Which Mod/Script Should i Download

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

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Yavorovich
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Post by Yavorovich »

Hi all.

1-st of all - sorry for my English.

My experience in X-universe (in played hours):
* X2 - about 30-40 hours;
* X3: Reunion - about 20 hours;
* X3: TC - about 50-60 hours.

Now I want to start X3: AP.

The idea is that I dont want just a vanilla game.
I want to try XRM - it looks like one of the best complex mod's that is compatible with AP. I don't care about cutted of Argon plot (in any case I can play it seperately just to be familiar with it or read walkthrought).

Since it's required a new start - I want to decide as soon as possible, and I will gladly listen to your advices and suggestions.

In addition - what other MOD's (compatible with XRM) you could recommend me?

The main idea - I want to get more from X3: AP withour replaying it several times.

Thanks in advance!
The White Wizard
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Post by The White Wizard »

I just randomly started playing X3 again, and I can't find some old plugins.

There's been a plugin/script/mod/whatever that spawned new sectors over time. What was it's name, or link to it?

Oh well, last post was 2 days ago. So X3 is dead. Damn.

Nevermind, found it.
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DrBullwinkle
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Post by DrBullwinkle »

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X2-Illuminatus
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Post by X2-Illuminatus »

Yavorovich wrote:In addition - what other MOD's (compatible with XRM) you could recommend me?
Check the XRM topic. There you find a list of compatible and recommended scripts and mods.
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saco3
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Post by saco3 »

Hi,

Am looking for a script/mod that will reveal all jump beacons in X3AP. I tried googling but didn't get any good results so if anyone could link me to where I can find a script for that it would be much appreciated.

Thanks.:)
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DrBullwinkle
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Post by DrBullwinkle »

Jump Beacons already deployed in sectors? A satellite script such as Galaxy Explorer will help with that.

If you want to find Jump Beacons in the cargo hold of ships (so that you can capture them), then Long Range Cargo Scanner (for Jump Beacons) should do the trick.
drowningfly
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Post by drowningfly »

Are there any scripts that improve the behavior of freighters assigned to stations with the order 'buy ware for best price' or 'sell ware for best price'? Getting them to make use of jumpdrives and drones like universe traders would be nice, or even just better at not flying straight towards Xenon Qs would help.
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jack775544
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Post by jack775544 »

The commercial agent from the Bonus Pack does pretty much all that when the pilot gets to a high enough level.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
drowningfly
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Post by drowningfly »

Thanks jack! It's been so many years since I looked at the bonus pack I had forgotten all about it!
lemonylime
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Post by lemonylime »

I've never modded any X games before, and I'm looking for mods (for AP) to add more content (ships, weapons, sectors, plots, etc) as well as new gameplay features, such as the things included in the AP bonus pack (turbo boost, commercial agent, etc) that don't unbalance the game, or detract from the atmosphere/lore of the game. My computer can (probably) handle anything you could throw at it. Any recommendations?
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DrBullwinkle
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Post by DrBullwinkle »

Here is a fairly comprehensive list:
Teleth's List: Streamlining X3 with ease of use modifications
  • (also check out the list in my sig)
lemonylime
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Post by lemonylime »

DrBullwinkle wrote:Here is a fairly comprehensive list:
Teleth's List: Streamlining X3 with ease of use modifications
  • (also check out the list in my sig)
Thanks. I've seen a few lists now, and got some mods I like. I was hoping to find one that let you capture sectors for yourself though. I know I've seen that in the past, but I don't see any now. Do you know of anything like that?
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DrBullwinkle
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Post by DrBullwinkle »

In the Community Library stickie, under Piracy, you will find:

LazCorp Claim Sector
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Peanutcat
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Post by Peanutcat »

Anyone know the name of the mod that adds a few new sectors but has got a Xenon invasion building up in it that will eventually take over the universe if you don't stop it?
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DrBullwinkle
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Post by DrBullwinkle »

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Peanutcat
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Post by Peanutcat »

Thank you
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pingkiller
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Post by pingkiller »

What's the difference between CODEA and Anarkis defense system? They both seem to do the same thing.
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DrBullwinkle
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Post by DrBullwinkle »

pingkiller wrote:What's the difference between CODEA and Anarkis Defense System [ADS]?
Both are carrier/fleet management systems. They handle much of the care and feeding of fighters on board your carrier(s), as well as other tasks.

Both are huge, impressive pieces of work. Both are great. Both help with tasks such as equipping fighters and launching/retrieving them quickly (using the Transporter device for "combat" launches and landings). Both have many fans. Both require a bit of learning.

CODEA is currently supported; primarily in German although with English translations by Saetan and Triaxx2. CODEA is written by Lucike, so it uses his usual cast of pilots and other crew, who must be trained/promoted before they are effective. You will also want his Military Transport and Personnel Transport scripts to hire and manage the crew. Learning CODEA can be tricky, although German-readers seem to have an easier time of it.

CODEA includes a cute "trick" that allows a wing of M8 bombers to dock on your carrier. Cool.

ADS is better documented, especially in English, and has easier-to-understand menus. It includes a few extra features, such as Marine Training and the ability to launch fighters from a dock for static sector defense. However, ADS is not currently supported by the author. A couple of enthusiastic fans help fill the gap, but do not count on new updates of the main script. Still, it works in TC and AP.

While ADS does not do CODEA's bomber trick, it does have a trick of its own: ADS can by used by the Yaki Armada to make the Yaki a more challenging enemy. It is pretty funny to shoot at an ADS-managed fighter, only to have it teleported back to the carrier after you damage it. The fighter is repaired and then sent back into action against you -- which is extremely cool.

Some players use both ADS and CODEA together; combining the best bits of both.
pingkiller
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Post by pingkiller »

Thanks DrBullwinkle. I think i'll go with Anarkis.

Another question:
Is there a mod that adds rare software to more equipment docks? Like jumpdrives and trade mk3?
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DrBullwinkle
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Post by DrBullwinkle »

pingkiller wrote:Is there a mod that adds rare software to more equipment docks? Like jumpdrives and trade mk3?
If you just want a script that does it, then that is easy enough to create. If you do any scripting, an easy way is to write a setup script that looks something like this (using Cycrow's Ware Manager, which maintains the stock automagically for you):

Code: Select all

$c.ware = {Jumpdrive}
$eq = [Equipment Dock]
$pirate.dock = [Pirate Dock]
if not [THIS]-> call script 'plugin.waremanager.add' : a.stationType=$eq a.race=[Argon] a.ware=$c.ware a.amount=-1 a.maintain=[TRUE]
  $text = 'WARNING! Ware Manager is not detected, you need to install the ware manager to use this script'
  send incoming message $text to player: display it=[TRUE]
else
  = [THIS]-> call script 'plugin.waremanager.add' : a.stationType=$eq a.race=[Terran] a.ware=$c.ware a.amount=-1 a.maintain=[TRUE]
  = [THIS]-> call script 'plugin.waremanager.add' : a.stationType=$pirate.dock a.race=[Pirates] a.ware=$c.ware a.amount=-1 a.maintain=[TRUE]
end
That will add jump drives to Argon Equipment Docks, Terran Orbital Defense Stations, and Pirate Bases.

If you do not write your own scripts, then tell me what you want and I will whip one up for you.

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