[SCR] Security and Rescue Service [25th July 2010 X³:TC 3.2.01]

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[SCR] Security and Rescue Service [25th July 2010 X³:TC 3.2.01]

Post by Saetan » Thu, 18. Feb 10, 21:39

Security and Rescue Service is developed by Lucike. This topic is released with his permission. The manual itself is fully translated, changelog and the changing of command slots are still missing and will follow later.

Security and Rescue Service is also part of Lucikes Script Collection.
This topic is not up to date, most of the manual still applies to the recent version of the script, but you have to download the most recent version by downloading it as part of the script collection.

Content:

Part 1: Security and Rescue Service

Part 2: Technical data

Part 3: ( -- reserved -- ) ... for changing of the command slots

Part 4: ( -- reserved -- )
---------- ---------- ---------- ---------- ----------



Security and Rescue Service
(Version 3.2.01 - 25th July 2010)

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Overview Security and Rescue Service
  • The Security and Rescue Service protects sectors against hostile attacks.
  • The Security and Rescue Service can fly a predetermined flight path or go on patrol in a single sector. Sighted enemies will get pursued and destroyed.
  • The Security and Rescue Service will response to emergency calls by Union pilots and try to rescue them.
  • The Security and Rescue Service evaluates reports of sighted enemys by Union pilots and goes after them.
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Preparing Security and Rescue Service

The Download

Lucike left after he got temporarly banned from the X-Universe Forums and asked me to remove the direct download links. Of course I respect his wish, so I replaced the download links with links onto his own homepage.

-> Security and Rescue Service
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.5.00, 3rd July 2010)

Required: X³: Terran Conflict Version 2.5 or newer (not compatible with X³: Reunion) !!

Activating the Script Editor

Activating the script editor is not necessary for using Security and Rescue Service. Security and Rescue Service includes a script that automatically sets the game to ***modified***.

With the script editor activated, the display of debug information can be enabled in the script editor menu. On default this option is disabled and it is recommended to be left off as it might be confusing to some gamers. To avoid this, it is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file, but will mark your game as ***modified*** as well.

Installation

Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.

Uninstallation

Copy the file "setup.plugin.security.service.pck" from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run X³ TC and load your saved game. The uninstallation is automatically started and finished when a message is sent to the logbook. The process takes about 10 to 20 seconds from when the game was loaded. Save your game.

Run "Delete all Security and Rescue Service scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.

Important: Never just delete scripts; they are connected to you savegame!

Updating to a newer version

Simply extract the new version to the X³ TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.
Do not forget to update the “Libraries” scripts as well.

To remove obsolete or unused files, run "Delete old Security and Rescue Service Scripts.bat", found in "\scripts.delete”. This step is not necessary, but will keep your script folders organized.

Ingame, nothing needs to be restarted. All ships and stations should run the new scripts automatically.


Manual: Security and Rescue Service

The task

The Security and Rescue Service can fly a predetermined flight path or go on patrol in a single sector. Sighted enemies will get pursued and destroyed.Also the Security and Rescue Service will try to rescue Union pilots which had send an emergency call. Furthermore the Security and Rescue Service evaluates reports of sighted enemies by Union pilots.

Pilots will gain experience on patrol. If a company doesn't like to get its pilots trained, the training has to be disabled in the configuration. More on that later.


The Quick Guide
  1. Equip a M3 class fighter with Fight Command Software Mk1, Fight Command Software Mk2, Navigation Command Software Mk1 and Patrol Command Software.
  2. To start the task select "Start Security and Rescue Service" inside the Combat Menu.
Pilots and their abilities

