Index of Bonus X2 Plug-Ins

The place to discuss scripting and game modifications for X²: The Threat.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

argharg
Posts: 286
Joined: Thu, 11. Dec 03, 07:40
x3

Post by argharg »

Would be VERY nice to have as a signed script the one you manage the M5 companion of a M6 ship. (Like goes to the closest / cheapest energy seller, buy the lot, comes back to the M6 and download).

Thx for the great work...
Scarecrow
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Joined: Wed, 6. Nov 02, 20:31
x4

Post by Scarecrow »

Trade MK1 software oughta do that for ya if you have the M6 set as home for the M5.

.........I think
frymaster
Posts: 3008
Joined: Wed, 6. Nov 02, 20:31
x4

Post by frymaster »

you can't use the "Buy for best price" command with ships... there's no jump radius for a start, and half the time with ships you don't want them to keep buying. "Buy ware" works, although you have to specify the factory yourself, which means finding out the best price yourself.
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Aro
Posts: 2770
Joined: Tue, 15. Jul 03, 00:35
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Post by Aro »

Engine tuning script is actually handy. :)
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dazzoefc77
Posts: 132
Joined: Sun, 20. Jun 04, 01:57
x3

Post by dazzoefc77 »

Is there any plan to sign a script that allows automated mobile mining?? I just bought a MDS factory and its looking a waste of money :lol:
No silly Teladi i dont lose profit, I get your ship
edgerobber
Posts: 13
Joined: Tue, 16. Mar 04, 14:05
x2

Post by edgerobber »

Indeed, very useful when you take on too many khaak at the same time. Shame there isn't a hotkey for it, but you can't have everything !
Ionhead
Posts: 51
Joined: Mon, 22. Mar 04, 22:23
x2

Post by Ionhead »

dazzoefc77 wrote:Is there any plan to sign a script that allows automated mobile mining?? I just bought a MDS factory and its looking a waste of money :lol:
echo; i desperately want a script that will let me do large scale mobile mining. i don't mind if i have to stay in sector, just want to get the transporters to intelligently pick up the silicon and dump it in my TL without me constantly having to give them commands.
dirkf
Posts: 30
Joined: Wed, 7. Jan 04, 00:34
x3tc

Post by dirkf »

Hi everyone,

is it only myself or does others also have problems with the signed scripts?

I made a clean installation of X2, applied the patches to 1.4, installed the SDS and the trader MK3 scripts and started a new game - but that game is shown as a modified game.

The only thing that might be unusual about the installation is that the Trader MK3 installation warned about replacement of existing files.
I answered to replace them, but that should only count as an update, not applying the modified tag...

Does anyone have an idea where I went wrong?

Thanks
Dirk
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Dgn Master
Posts: 1311
Joined: Fri, 27. Feb 04, 10:36
x3tc

Post by Dgn Master »

The modified tag can be a bit of a pain in the backside.

What i did was a total uninstall, then deleted the whole EGOSOFT folder from the Program files directory. Backing up modified save games can cause the tag to reappear if you load them!

Once that was done i re-installed the game applying the patches (1.2 then 1.4 in my case) then installed the MKIII and other signed scripts once finished my modified tag went away. Drastic measure maybe, but it worked.

Then i started frest with a new game.. Hope that helped.
dirkf
Posts: 30
Joined: Wed, 7. Jan 04, 00:34
x3tc

Post by dirkf »

No - that's exactly as I did.
In my case the install was after a complete windows reinstallation including format, there was definitely nothing from X2 in the system.

the only difference is that I applied 1.1US, 1.3US and then 1.4.
Could it be that the Sector Trader from 1.3 caused the problem when it was overwritten with the new version?
frymaster
Posts: 3008
Joined: Wed, 6. Nov 02, 20:31
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Post by frymaster »

I'm a bit unsure about your patches.

Install game.

If you are version 1.0 (need to check; SOME american disks are this, some are 1.2) you need to patch 1.0 -> 1.2. If not, don't install this patch.

Then install the 1.2 -> 1.4 patch.

That is the most efficient way to patch. If you patched up to 1.1, then went straight to 1.3, you'd have problems as the 1.3 patch should only be installed onto the 1.2 patch. Ignore the 1.1 and 1.3 patches and go from 1.0 to 1.2 to 1.4
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Eldorado
Posts: 291
Joined: Mon, 9. Feb 04, 18:10
x2

Post by Eldorado »

moggy2 wrote:F.A.T.E was the predecessor to Xai Corporation's Trade Commands Mk1 which allows 1 ship to service all the needs of a station. Supplying all the required resources and selling the product.

Another Xai Corporation script cloned by the script development team. :P
I'm not quite sure if BPH is cloned...I think it was there even before yours!
Ticaki made this script before he was in the egosoft team anyway :)
Its really a great script...for those who can speak german i'd recommend to have a look into the german forum!
His original script (not the singned version) has many features like sectoralarm, logging, and it even cooperates with a Routepatrol
(if sector alarm is activated partoling ships near concerned sector come for help)
cool script anyway because you only need 1-2 ships per moscitofab :thumb_up:
Eines ihrer Schiffe wird angegriffen...<<TRANTOR>>!!
dirkf
Posts: 30
Joined: Wed, 7. Jan 04, 00:34
x3tc

Post by dirkf »

when I downloaded the 1.3 patch a while ago there was no 1.2 avaible (I looked for it). Since the 1.3 has now vanished from the downloads (beeing replaced by 1.2 and 1.4) that probably was the reason.

Is there any known critical problem if applying 1.4 over 1.3 (other than getting "modified")? If not then I won't bother with a reinstallation until the usual backup in a few weeks...
frymaster
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Joined: Wed, 6. Nov 02, 20:31
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Post by frymaster »

no problem installing 1.4 over a working 1.3 install. however yours ain't that, I'm afraid!

You need to uninstall (and erase registry entries), apply 1.2, then apply 1.4
Graphil
Moderator (DevNet)
Moderator (DevNet)
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Joined: Sun, 6. Jun 04, 11:59
x3tc

Post by Graphil »

So what is next in the pipeline to wet our tastebuds?
sq_paradox
Posts: 302
Joined: Sat, 13. Mar 04, 06:09
x4

Post by sq_paradox »

Any chance the Engine Tuning Kit V2.1 will get signed soon? I don't mean to pester (it only changes the M1's and TL's and I won't have one for a long while, anyway), you guys are doing a really great job and I'm sure you have your hands full. I was just curious
CBJ
EGOSOFT
EGOSOFT
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Post by CBJ »

graphil wrote:So what is next in the pipeline to wet our tastebuds?
I've added some of the items that are planned to the first post in the thread. Please note that this is not a guarantee that these scripts will be signed, nor can I give a clear indication of when this will happen.
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moggy2
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Post by moggy2 »

Just a question. Why is the script signing process for Level 5 bods only? It's not like there is anything in scripts that falls under the NDA, and there are plenty of level 3 bods who know what they're doing with scripts that could help with the testing.
frymaster
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Post by frymaster »

I think it's just a general Egosoft policy that all beta testing is performed by the level 5 people... theoretically the situation could arise where a really cool script is tested and a l3 bod hypes it up, then some unresolvable problem means it never appears. Whereas if it's people under the NDA such a situation wouldn't arise.

I'm reaching, I know, but it's understantable that Egosoft would limit these things to people to whom they have non-internet contact with
CBJ
EGOSOFT
EGOSOFT
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Post by CBJ »

Good question. Don't know the answer, sorry. Check your PMs.

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