Lord_Dakier wrote:Are you saying that I should get a printout of the script for example and then rewrite it all while only adding certain things that work for X2? Just incase people did not realise it, I am not sure if this can be fitted to anything lower than a M2 but I would make it so it can only fit an M1 and M2. I've been thinking how Medusa should have its faults. Im considering;
- It attacks all in a certain radius (Including Allies)
- It can only be used with certain missile type which costs loads!
- Enemies can use it
- It has a reuse limit
- Missiles do not specificially target enemies, only explode nearer to them
Are there any suggestions on this?
Basically the Khaak control the universe pretty much, All trade routes have been removed. The Khaak are very protective of the center of the galaxy. Your job is to push through their lines and find out why. Although trillions of lives have been lost finding out what is in that center could secure the campaign of eliminating the Khaak completely. Each of the main races have 3 sectors each. Xenon as deadly as they are control somewhat more but no where near as to what the Khaak own. The universe map has been changed completely and now it looks as if the gate builders wanted all these races to meet together in the center of the universe once the races had controlled of their local space. The Argon and Boron are closer together than they are to other races, as with the Paranid and Split and also the Teladi and Pirates. The Khaak are said to control masses of the Nividium resource and it is believed that they are thriving from this. Each race will have its advantage in one way or another. If you badly annoy a single race dont expect to walk back into their sectors as the entry sector gates are heavily fortified with lasertowers and soon to be sector security.
Lord D.
Lasertowers around gates eh? I haven't seen that in vanilla yet. I like how you've given a reward to those who battle the khaak - nvidium + trade routes + <whatever else>. Again, that inspires interest in me compared to the dull, tame activities in vanilla x2. I've mostly been scripting in order to make a public release of pse, but I'm about ready to start playing again...
I'm planning to mine some asteroids in the ore belt and in paranid sectors, build more complexes/loops, and see about maybe capturing more ships in pirate sectors with my eagle squadrons. And, btw, i've never used a jump drive in my game. If the jump drive was more expensive, I might consider using it, but I think it's too cheap and allows you to easily avoid the challenging dynamics present in sectors. For example, you don't have to consider whether you're passing through pirate or enemy sectors. You don't have to consider whether they're patrolled on an active basis or not. You don't have to do any mental calculation about distance - sometimes the shortest distance between one sector and another is actually not the shortest (it depends whether it's an enemy sector or not and whether it's defended). Broadly, if distance was removed from the equation, then we wouldn't need different engine speeds, we wouldn't have to worry about our angle of approach, we wouldn't have to worry about what is between us and our target, and so on. Removing space from the equation removes a lot of strategy and detail, imho. It also removes many chance opportunities between point A and point B. Otherwise, everyting becomes a matter of you picking a target, and to me that's too linear. When I get stuck into a pattern of what I want to do, the game eventually becomes too directed. It's the spontaneous and unexpected that it makes it worht playing for me. Like when I go through sectors to get to point B, I'll see things that I didn't expected - a khaak invasion, a driftint cargo pod, an enemy ship with a nice cargo manifest, etc. So in many ways, I want to ride the wave, I don't want to get too caught up in directing the wave myself. And moreso, I want to see all hte variety in the universe, and that means every little sector in 4 dimensions. So it has to be compensated for, imho, and that's why I feel it should be more expensive or more involved to use. I don't feel it should be this way for everyone, just like I don't feel everyone would want to play on the same kind of map I'd want to play on.
Blah, I full of air lol. Sorry for that long garbled thing.
If I get around to it, I'd like to give your map a try. I'd also like to try that economy/laser modification mod. I'm not interested in medusa though, but it's a good learning experience to port it to x2. Learning to script is a step by step process, and you're going to need a lot of help. Chris GI has helped me a lot on my journey to get it right, but I've spent a lot of my time on my own. You'll need to do that to trully get it. BUT it doesn't help that the script editor is CRAPTASTIC.
GL on finishing your map and porting the medusa script.