[X3:TC/AP] - Mod Requests/ideas

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

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joelR
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Post by joelR »

This looks amazing Zeron. Im looking forward to the release
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Zeron-mk7
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Post by Zeron-mk7 »

MarcusX3 wrote:Hello all you creative people out there, just was remebering the old days of x2 TS script called Afterburner Suiside or something like this. It was really fun to have some TS turn on you after you fire and try to collide with your ship by ramming it, basically calling for support and ramming it with 3 other TS very fun :). Another idea that was floating around involved a AI script were a single station perhaps unknown station in a unknown sector off the beaten path starts with a few ships and sends out ships with a "virus" as pilot, basically like a No Pilot but not capable, and any ship coming to investigate gets its pilot ejected and turned into The Virus Armada, after a certain threshold, the virus fleet invades sectors by broadcasting copies of the virus
if a ship gets within a radius. Playership being immune is requested to go investigate. Nice idea right? let me know what you guys think of both ideas.
We are not script writers, so we can't done this.
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InfinityWEAPON
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Post by InfinityWEAPON »

Question: Does this mod require a new game to be started, or can it override existing complex hubs a la Advanced Complex-Hub?
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Zeron-mk7
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Post by Zeron-mk7 »

I rename mod to - Advanced Complex Hub MK2, mod is finished, mod link in the first page.
InfinityWEAPON wrote:Question: Does this mod require a new game to be started, or can it override existing complex hubs a la Advanced Complex-Hub?
No, you don't need to start new game, it replace vanilla model, read mod readme file:

Code: Select all

Installation instruction, if you have station complex:
======================================================
1) Backup your save game before installing mod, just in case.
2) Before installing mod, if you have already station complex - undock all docked ships from your station complex.
3) You need to fly to the other sector, where are not your station complex.
4) Save game.
5) Install this mod and loading your new saved game.
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Zeron-mk7
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Post by Zeron-mk7 »

Since there are no mod requests, I start to working on the new mod - Terran Player HQ.
Station will be internal dock and 12 capital ships docks.
Here is few first screenshots (3DS MAX renderings):

[ external image ] [ external image ] [ external image ]
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Skorne Tet'Zu
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a Real Merchants Mod

Post by Skorne Tet'Zu »

I don't know if this has been suggested or not.. but:

I've always wanted to play a Good Merchant X3 game. The problem with XUniverse Merchants, is you can purchase and sell everything in the same areas. The only exceptions are Food Stuff, but they are not wanted in other areas; such as MeatSteaks in Teladi space.

For those who may recall the days of Privateer; the Merchant Theory was well done; the futher you travelled with a product, the more it was worth; simply because most items where only available in certain areas; thus.. the further away, the greater the need - (Supply and Demand).

The idea is simply; i.e., The Paranids manufacture a powerful Insecticide with chemicals only found on specfic Paranid worlds; as such, by the time you travel to Split Space, they would kill for the stuff. Each race has something (one or more items) which the others cannot get otherwise. (Even same race llike Argon in Argon Prime producing an item that Light of Heart does not have access to). Giving reason for a Merchant to actually cross distant space for greater profit.

However... this will get quickly boring unless (prehaps due to Supply in Demand or just Profits) Pirates despirately seek to get their hands on this stuff, and pursue Merchants endlessly who carry one or more of the items; thus causing merchant survival fights while transporting these goods, with guaranteed profits.

NOTE: I usually run a script which disables all the gates, leaving only a few jump beacons (this should be added to the MOD or, at least, made compatible). If you're jumping from place to place (or competitor merchants are jumping) it defeats the whole purpose.

As a side note, it would also be more realistic (if possible) for Pirates to use Freighters to pick-up the items in space after blowing up a Freighter; I never could understand why they attack a freighter then leave the goods floating in space.

Well... if such a MOD would be possible... I'd be eternally grateful :).
Skorne Tet'Zu
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DrBullwinkle
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Post by DrBullwinkle »

"Maybe he is a baaaad pirate... with some good contraband!" ;)
Skorne Tet'Zu
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A Real Mining MOD

Post by Skorne Tet'Zu »

Again... Not sure if this has ever been suggested, but:

Another X3 Game I would enjoy is a Mining Mod.

