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Are you going to be concentrating only on ships and stations or also on other things like security level of each sector and mining?
My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
Xenon_Slayer wrote:maybe we'll have extreme weather pingpong at some point
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Gotta admit, X3 is a great game but i do miss the mining element of EvE, i used to mine all the time when i had other stuff at home to do, but in X3 it`s not the same, you have to keep an eye on things all the time.
Although i will say you can sit in sapce just like in EvE and have drones protect you....... but other than that, i think mining would definatly have to be brought to the X-Universe
Although i will say you can sit in sapce just like in EvE and have drones protect you....... but other than that, i think mining would definatly have to be brought to the X-Universe

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Please please include mining (and the mining barges...).
I always loved mining in EVE, and i think it can be a viable way to make credits in X3 (through the "trade" aspect).
Although to make mining work you may need to mod the entire asteroid part of it, and production of ships/goods (e.g. Veldspar/omber/etc rocks).
I imagine you could also have Tritanium/etc refining stations to buy. You put Veldspar in and get Tritanium out.
I always loved mining in EVE, and i think it can be a viable way to make credits in X3 (through the "trade" aspect).
Although to make mining work you may need to mod the entire asteroid part of it, and production of ships/goods (e.g. Veldspar/omber/etc rocks).
I imagine you could also have Tritanium/etc refining stations to buy. You put Veldspar in and get Tritanium out.
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T1 ships are just base ships.
T2 ships are base ships upgraded to serve in a specialized field.
T3 ships are extremely specialized ships that are made from subsystems. A T3 ship without subsystems would be horrible. Subsystems give a T3 ship it's traits. They are kinda like rigs but are needed to use the ship. (I think)
T3 are also the most expensive. (As in crazy HUB plot expensive)
Oh and you just have to include the titians each costing 1.2 billion without shields or guns
T2 ships are base ships upgraded to serve in a specialized field.
T3 ships are extremely specialized ships that are made from subsystems. A T3 ship without subsystems would be horrible. Subsystems give a T3 ship it's traits. They are kinda like rigs but are needed to use the ship. (I think)
T3 are also the most expensive. (As in crazy HUB plot expensive)
Oh and you just have to include the titians each costing 1.2 billion without shields or guns

My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
Xenon_Slayer wrote:maybe we'll have extreme weather pingpong at some point
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Subsystems are not really possible in X.
Yeah, you propably could write a script however it would use too much ressources (man-ressources and cpu-ressources).
regarding mining: many things for mining are difficult to change.
I don't know how eve-mining works tho.
Yeah, you propably could write a script however it would use too much ressources (man-ressources and cpu-ressources).
regarding mining: many things for mining are difficult to change.
I don't know how eve-mining works tho.
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You find a roid.Killjaeden wrote:I don't know how eve-mining works tho.
You target the roid.
You turn on your mining beams.
Beams go zzzt-zzzt over and over for many minutes.
You run out of cargo. You put the ore in a canister in space.
When the can is full you:
- Switch to a hauler and dump it somewhere.
- Have a friend dump it for you.
- Have your second account dump it for you.
Repeat for hours. Days. Months.
... yeah, its that good. Can't figure out why 99% of mining in EVE is done by EULA-breaching bots [/sarcasm].
I played EVE since for 4 years before quitting.
I stopped mining after my first month and never looked back.
I am not as think as you drunk I am.
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Eve mining...yucky boring grindfest.MrLobster wrote:Please please include mining (and the mining barges...).
I always loved mining in EVE, and i think it can be a viable way to make credits in X3 (through the "trade" aspect).
I really, -really- loved probing for complexes in 0.0, and the complex 'missions' themselves.
The former is not possible in X3, sadly. The latter would need major work on the fight scripts.
The mining barges were awesome designs (rivalling most x3 designs imo)
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i say just put in only T1 ships. as for sizes the M6 should be the size of an eve frigate and just work up from there on the scal. not sure how much bigger a destroyer is then a frig but it should ruffly be about twice i believe. just start from there and see were u end up all the way to the titan. if some ships truly are to big then just remove them and put them in a special folder for the other peeps to play with anyways 

