[Discussion/FAQ] What are the recommended scripts&mods? Ask here.

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

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

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh »

Ryuujin wrote:The only mining related scirpt I found so far has pilot skill levels and stuff which I don't really want, I just want to assign my ships flight computers to do what I bought them for, not worry about paying and training pilots ;)
Yeah I'm not a fan of Lucike's obsession with using pilots with skill levels. But in practice, at least with his Commercial Agent script, you don't really have to think about it, just leave it to do it's thing and before you know it the pilot is top rank.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Lucike writes for egosoft approval, which is why his stuff ends up in the game or in the bonus packs.

Without the pilot levels, Egosoft wont consider the scripts balanced enough for inclusion.

Personally, I cant stand the pilot levels. UT for example is nerfed enough as it is, without making them stop more often by restricting where they can go early on. I simply dont use pilot level scripts, and UT I always script in level 25 to start with. But then, I want functionallity and dont give a stuff about balance. :D
JimBadger
Posts: 80
Joined: Mon, 3. Aug 09, 16:28

Post by JimBadger »

Heyup, last time I posted in this thread, I came away with a recommendation for Improved Races, which has gone down a treat (although in about a week of playing I've yet to receive any invasion messages, disinformation or otherwise! )

Back at the top of page 5 of this thread, I was asking for scripts that gave a sense of competition to the universe, and besides Improved Races, there didn't seem to be much.

I thought I'd ask again, just in case there's something I've missed, but are there any scripts slanted towards, perhaps AI economic expansion rather than just military? (I know new stations get built in taken-over sectors, but that's not what I mean).

I'd really love to see the races building new stations within their own sectors, trying to fill a niche in the market before I do.

I asked about the possibility of an Improved Corporations script, where the corps would start to expand, kind of like mini-races in their own right...or perhaps be more akin to what the player is trying to achieve (the economic empire-minded player, at least).

Obviously I love X3TC and will play it regardless, but if I want a "sense of competition" are my only options multiplayer games like good old EVE?

Player-defined goals are all well and good, but I do miss a slight lack of urgency in completing them...sometimes.

As an aside, I've also got the Pirate Guild script, which is very nice. I've watched raiding forces of guild members getting up to all sorts of fun, attacking enemy capital ships and then jumping out...but they don't seem to be really "doing" anything. How about the regular pirates...what is it that they "do" exactly. Maybe it's my kill on sight mentality, and I just need to observe some regular pirates rather than attacking them...but I've never seen them attack anything outside of a particular mission that I've taken on.
Monzoomic
Posts: 5
Joined: Thu, 30. Jul 09, 23:49
x4

Post by Monzoomic »

Of the scripts posted here I have about 90% of them.

The race responce was great tho it did take me a while to realise that I had to access the AI menu in the gameplay menu it get it working. totally messed up my terran standings as they invaded the Hub sector and i had to defend .......

The autoprep ship script looks good tho i don't have a carrier or far enough in the game to be able to own one. (yes i restarted and i'm trying it without using the cheat menu)

As I got the game off steam I don't have a manual to read through is it possibe for universe wide commands maybe have all M4 join blue wing or set ALL ships to x station as a homebase.

I know these are "newbie" questions If i want to stock up my PHQ with all wares how do I get the haulers to keep it stocked automatically or do i need to tell the haulers what wares I want. I installed commercial agent but they only seem to bring in what is needed not everything ( i would like to stock every item at the hub).
User avatar
SPhcT
Posts: 6
Joined: Fri, 7. Nov 08, 03:00
x4

What scripts and modds I must chose. Help!

Post by SPhcT »

Hi everone! I need some help, and i hope somone cold help me!

I did some reserch here and i find some good scripts & moods.
But now my head is messed up with things what i need.
So can somone write: What scripts and modds I must chose for improved gameplay, navigation and more fun in game? What you recomend and of corse what it will change.. Also you can write what u use and where you get it..

My choice for now:
Mobile Ship Repair Lasers
Cheat Pack

EDIT: I have Logitech Extreme 3D PRO joystick will try to use it, if you have some control scripts or controls for joystick you can write me.
I'm still here - talking with the Creator
InSeeCure
Posts: 23
Joined: Wed, 9. Sep 09, 21:05
x4

Post by InSeeCure »

Okey well am pretty new to this forum but I have some I recommend, like....