Recruit:
The recruit can patrol between two check points and is able to fly a ship of the small-ship class. He gets not paid as he is still in its base training.
Petty Officer:
The petty officer can patrol over four check points and he is able to fly a ship of the small-ship class. He earns 20 credits per mizura after every turn.
Ensign:
The ensign can patrol over eight check points and he is able to fly a ship of the small-ship class. He earns 25 credits per mizura after every turn.
Lieutenant:
The lieutenant can patrol over 15 check points and fly a ship of the small-ship or big-ship class. Also he can be the leader of his own wing and use the modern jump drive technology. The lieutenant earns 30 credits per mizura after every turn.
Commander:
The commander can patrol over 20 check points and fly a ship of the small-ship or big-ship class. He earns 35 credits per mizura after every turn.
Captain:
The captain can patrol over check points and fly ships of the small-ship, big-ship or huge-ship class. The number of the checkpoints isn't limited. Also he cares about his ship and flies it to a shipyard if necessary. The captain earns 40 credits per mizura after every turn.

The promotion

The promotion of a pilot depends on his overall time of duty, his kills and the class of ship he is flying. On ships of the small-ship class the highest reachable rank is lieutenant. On ships of the big-ship class they can reach the rank of a captain, on huge-ship class the pilots will stay captains.


Ship equipment and ship class requirements
  • A ship of the combat-ship class (M1, M2, M3, M4, M5, M6, M7, M8 or TL)
  • Fight Command Software Mk1
  • Fight Command Software Mk2
  • Navigation Command Software Mk1
  • Patrol Command Software
  • Jump Drive (optional: ... can be used by higher ranked pilots)
The Handling

The main command gets activated via the Combat Command Menu. The Command "Start Security and Rescue Service" is visible, if the needed equipment is installed into the ship. The command "Start Security and Rescue Service" also includes the possibility of configuration.

The command is only selectable, if there is a pilot on board of the ship or the ship is docked to a station, so a pilot is able to enter the ship.


The Main Menu

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All preferences are sorted into groups which are shown in the main overview.


Pilot settings

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In the pilot settings you are not just able to set some preferences, it's also possible to get some information about the pilots. This includes the rank, homebase, time of duty and also the payment of the pilot.

Delete account information
With that selection you can delte the view of the payment of a pilot. This action can't be undone, so you'll have to commit that action.

Take trainings
Basically the pilot takes trainings to gain higher ranks and skills. If the pilot should take trainings, you can select it here.

Pilot salary
Here you can select where the pilot should get his payment from. You can select between your global account or the account from his homebase. This selections applies to the whole convoi.

Fire pilot
You can fire a not needed pilot with this selection. The ship has to be docked to a station and mustn't have a command active. This action can't be undone, so you have to commit that action.

Reassign pilot
If a pilot needs a bigger ship, you can assign him to new ship. The old and the new ship have to be docked at the same station for that action. After selection of that menu point you'll get a selection of all available docked ships. If you select a ship which has already a pilot, the pilots will interchange their ships. A pilot takes all his settings with him to the new ship.

Restore defaults
With that selection you can set all preferences to their defaults.


Security Service

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Here you can set the route where the pilots should patrol. If there is no route set, the pilot will only patrol in his actual sector. The pilots scans for enemies anytime and not only at his check points. So you don't need to additionally add any sectors between two added sectors.

Add sector
When adding a sector, simply the sector-middle gets added as a check point.

Add sector position
If a pilot should patroul multible check points inside one sector, you can select these different positions with this selection.

Deviation from the flight route
Normally thge Security Service attacks any enemies in sight. This means the scanner range of the Security Service itself and also the scanner range of any player owned sattelites. With this selection you can limit the area where enemies will be attacked. If the distance to an enemy gets to large the chase will be aborted.

Attack civilian ships
Basically civil ships like freighters or ships without weapons won't be attacked. You can change that here.

Add strong point
Most likely the Security and Rescue Services supply themselves with missiles and ammunition in their homebase. You can set additional supply bases here. That can be useful if the SRS has a long patrol to do. It can fly to the nearest base then.

Supply only in strong point sectors
The Security and Rescue Service flies to its homebase or a stroing point if it runs low on missiles or ammunition. Therefore his patrol gets interrupted. With this selection you can prevent that interruption and forces the SRS to supply itselft when it passes its homebase or a strong point.