The problem with Mining is that there are Astroids ever where, and Ore and Silicon are far too plentiful. Mining should be a dangerous, but Profitable, Occupation. I know this is reaching; however;

If the current mining stations could be made Inoperable (i.e., Finally Depleted after years of use) and the vast majority of Astroids are removed from the game; and the only place where astroids are available are in dangerous sectors; Not necessarily Xenon and Kha'ak territories only; but simply not in Core, Border and generally safe areas; (Pirate Terrories are always perfect for this). If the Safe Astroid mines are all depleted, then mining these more dangerous areas; whether by setting up a mining station or manually mining; becomes the greater challenge to keep factories up and running. [Imagine entering a sector with a small fleet, and while the mining ships attempt to fill their cargo with Ore, Silicon and Nvidian, You and your fleet hold off repeated hostile attacks waiting (and hoping) your miners finish before you lose every ship in the fleet. And then have to try and return to safe space and "Hopefully" a profit after replacing lost ships.]

As well, these can create two possible scenarios for the player; 1) Providing Ores to the many stations who need it; or 2) Supply Ores to one's own stations, and prehaps corning the market on Shields or Missiles or whatever.

As a sidenote: I 'Assume' most weapons, missiles, etc. are magically created when ships spawn; if possible, ship, weapon, shield, etc. production should be based on actual available products (i.e. Ores), thus cause Weak or Strong races depending on who gets their Ores through. Obviously, AI's would have to be just as involved as the player in suppling these hard-to-get-to Ores.

Again... would be eternally grateful for this MOD... and would definitely enjoy playing it.

Advanced thanx if either possible; and Double Darn if not :).
Skorne Tet'Zu
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Zeron-mk7
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Re: A Real Mining MOD

Post by Zeron-mk7 »

Skorne Tet'Zu wrote:Another X3 Game I would enjoy is a Mining Mod.

The problem with Mining is that there are Astroids ever where, and Ore and Silicon are far too plentiful. Mining should be a dangerous, but Profitable, Occupation.
I and solek like this mod idea and we will try to create that kind of mod.

New mod name will be maybe - Miner mod.

I have already few thoughts, what we can add or change into the this mod:
- Remove all asteroids from the all vanilla sectors
- Add new sectors, only in these new sectors add asteroids
- Remove about 50% Silicon and Ore stations into the vanilla sectors - in this case requirement of Silicon and Ore will rise up and player will be much more interested to mining asteroids.
- Make new sectors very dangerous - increase enemy activities into these sectors - Pirates, Khaak, Xenon, ...
- Add new asteroid models with tunnels, caves and with unique textures - something like that unique textures, new asteroids.

Who like this mod idea, write your own ideas - what can more add or change into this mod.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Zeron-mk7 wrote:Since there are no mod requests, I start to working on the new mod - Terran Player HQ.
Station will be internal dock and 12 capital ships docks.
Here is few first screenshots (3DS MAX renderings):

[ external image ] [ external image ] [ external image ]
There is already a Terran PHQ in AP you know... in fact it (the Vanilla AP Terran PHQ) is the same Terran PHQ from Cadius's Xtra Mod (or at least I think it is)
Last edited by Sam L.R. Griffiths on Sat, 15. Jun 13, 06:38, edited 1 time in total.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Skorne Tet'Zu
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Re: A Real Mining MOD

Post by Skorne Tet'Zu »

Zeron-mk7 wrote:
Skorne Tet'Zu wrote:Another X3 Game I would enjoy is a Mining Mod.

The problem with Mining is that there are Astroids ever where, and Ore and Silicon are far too plentiful. Mining should be a dangerous, but Profitable, Occupation.
I and solek like this mod idea and we will try to create that kind of mod.

New mod name will be maybe - Miner mod.

I have already few thoughts, what we can add or change into the this mod:
- Remove all asteroids from the all vanilla sectors
- Add new sectors, only in these new sectors add asteroids
- Remove about 50% Silicon and Ore stations into the vanilla sectors - in this case requirement of Silicon and Ore will rise up and player will be much more interested to mining asteroids.
- Make new sectors very dangerous - increase enemy activities into these sectors - Pirates, Khaak, Xenon, ...
- Add new asteroid models with tunnels, caves and with unique textures - something like that unique textures, new asteroids.

Who like this mod idea, write your own ideas - what can more add or change into this mod.
Well... Needless to say; I'm totally on-board with the idea. I really like the ideas you're speaking on as well... and would be happy to help in any way that I can; Which would basically be in Testing and Stuff as I have Zero Clue in Scripting or Modding. I also like the Astroid Models as well... adds a Strong Mining Feel to the Game.