Spacefueladdict's - Sector & Background Mod V2.1d - (without T-ship if you want to use another mod that change ship stats) - it changes sector size and offers better backgrounds and more...

Ulfius's - CMOD 3 - it changes.... alot combat wise... (there are some optional plugins in his topic like Military Hud Mk3)


Someone else's - Ship Rebalance Mod - ....it does that.... well. (and he has made some modules for other mods to be compatible with his mod in his topic like PSCO1's cockpit mod).

Hope this helps a little....
Last edited by InSeeCure on Tue, 29. Sep 09, 01:34, edited 1 time in total.
User avatar
Deadbeat_Spinn
Posts: 6483
Joined: Wed, 19. Nov 08, 20:47
x3tc

Post by Deadbeat_Spinn »

What are good scripts/mods to use is really up to a players personal preference.

I'd say take a look in the Community Library and look over the scripts/mods in there and take at look at their threads since the creators of said script/mod generally provide information as to what said scipt/mod does to the game.

But for me, should I add in scripts, would be LV's RRF scipt, Cycrow's boarding hotkey, and Amurph0's shipyard scripts (off the top of my head). The one's InSeeCure mentioned are also good, from what I hear. Almost forgot, the CODEA script seems to be very popular.

As for mod's, Transcend II (though the next update for this won't be out until 2.5 is released). DDRS (unsure if this one is being made), XTC, New Dimensions also show promise but they are still in the stage of being built.
jlehtone
Posts: 22551
Joined: Sat, 23. Apr 05, 21:42
x4

Re: What scripts and modds I must chose. Help!

Post by jlehtone »

SPhcT wrote:So can somone write: What scripts and modds I must chose for improved gameplay, navigation and more fun in game? What you recomend and of corse what it will change.. Also you can write what u use and where you get it.
IMO there is no "must", because some users allegedly can play the vanilla game. Better than that, one does not must have to use all of vanilla features, while playing.

What you think is "improvement" is up to you and how you play. What I like, you might despise.

But you were not the first to ask the question, so I will now merge this thread to those previous questions. There are opinions written by others, but from over long timespan, so the earliest are naturally unaware of the current selection.

This comment above by ThisIsHarsh is quite nice and recent summary.
whitewolf007
Posts: 104
Joined: Sun, 11. Dec 05, 01:30
x3tc

Post by whitewolf007 »

Haha I'm one of those guys that did the what scripts mods do you recommend thing recently LOL

Good I found this post. So what cockpit mod do you use? I gather there are 2 or 3 good ones.

Also what the heck is CAG and CLS ?

I keep dusting off the game and revisiting it but I always bog down right about the time I get a wheat farm and a mine going or some cash coming in. I usually go on a huge universe mapping jaunt and then quit playing. I dont know why this happens. I think I run out of things to do that are making money. I don't want to get my combat rank too high because the fights start getting crazy. I get a bit into the plot then buy a station or two and then loose it.
jlehtone
Posts: 22551
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

whitewolf007 wrote:Also what the heck is CAG and CLS ?
Open [url=http://forum.egosoft.com/viewtopic.php?t=216690]TC Download Library[/url]. Use 'Find on page' "CAG". Use 'Find on page' "CLS". You should find both links. Follow them.

Or look those keywords from [url=http://forum.egosoft.com/search/index.html?template=default&style=default.css][b]Li[/b]nk[b]Li[/b]st[/url]
whitewolf007
Posts: 104
Joined: Sun, 11. Dec 05, 01:30
x3tc

Post by whitewolf007 »

Ah thanks Commercial Agent and Commodity Logistics.

Interesting I will definitely have to give those two a look see.
soleilnoir
Posts: 55
Joined: Mon, 10. Apr 06, 22:06
x3tc

Post by soleilnoir »

I don't know if it's the right thread but. I once found a mod which allowed to spend a few hundred million on buying a PHQ/ ship base. Can't find it any more. Would be far better than stacking EQ docks for capital vessel bases in vanilla.

Does anybody know which mod it was?
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Put the PHQ in a shipyard for you to buy ?

Available on my download site.
soleilnoir
Posts: 55
Joined: Mon, 10. Apr 06, 22:06
x3tc

Post by soleilnoir »

OK, Thanks.
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

Hmmm... keep running into a game freeze... I just got rid of all scripts and mods and now I have to decide which ones I want... as such which ones provide the best variety. I'm in particular to the RRF since I was using it and it left an impression on me I was also using Ship Expansion

The only thing I can think of that was screwing up the game and causing the freeze was a conflict with RRF and Improved Races which makes me wonder if the current versions of this conflict with one another...

