X³ Reunion - Bonus Package 3.1.06
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I'm not sure. But there have been some other command fixes before, from bonus pack updates. And, in X2, some secret stations even appeared!Vicrry06 wrote:Why the hidden updates to the game in the bonus packs?
I remember that the pilot transfer command for the autotrader script didn't appear until the bonus pack was installed, and now I'm reading that there's a update for the autotrader AI in there as well.
Any other undocumented fixes?

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Bonus pack worth it? (just pondering on what it includes)
Is the bonus pack really worth it? I mean only like a couple of the things look usefull and some of the crap looks overpowered... FYI ive read the links for each one.
Cartel Shield hacker: Overpowerd
Afterburner: Overpowered
Commercial Agent: Dunno, don't own a factory yet.
Commodity Logistics software: Dunno, looks useless
DockWare Manager: Have no idea what it does, trading station s or something?
Explorer Software: Useless, I'l find everything myself, thank you.
Fleet support ship software: I really don't see any use.
Group Management system: Actually looks usefull
Group Hotkeys: Useless.
Manual Trade commands: Useless
Missile Defense Mosquito: I thought thats what turrets were for.
Remote Transporter Device: It looks okay, but meh.
Scrap Ship at Player HQ: I guess Its ok.
Station Manager: I don't get it...
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So that leaves only 3 things that I'd really use... the rest are all overpowered or useless to me.
It just doesn't seem worth it, the overpowered afterburner would tempt me to much, even though it uses energy cells its still be an overpowered advantage over the AI unless it was like a 10 m/s boost. Plus the AI doesn't use it, (Correct me if I'm wrong)
The Cartel Shield Hacker just seems overpowered to me, yes it takes only 1 unit per time but its still ignoring the targets shields and I could transfer over weapons for easy profits, plus the AI doesn't use it, whats the point unless every time I visit a pirate sector theres a chance of a few missiles or something disapearing. (again correct if wrong)
Maybe if they release another version they should add a selection allowing you to leave certain stuff out of installation.
Cartel Shield hacker: Overpowerd
Afterburner: Overpowered
Commercial Agent: Dunno, don't own a factory yet.
Commodity Logistics software: Dunno, looks useless
DockWare Manager: Have no idea what it does, trading station s or something?
Explorer Software: Useless, I'l find everything myself, thank you.
Fleet support ship software: I really don't see any use.
Group Management system: Actually looks usefull
Group Hotkeys: Useless.
Manual Trade commands: Useless
Missile Defense Mosquito: I thought thats what turrets were for.
Remote Transporter Device: It looks okay, but meh.
Scrap Ship at Player HQ: I guess Its ok.
Station Manager: I don't get it...
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So that leaves only 3 things that I'd really use... the rest are all overpowered or useless to me.
It just doesn't seem worth it, the overpowered afterburner would tempt me to much, even though it uses energy cells its still be an overpowered advantage over the AI unless it was like a 10 m/s boost. Plus the AI doesn't use it, (Correct me if I'm wrong)
The Cartel Shield Hacker just seems overpowered to me, yes it takes only 1 unit per time but its still ignoring the targets shields and I could transfer over weapons for easy profits, plus the AI doesn't use it, whats the point unless every time I visit a pirate sector theres a chance of a few missiles or something disapearing. (again correct if wrong)
Maybe if they release another version they should add a selection allowing you to leave certain stuff out of installation.
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Cartel Shield hacker: tricky and fun
Afterburner: ever needed more speed very usefull
Commercial Agent: essential
Commodity Logistics software: highly usefull
DockWare Manager: usefull
Explorer Software: saves you doing the job
Fleet support ship software: very handy for fleets
Group Management system: can be usefulll
Group Hotkeys: if ya like the above
Manual Trade commands: ok a little usefull
Missile Defense Mosquito: ever wanted everyone within 10km to attack you
Remote Transporter Device: usefulll
Scrap Ship at Player HQ: cuts down costs
Station Manager: usefull
not one of these things unbalances your game... theres something for everyone in the BP
Afterburner: ever needed more speed very usefull
Commercial Agent: essential
Commodity Logistics software: highly usefull
DockWare Manager: usefull
Explorer Software: saves you doing the job
Fleet support ship software: very handy for fleets
Group Management system: can be usefulll
Group Hotkeys: if ya like the above
Manual Trade commands: ok a little usefull
Missile Defense Mosquito: ever wanted everyone within 10km to attack you
Remote Transporter Device: usefulll
Scrap Ship at Player HQ: cuts down costs
Station Manager: usefull
not one of these things unbalances your game... theres something for everyone in the BP
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Re: Bonus pack worth it? (just pondering on what it includes)
The Bonuspack installer does allow you to choose which scripts to install. It has always been like that. So you can leave stuff out.Rilder wrote:Maybe if they release another version they should add a selection allowing you to leave certain stuff out of installation.