Would you also be able to include or: make compatible to or: create your own version of: Advanced Universe Pack? I found this script with XRM { http://forum.egosoft.com/viewtopic.php?t=304158 }; basically it deactivates the gates as a jump point, and places a few Jump Beacons in X-Universe in a few strategic points. To me it seems that if you are able to jump in and out of Mining Sectors and Selling points, it would defeat the purpose of the Mod.

Advanced Thanx... Good Luck... and Crossed Fingers on the Mining Mod being created.
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Zeron-mk7
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Post by Zeron-mk7 »

Roger L.S. Griffiths wrote:There is already a Terran PHQ in AP you know
Mod will replace vanilla player HQ station (not Terran player HQ station) to new Terran Player HQ station model.
Roger L.S. Griffiths wrote: in fact it is the same Terran PHQ from Cadius's Xtra Mod (or at least I think it is)
No, I don't modified other authors mods, I create it myself from the vanilla terran station parts.
Skorne Tet'Zu wrote:would be happy to help in any way that I can
If we need help with mod testing, I let you know.
Skorne Tet'Zu wrote:Would you also be able to include or: make compatible to or: create your own version of: Advanced Universe Pack? I found this script with XRM
I don't want to create mod specially compatible with other authors scripts or mods, because this increase a lot of mod developing time and I simply don't want that.
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Post by Sam L.R. Griffiths »

Zeron-mk7 wrote:
Roger L.S. Griffiths wrote:There is already a Terran PHQ in AP you know
Mod will replace vanilla player HQ station (not Terran player HQ station) to new Terran Player HQ station model.
Roger L.S. Griffiths wrote: in fact it is the same Terran PHQ from Cadius's Xtra Mod (or at least I think it is)
No, I don't modified other authors mods, I create it myself from the vanilla terran station parts.
I meant the Vanilla AP Terran PHQ is the same as that in the TC version of Cadius's mod. :P
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Skorne Tet'Zu
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Post by Skorne Tet'Zu »

Zeron-mk7 wrote:
Roger L.S. Griffiths wrote:There is already a Terran PHQ in AP you know
Mod will replace vanilla player HQ station (not Terran player HQ station) to new Terran Player HQ station model.
Roger L.S. Griffiths wrote: in fact it is the same Terran PHQ from Cadius's Xtra Mod (or at least I think it is)
No, I don't modified other authors mods, I create it myself from the vanilla terran station parts.
Skorne Tet'Zu wrote:would be happy to help in any way that I can
If we need help with mod testing, I let you know.
Skorne Tet'Zu wrote:Would you also be able to include or: make compatible to or: create your own version of: Advanced Universe Pack? I found this script with XRM
I don't want to create mod specially compatible with other authors scripts or mods, because this increase a lot of mod developing time and I simply don't want that.
EXCELLENT -- and -- UNDERSTOOD; Respectively :)
Skorne Tet'Zu
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Larxyz
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Post by Larxyz »

Heres an idea for a mod :)
Military fleet commander,

features:
through a hotkey much like the advanced com system that pirate guild uses, making it easy to access.

Allows you to command existing military ships not owned by you.
Would work with all the normal races when you got rank 8 or above.
You would need to sign up to the military through contacting a military base of one of the race. Can only be in the military of one race at any given tiem.

at rank 8
would allow you to issue basic commands, such as follow, protect and attack single target.

rank 9
would allow you to order military bases to buy/construct ships (costless to player but takes time), order ships to defend stations & force take ships in the name of the military.

rank 10
would allow all normal commands to non-owned military shipes and would allow ordering of all ships of that race in the name of the military.


would also need a point system:
giving points for doing missions & killing enemy ships of the chosen race.
ordering ships & forcing ownership of ships would spend point.

Alternatively to using existing ranks, could make a seperate military rank system where control were gradually given instead using the 3 last of the normal races. say 10 ranks?

Was trying to make this myself but dont know enough scripting :)
best
/larxyz
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Zeron-mk7
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Post by Zeron-mk7 »

Larxyz wrote:Heres an idea for a mod :)
Military fleet commander
This can done only with scripts, but we are not scripters - read first topic post:
We are not script writers, therefore don't ask to make a scripts.
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Larxyz
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Post by Larxyz »

Argh! SORRY!!
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Zeron-mk7
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Post by Zeron-mk7 »

More information about - Miner mod is in the mod topic.
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