What other mods/scripts go good with this and won't cause conflictions like game freeze? I've looked at the Super mod and there are stuff in there that I just don't like, as I said before I'm in particular to RRF I can deal without the Ship Exp... any suggestions on this would be very appreciated
Kon19
Posts: 8
Joined: Mon, 9. Nov 09, 15:34

Must have MODS

Post by Kon19 »

I am interested in everyone’s opinion of what they think the “must have” mods are. What mods do you think are well done and improve the game the most?
Roady1976
Posts: 92
Joined: Wed, 29. Apr 09, 09:59
x4

Post by Roady1976 »

everyone has their ideal set of mods.. the ones i use are in my sig.

I think most people will agree, that you should play the vanilla game and then mod the bits you could do with enhancing..

IE, if you are heavily into trading, then perhaps looking at logistic , station / complex mods might be the things to look at..

If Cap ships are your thing.. then perhaps Mars would be benificial to you.

You can browse thrugh the extensive sommunity library and see what kind of scripts are available.
tr0ubl3mak3r
Posts: 17
Joined: Fri, 20. Nov 09, 00:40
x3tc

Post by tr0ubl3mak3r »

Ok, I'm pretty sure this is the right part of the forum to be posting this.

I've been surfing through the Community Download List here, and there's just so many to go through. Whats worse, they're sorted roughly by type and original post date, and not by popularity or features, so I have no idea if they're even still working without hours of reading lol. It's hard to tell which are compatible with each other, not to mention that so far many require a lot of micromanaging or make things too easy/hard :o.

So basically, can anyone give me some advice on a good group of mods to use, that won't cause any major bugs/conflicts/etc? Also I keep reading that I may need a helper program or 2, like script manager/installer?

I'm looking to keep the gameplay somewhat the same as it is (no total conversions), but any/all enhancements are welcome. So far these look promising:
- Khaak Invasions
- NPC Bailing Addon
- M.A.R.S. (hopefully won't be too overpowered)
- Salvage Claim Software Mk.1 (sounds awesome)
- Pirate Guild 3
Many many others I haven't read through entirely yet (I've been searching for like 5 hours on and off)

Any suggestions are welcome, minus I want to keep everything roughly at it's current balance. So no easy money mods or mods designed to make things incredibly hard in the name of realism lol. Thanks in advance for any responses.

Edit: Fixed some typos, plus I just noticed Roady1976's post. Any chance you could give any specifics on the mods you use?

Also I read something about scripts being more compatible with each other as opposed to mods possibly modifying the same resource. Would this mean if I were to just go through the Community Download List 1 by 1, adding scripts as I go, they likely will be compatible with each other? (with-in reason, as they'll be independently running as opposed to having to modify an in-game object)
Roady1976
Posts: 92
Joined: Wed, 29. Apr 09, 09:59
x4

Post by Roady1976 »

tr0ubl3mak3r wrote: Edit: Fixed some typos, plus I just noticed Roady1976's post. Any chance you could give any specifics on the mods you use?
Not sure excatly what you are asking,

Combat
MARS, Cmod3, Improved Races,

Traders and staion building
Economy and Supply Trader, Commercial Agent, Universal Best buy / Best Sell
Complex Cleaner, Super Tractor, FCC, FDN

Misc
Signal Boost - Increases the range in which you can talk to stations
Universe Explorers - Enhanced explorer software
Military HuD - Changes the HuD....
tr0ubl3mak3r
Posts: 17
Joined: Fri, 20. Nov 09, 00:40
x3tc

Post by tr0ubl3mak3r »

Lol sorry. What I meant to ask is, any chance you could give a brief description of basically, why your mods are good? I won't trouble you to actually tell me what each mod does (as I am being lazy by asking instead of reading up on/trying each one).

I ended up DL'ing and trying probably 20+ mods last night. So far, everything works nicely, minus I got the mentioned glitch where I tried to capture a ship only to have the original attackers of that ship, attack me regardless of friend status xD. Probably not a glitch and more of a "Hey, the ship I targeted as an enemy earlier is moving again, KILL IT!", but yeah.

Today I'm going to throw M.A.R.S. into the mix and see if it messes up gameplay too much or fits well.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”