[Mod-AP][In-Dev] X-Timelines: The Syndicate

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

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xfromxbtf
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Post by xfromxbtf »

i cant wait for this one.
Larxyz
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Post by Larxyz »

i cant wait for this one.
Agree, this sounds like an awesome project! :)
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bluenog143
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Post by bluenog143 »

xfromxbtf wrote:i cant wait for this one.
Neither can I considering that since X3 came out there has never been any released mod for making the economy less 'GoDlike' and more realistic.
I would much rather play this mod than X:R even with all the bells and whistles if it's just going to be a GoDfest.
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
nap_rz
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Post by nap_rz »

one huge glaring mistake on the backstory though, the x games set on x universe not milky way galaxy, it's almost certain that x races homeworld are already spread across millions if not billions light years away already.
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Jack08
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Post by Jack08 »

nap_rz wrote:one huge glaring mistake on the backstory though, the x games set on x universe not milky way galaxy, it's almost certain that x races homeworld are already spread across millions if not billions light years away already.
X-"Timelines" We deliberately chose this name. We can justify just about anything and part of the story is incomplete.

I was wondering how long it would take someone to complain about it; at the end of the day its about the features far more then the story - a story which sadly is going to take a long time to even exist ingame, if it ever does.
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Killjaeden
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Post by Killjaeden »

A story in a sandbox game is overrated anyway =P
Everyone plays it once and then never again. 0 replay value, like those gazillion corridor fps. But tons of work.
Investment in gameplay is the way to go. Having a nice background and the gameplay features to support it is a good idea ,so that the player can use his own creativity and actions to develop a unique story for himself. In that case having a linear story would just railroad/hamper that.

Multiple different starting conditions with small starting tasks in each that guide the player into a certain direction for his further game would be more interesting then one linear story imo. Primarily for those that lack ideas to make up their story "out of the blue". Give them something they can work with and the rest should develop on its own.
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bluenog143
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Post by bluenog143 »

Killjaeden wrote:A story in a sandbox game is overrated anyway =P
Everyone plays it once and then never again. 0 replay value, like those gazillion corridor fps. But tons of work.
Investment in gameplay is the way to go. Having a nice background and the gameplay features to support it is a good idea ,so that the player can use his own creativity and actions to develop a unique story for himself. In that case having a linear story would just railroad/hamper that.

Multiple different starting conditions with small starting tasks in each that guide the player into a certain direction for his further game would be more interesting then one linear story imo. Primarily for those that lack ideas to make up their story "out of the blue". Give them something they can work with and the rest should develop on its own.

+1000000
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
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Litcube
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Post by Litcube »

Yeah, +1 on that.
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TrixX
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Post by TrixX »

Aye that's the idea guys, Story for the main release will be updated, maybe we could find a gravely voiced narrator for a short intro (or maybe not!!!).

Primarily the focus is getting the gameplay to work right. Little background story details will be dealt with post gamplay work ;)
Last edited by TrixX on Sun, 7. Jul 13, 04:15, edited 1 time in total.
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Shuulo
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Post by Shuulo »

Hopefully dynamic missions and events will make gameplay very interesting with great replay ability.

Cant wait to have a hand on test build :)
nap_rz
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Post by nap_rz »

anyway I have some request of features

1. can you make realistic directional shield for ships instead of stacked one for all shield? also capability to do wing commander like ship energy priority option for shield, speed and weapons?

2. make ship 'avionics' actually be 'avionics' installed into the ship not wares?

3. make pirates actually pirating and looting not just random attack?

4. NPC boarding?
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Shuulo
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Post by Shuulo »

1. can you make realistic directional shield for ships instead of stacked one for all shield? also capability to do wing commander like ship energy priority option for shield, speed and weapons?

2. make ship 'avionics' actually be 'avionics' installed into the ship not wares?

3. make pirates actually pirating and looting not just random attack?

4. NPC boarding?
I believe I can answer some of this questions:

1. This is hardcoded in engine and cannot be changed (maybe just with some weird scripts)
2. Cant see the difference. What do you mean?
3. this should be done, maybe if not in R1 then in next updates
4. have no idea if this will be in
nap_rz
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Post by nap_rz »

no 2, I mean, ships avionics should not be categorized as wares, you know real world avionics doesn't take cargo bay.... same with weapons actually, installed weapons shouldn't use cargo bay :mrgreen: if we want to use advanced turret scripts with laser switching, ideally all weapons shouldn't use cargo bay

also you could use that advanced fighter fight script, IMO it is now a must have otherwise fighter combat can be less challenging.
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Jack08
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Post by Jack08 »

nap_rz wrote:no 2, I mean, ships avionics should not be categorized as wares, you know real world avionics doesn't take cargo bay.... same with weapons actually, installed weapons shouldn't use cargo bay :mrgreen: if we want to use advanced turret scripts with laser switching, ideally all weapons shouldn't use cargo bay

also you could use that advanced fighter fight script, IMO it is now a must have otherwise fighter combat can be less challenging.
The Advanced Carrier Management scripts were actually written for XTL not IR. They were only ported to IR. With all the other intelligence logic in XTL they are even harder to deal with then IR.

There may be something like NPC Boarding but not until R2 or even R3 when the Exiles are introduced.

I will work to reduce the amount of software in the game however it wont be an issue in XTL as you can order software when you buy the ship just like in Improved Races' Ship Construction. Weapon sizes will be balanced, your not going to end up with the issue of i have 3 guns on my nova and cant fit another!? - We have ware sizes that can go all the way down to 0.01, so we can be tricky with wares and there sizes, if something should be small, it can actually be small.

and yeah, directional shields... it can't be done without access to the games source code and even then, the game has enough issues with ballistics processing to add that on top of it.
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TrixX
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Post by TrixX »

Well seems like we are on the right course with the dynamic missions, even Star Citizen is doing it :lol:
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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bluenog143
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Post by bluenog143 »

TrixX wrote:Well seems like we are on the right course with the dynamic missions, even Star Citizen is doing it :lol:

I would have to say so, even another space sim 'Limit Theory' will have dynamic missions :lol:
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
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Shuulo
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Post by Shuulo »

Yep, it looks like a good tendency in games :)
nap_rz
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Post by nap_rz »

the mod claim to have killed god, can you kill seta too?
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TrixX
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Post by TrixX »

SETA is a necessary evil with this game engine. We could kill it, but it would mean that players would have to deal with travelling long distances without the ability to speed that journey up. Which in turn would annoy lots of people. Not something I'd want to do.

Ship speeds are already increased depending on class so there should be less waiting about depending on your favourite class of ship. Obviously Battleships aren't going to be Ferrari's though ;)
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alex4501
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Post by alex4501 »

I have 6 days with my GF away from Thursday and all I am currently doing is waiting for stuff to be released, Timelines, Rebirth, Star Citizen etc.

I don't suppose you need a beta tester for the weekend :) I have previous Alpha and beta experience

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