Considering your opinion about those scripts I guess you deem autotrader script (the ST/UT) useless too, and that is in the stock installation of the game.
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Meh not to me, if the shield hacker is tricky its still overpowered to steal stuff from enemies instead of getting it the old fansioned way.
The afterburner is overpowered if the enemies don't use it.
The auto-exporer takes the fun out of it for me and I don't wanna be tempted to use it.
Missile defense mosquito: I haven't been spammed with missiles yet to know, the only missiles Ive been really hit with are Auroras which seem to explode on launch and low yield enemy missiles
Rest of the stuff you posted contradicting what I posted especially stations, like I said I didn't see a use...
To the person above me: Not especially since it says the traders name, and meaning I can roleplay my meeting with that member.
It does have a script selector? Thanks for clearing that up, I ran the installer up the the install location and didn't see anything, Now i can leave out the overpowered and useless stuff.
The afterburner is overpowered if the enemies don't use it.
The auto-exporer takes the fun out of it for me and I don't wanna be tempted to use it.
Missile defense mosquito: I haven't been spammed with missiles yet to know, the only missiles Ive been really hit with are Auroras which seem to explode on launch and low yield enemy missiles
Rest of the stuff you posted contradicting what I posted especially stations, like I said I didn't see a use...
To the person above me: Not especially since it says the traders name, and meaning I can roleplay my meeting with that member.
It does have a script selector? Thanks for clearing that up, I ran the installer up the the install location and didn't see anything, Now i can leave out the overpowered and useless stuff.
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Agents, Logistics, Dockware, and Station Manager all serve player stations (except External Logistics). You said you don't have stations, so it is obvious that you don't see use for them.Rilder wrote:especially stations, like I said I didn't see a use...
To the person above me: Not especially since it says the traders name, and meaning I can roleplay my meeting with that member.
Agents and Logistics do have pilot names too, and require "training" to become "more skilled". So you could roleplay them just like Autotraders. They even send more messages to you than average Autotrader.
Many of the scripts allow you to command a remote ship to perform operation that would require personal presence in stock game. Like freight transfer. So they are convenient, but naturally shift the game from pure first person shooter to manager of empire. But stock game is an economic simulation too, so management aspect is in the stock game already. It is just the interface that has inspired scripters to add some.
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I don't have any stations yetjlehtone wrote:Agents, Logistics, Dockware, and Station Manager all serve player stations (except External Logistics). You said you don't have stations, so it is obvious that you don't see use for them.Rilder wrote:especially stations, like I said I didn't see a use...
To the person above me: Not especially since it says the traders name, and meaning I can roleplay my meeting with that member.
Agents and Logistics do have pilot names too, and require "training" to become "more skilled". So you could roleplay them just like Autotraders. They even send more messages to you than average Autotrader.
Many of the scripts allow you to command a remote ship to perform operation that would require personal presence in stock game. Like freight transfer. So they are convenient, but naturally shift the game from pure first person shooter to manager of empire. But stock game is an economic simulation too, so management aspect is in the stock game already. It is just the interface that has inspired scripters to add some.
I just didn't see the use for them with the amount of stations I'm planning, which is like 5 or 6 max, Just PHQ plus a mine or two. I have no will to make a complex at all, I get mehish FPS in Argon prime now, and have found I have to have shaders to medium to go through certain sectors, which messes up lighting on the argon trading station docking port.

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Firstly everyone is entitled to their opinion so here is my 2 pennies worth

It aint easy to find and the same could be said about the "Software Scrambler".Rilder wrote:Meh not to me, if the shield hacker is tricky its still overpowered to steal stuff from enemies instead of getting it the old fansioned way.