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it's intriguing that you want to mesh X3 and EVE. reading through this thread there are some interesting differences to the way EVE does things and how it relates to x3 (turrets for example)
I have to wonder though - isnt EVE covered under intellectual property? Wouldnt you need permission to export the ship models and such?
Why not work at porting a particular element of EVE that you really like (like mining as someone pointed out)
With XTM the team there introduced the Argon Griffon (similar to the EVE Domi) - it had a lot of potential but wasnt 100%. Now in TC we dont have that ship (till at least XTC comes out). This is however, another example of meshing EVE with X3 system by system
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Here's some of my thoughts about such a merger using my advice of looking at the actual systems that EVE uses.
1. Cyno fields - this would be a fairly easy system to implement in X3. Using a "jump beacon" (already available in TC) you just need to write a timer to destroy it after a comfortable window. Use e-cells instead of liquid ozone.
2. EVE's trading style: use trading posts to trade a number of goods that are not required by any X3 factories nor produceable by any X3 factories. But are traded the universe over - with a consumption that raises and lowers prices. For instance, garbage, tourists, exotic dancers (you could probably blatantly rip off the EVE consumer goods section without running into IP problems as these are not uniquely named items)
3. "Safe POS" - while a POS itself (with it's myriad different modules and systems) is probably not really well suited for porting to X3: A "safety" POS might be. Wouldnt it be great for players who care more about the trading side of X3 to slip inside the shields of their safety POS while waiting for a roaming pirate band to move through the system. Exploitable by SETA users? Probably but so is the sector given with a new home.
4. EVE's Drones system: You would need to rewrite X3's AI system to get this to work. The way Drones are spelled out in EVE - it doesnt seem that complicated (orbit at 5000m , fire weapons until the target is dead) the problem with X3 is the whole maintain distance and collision thing. EVE drones are also much hardier than X3 fighter mk1/2s.
5. Mission agents, plexes, scanning - would take a lot of work - but is absolutely possible. One, from EVE we know the mission system is basically 20-30 storylines that introduce the player to a particular "mission" (a briefing so to speak). Then an area is spawned. In X3 you wouldnt be able to spawn these in known sectors - but using the logic of the unfocused jumpdrive - you could create these sectors ahead of time and create a beacon like EVE's warpgate. If you wrote these systems yourself in X3 I dont think you'd have to worry about IP here either. You could easily create the dozen pirate factions - and then recycle the missions through mission agents at certain trading stations. The problem I can see is the player gets stuck on a particular mission and it would be a little resource intensive to maintain more than 1 or 2 missions (that require spawning a pre-setup area).
I have to wonder though - isnt EVE covered under intellectual property? Wouldnt you need permission to export the ship models and such?
Why not work at porting a particular element of EVE that you really like (like mining as someone pointed out)
With XTM the team there introduced the Argon Griffon (similar to the EVE Domi) - it had a lot of potential but wasnt 100%. Now in TC we dont have that ship (till at least XTC comes out). This is however, another example of meshing EVE with X3 system by system

---
Here's some of my thoughts about such a merger using my advice of looking at the actual systems that EVE uses.
1. Cyno fields - this would be a fairly easy system to implement in X3. Using a "jump beacon" (already available in TC) you just need to write a timer to destroy it after a comfortable window. Use e-cells instead of liquid ozone.
2. EVE's trading style: use trading posts to trade a number of goods that are not required by any X3 factories nor produceable by any X3 factories. But are traded the universe over - with a consumption that raises and lowers prices. For instance, garbage, tourists, exotic dancers (you could probably blatantly rip off the EVE consumer goods section without running into IP problems as these are not uniquely named items)
3. "Safe POS" - while a POS itself (with it's myriad different modules and systems) is probably not really well suited for porting to X3: A "safety" POS might be. Wouldnt it be great for players who care more about the trading side of X3 to slip inside the shields of their safety POS while waiting for a roaming pirate band to move through the system. Exploitable by SETA users? Probably but so is the sector given with a new home.
4. EVE's Drones system: You would need to rewrite X3's AI system to get this to work. The way Drones are spelled out in EVE - it doesnt seem that complicated (orbit at 5000m , fire weapons until the target is dead) the problem with X3 is the whole maintain distance and collision thing. EVE drones are also much hardier than X3 fighter mk1/2s.
5. Mission agents, plexes, scanning - would take a lot of work - but is absolutely possible. One, from EVE we know the mission system is basically 20-30 storylines that introduce the player to a particular "mission" (a briefing so to speak). Then an area is spawned. In X3 you wouldnt be able to spawn these in known sectors - but using the logic of the unfocused jumpdrive - you could create these sectors ahead of time and create a beacon like EVE's warpgate. If you wrote these systems yourself in X3 I dont think you'd have to worry about IP here either. You could easily create the dozen pirate factions - and then recycle the missions through mission agents at certain trading stations. The problem I can see is the player gets stuck on a particular mission and it would be a little resource intensive to maintain more than 1 or 2 missions (that require spawning a pre-setup area).
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Well, I have just one more suggestion for this mod. Replace all the sector backgrounds. Replace them with more colorful and vibrant ones. Make sectors look beautiful!
(Kinda like what XTM is doing)

My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
Xenon_Slayer wrote:maybe we'll have extreme weather pingpong at some point