doing things.

2) It shows the diverse and intelligent nature of individuals and what they can come up with, this only improved future games and demonstrates what can possibly be done in the X universe, including developing of idea's that had not been thought about before.

Zoozer

P.S. Its clear that vilge your post was put out without much thought, as the modderators have said patches are issued for X3 probably quicker than any other game I know (certainly after release). The game is continually extended by Ego, and IF this wasn't done and IF the community of developers didn't exist then you might have some grounds for your post.....which of course you dont :)

The X universe is the only game series that I know where you continually get things for free either from Egosoft or the brilliant development community.......AND your complaining?!?!?!?!?!?!
g04tn4d0
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Post by g04tn4d0 »

This afterburner feature just made the game about 1.5 million times more fun for me. The sound effects are right on, the energy cost isn't crazy, and the custom hotkey toggles made it seamlessly integrate into the original game. Incredible job, Cycrow. 8)
Sir.Diealot_swe
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Post by Sir.Diealot_swe »

I installed 3.1.04 bonus pack and it made my game a slide show when i fire my guns and uses SETA, so i whent back to 3.1.03 and it works fine now :D But i loved the Afterburner :headbang:
Wurtzel
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Post by Wurtzel »

After installing this bonus pack, and using the afterburner in my Raptor, I found that the maximum speed has increased from 109 to 423 PERMENANTLY. It happened duing an XI mission when I was using the afterburner in manual mode interminanly and found that the max speed had remained at 400+. Consequently, when flying at 400+ and then engaging the afterburner, my ship would go to between 600 and 800+ speed, which sort of makes a mockery of the game.. As I said, it's now permenant and I find that it upsets the auto-pilot which is not programmed to fly such a large ship at that speed. Short of reloading an earlier saved game, (pre xi mission) is there any easy way I could get my ship back to it's default max speed??
I THINK, SO THEREFORE I AM
Cycrow
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Post by Cycrow »

u can goto a trading station and buy engine tunings, this will remove any extra ones
Deleted User

Interesting feature in Station Manager

Post by Deleted User »

There appears to be an interesting feature in Station Manager, where
gamma PPCs are sold by a SM freighter from my forge in Loom' Legacy
to the Royal Boron Research Station in Great Trench !
(which only stocks Stott & Bofu + ships upgrades)

I watched my 'SM Caiman 2 gPPC LL' take 23 gPPCs, dock at the station and sell them
two at a time (just like if I was manually using the Equipment Dock 'feature'
where you can sell any number guns, of a type that the EQ dock doesn't stock,
a few at a time).

Quite useful if you want to sell, but irritating at the moment 'cos
I want the gPPCs for my new M1/M2s. The solution is obviously to set the
freighter to 'prohibit' gPPC, but I wonder if other things like this are
happening?

There's a save game a few mins at 10x seta before the relevent point if it's any use
EDIT link removed

.
Last edited by Deleted User on Mon, 6. Nov 06, 19:47, edited 1 time in total.
Jakesnake5
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Post by Jakesnake5 »

To counter this, set the sale price of the gPPC's to max. This will usually prevent this.
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Deleted User

Post by Deleted User »

I could stop it happening that way as well, but what I
was wondering was if this was an intended/known feature
- ie selling goods to EQ docks that don't stock them.
(in the above case, assuming the Research Station looks
like an EQ dock to this script)

I've read that some players with mega-weapon factories get most
of their income from using this technique manually, some
others regard this as 'cheating'.

Certainly if someone was unaware it was happening, it could
unbalance things a bit.

(EDIT this is 3.1.03 - just downloading 3.1.04 now)
jlehtone
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Post by jlehtone »

Dave Toome wrote:I could stop it happening that way as well, but what I
was wondering was if this was an intended/known feature
- ie selling goods to EQ docks that don't stock them.
AFAIK the SM was not changed in 3.1.04. Apparently the "sell-to-nonstocked" was unintended behaviour. I think the development thread od SM mentions it in last March, and it has been noticed from the Bonuspack version as well. CLS Mk2 had the same feature, but was fixed. But neither of the writers of SM have been around lately, have they?

IMO, manual selling of high-end stuff like GPPC is ok, but automatic routine is unbalancing.
Jakesnake5
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Post by Jakesnake5 »

This 'feature' is governed by how the scripts are allowed to behave. To which:

1) you have a satilite in a system with an EQ Dock (those research stations are considered Docks)
2) the 'dock' in question will buy (regardless of whether it will stock it) the product
3) if your 'sell' price is at or below 'average' those docks will buy at

1 and 3 can be controled by the Player. With 3 being the prefered method of limiting what sells. (No use selling your Wheat in a Spacefuel complex)

You can also restrict your SM traders from even being allowed to CARRY that product. This in and of itself will save you some trouble, if you put in the effort of setting them up. :D
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
Deleted User

Post by Deleted User »

Got a lot of cash then, these Boron researchers !

Thanks for the detailed info.

I think perhaps this EQ dock feature should be explicitly mentioned in the
Station Manager help doc, otherwise some people (e.g. me)
wouldn't know that it could occur, & so wouldn't see the need to set
the transports up that way.
jlehtone
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Post by jlehtone »

Dave Toome wrote:I think perhaps this EQ dock feature should be explicitly mentioned in the Station Manager help doc, otherwise some people (e.g. me) wouldn't know that it could occur, & so wouldn't see the need to set
the transports up that way.
I do agree. If unlimited manual selling is considered an exploit by some, then those players definitely will consider this SM feature an exploit. And it is "on" by default. One has to actively avoid it. Regular exploit at least requires some effort from the player.

But there is an another feature of the SM that I'm not fond of. It will trade with other player stations/complexes. Always. Regular Trade Mk1 looks at the Intermediate-setting of 'foreign' complex and obeys it. Commercial Agent has its own 'trade allowed' flags. NPC ships obey too. But SM does not. In order to keep a closed complex closed in the working area of other 'Managed Stations' requires delicate price settings.
Deleted User

Post by Deleted User »

There's more:
I've found SM transporters (from one of my 'supplying' complexes) will repeatedly cycle round my other
complexes even if they have no money to buy with - this effectively means they never return home
unless all my in-range self-sufficient complexes have their prices set to stop this happening.
(EDIT or is that what you said?)
jlehtone
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Post by jlehtone »

Dave Toome wrote:(EDIT or is that what you said?)
I never got that far. The moment I saw one SM ship head for my closed complex, I chose not to have SM anywhere. But I think that ship was on "sell" and that complex had no credits.

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