Afterburner was a signed script from X2 but in X2 it had a chance of damaging your engines. Ok, you have a fair point here perhaps the X3 one is a little overpowered, but then the AI cheats in other ways so I think it balances out.Rilder wrote:The afterburner is overpowered if the enemies don't use it.
"Fly through gate" that is the only command I use from this software.Rilder wrote:The auto-exporer takes the fun out of it for me and I don't wanna be tempted to use it.
X2 signed script finally returned in X3. Probably not needed in X3 but still nice to see.Rilder wrote:Missile defense mosquito: I haven't been spammed with missiles yet to know, the only missiles Ive been really hit with are Auroras which seem to explode on launch and low yield enemy missiles
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"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
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NPC Traders seem very lazy at serving Mines and Autotraders are no better, so you would use freighters on them, wouldn't you? And one Trade Mk1 handles only one ware, so a Mine would need two. Either Com Agent or Station Manager could do the same with one ship. But each of them actually runs two tasks, so number of running scripts would remain two in all three setups. So yes, CPU load is about the same on each. Maybe.Rilder wrote:I just didn't see the use for them with the amount of stations I'm planning, which is like 5 or 6 max, Just PHQ plus a mine or two.
PHQ is kind of Dock. If you do add ware to Dock, Dock has stock for it. Only Dockware Man can remove the stock, if you no longer want a Dock to stock that ware at all. I have had that happen. Changing market and changing plans.
PHQ has one hold space of 500k cargo units like a ship. So traders can fill the PHQ with Ore if they so please. That has happened to some moguls. With Dockware Manager you can say that you do not want more than 1000 units of Ore. Commercial Agent will check your wishlist and not bring in more than that. And even if you set no limit, it will not haul in more than it can hold in one haul. No other trading command (except Internal Logistics) obeys the wish.
Too powerful or just convenient? Up to you.
Applied to X3 scripts means: Know the scripts and know your style of play, so you have stronger grounds for saying 'No' or 'Yes'.Sun Tzu wrote:Know thine enemy and know thyself.
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Re: Bonus pack worth it? (just pondering on what it includes)
if you dont like it, then simply dont download it. No ones forcing you to use them allRilder wrote:Is the bonus pack really worth it? I mean only like a couple of the things look usefull and some of the crap looks overpowered... FYI ive read the links for each one.
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Have any of the included scripts been updated since this BP was released? As it's not always clear when checking the S&M forum.
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Several of them have been updated, or at least have received a bugfix. It is down to individual threads (and authors) on how well they document development.
The S&M version of this thread has a brief changelog.
The S&M version of this thread has a brief changelog.
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That's very much of the way I see it; it's a bit hit or miss, a nod to the main thread would go a long way to keeping everybody; who's interested, on the same page. At the moment it's a case of download them all and see which ones change, or remember the date of the last update.jlehtone wrote:Several of them have been updated, or at least have received a bugfix. It is down to individual threads (and authors) on how well they document development.
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Thank you for the reply. So you're saying that if a script; from the bonus pack, is updated then it reverts to an unsigned status, until or unless a bonus pack revision is released?Cycrow wrote:any updates to the bonus pack will be displayed on this page.
if you mean individual updates that aren't added to the bonus pack, then they will be unsigned scripts, which means they are kept in the S&M forum.
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yes, if the author releases a seperate update when it wont be a signed script.
but the bonus pack does get update with not only new scripts, but updates to old ones.
most updates that are made will be added to the bonus pack anyways.
i dont really know of any unsigned updates for the scripts in the bonus pack
but the bonus pack does get update with not only new scripts, but updates to old ones.
most updates that are made will be added to the bonus pack anyways.
i dont really know of any unsigned updates for the scripts in the bonus pack
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Either this sticky or the S&M announcement one. Any clue that an update or bugfix had been released, would help. If the script is then considered unsigned, it's up to the player as to whether or not they download it. If this idea is a pain to implement then I'm more then happy to wait for any BP revision.Dave Toome wrote:Do you mean links from the individual S&M threads to this one,Terre Crimson wrote:a nod to the main thread would go a long way to keeping everybody; who's interested, on the same page
or do you mean links as on the original post in this topic, to each S&M thread ?
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