Supply by commodity logistics pilots
Before the Security and Rescue Service will fly to its homebase or strong point, it will wait for a approaching commodity and logisitcs pilot.

Supply limit
If this limit is reached, the Security and Rescue Service will care about their supply.


The Rescue Service

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Here the tasks of the Rescue service get set. You can change the range in which the Rescue Service should get active. The Rescue service is possible for a pilot with a rank of at least Lieutnant and is limited to ships of the big- or huge-ship class. Also the commodore can use the Rescue service to support himself. For that a Hotkey can be assigned in the options.

Rescue service
Here you can activate the Rescue service. If the Rescue service is not available for the pilot on the ship, that will get shown here.

Home base
Here you can change or delete the Home base for the Security and Rescue Service.

Operation range frome home sector
Here can be set in which range from the home sector the rescue service should get active.

Exception sectors
The sectors in this list will be ignored by the Rescue service.

Current sector of the Commodore
Here can be set if the sector, in which the Commodore is at the moment, should be ignored or not.

Only safe operations
The Rescue service can be told to only engage enemies which are inferior in their ship-class.

Commercial Representation, Commodity Logistics, Economy and Supply, Prospection
The Rescue service can observe the whole or only parts of the Pilot Union. That way you can coordinate several Rescue services by different ships better.

Rescue pilots
The Rescue service can rescue pilots of the Pilot Union, if they used the ejection seat. Therefore a jump-able M6-class ship is necessary.

Restore defaults
This command resets these settings to their default settings.


Jump Drive settings

[ external image ]

The pilot can use the Jump drive after a secial course available to experienced pilots. This menu can be used to set rules for its use.

Use Jump Drive
Here the pilot can be allowed or disallowed to use the Jump drive.

Jump Drive Energy
The pilot keeps 10% of his cargohold filled with energy cells for the Jump Drive. Another limit can be set here to deal with longer or shorter jumps.

Minimum jump range
The minimum distance that the pilot will jump.

Restore defaults
This command resets these settings to their default settings.


Automatic Naming

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Renaming many ships is tedious. SRS pilots can be asked to name their own ships and add information to the ship name.

Configure automatic naming
There are many schemes for ship naming available.

Renaming settings (selection)

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This menu lists the renaming schemes, along with descriptions.

Ship number
If the ship is given a number, it can appear here.

Station number
If the station is given a number, it can appear here. All of the station's ships share this number.

Restore defaults
This command resets these settings to their default settings.


Configure reports

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The SRS pilot will report many incidents. Some of these messages can be disabled.

Promotion
The pilot will report successful completion of a training course. This message can be disabled here.

Enemy sightings
The pilot will report enemy ships. This message can be disabled here.

Acoustic signals at messages
The pilot will send silent messages by default. If a audible message is preferred, select that here.

Logbook
The pilot can enjter every incident into the player's logbook. This can be changed here.

Analysis to log (not available yet!)
The pilot can write incidents into the external logbook. This includes his current task.

Restore defaults
This command resets these settings to their default settings.


The Data storage

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If several pilots have the same orders and conditions to follow, they can be transmitted to each other.

Load data

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Here you can find all of the order packets and assign them to the pilot.

Save data
Here you can save the pilot's current orders. The packet can be named.

Delete data
Order packets can be deleted.


Additional Information

Attention: Changes in the lists are possible while the SRS is active, but will only be recognized in the next tour.

Jump Drive: If a Jump drive is used, so the pilot will supply his ship with, and buy energy cells by himself. Also pilots of capital ships will search for suitable Supply bases by themselves. Wingmen will also supply themselves.

Missile- and Ammunitionsupply: The pilot will exclusivly supply himself with missiles and ammunition at his homebase. The information about needed amounts will be read from the standard missile- and ammunitionsupplyinformation. The set ammount gets multiplied by 10.

Ship-classes: Ships of class M1, M2, M7 and TL belong to the hugeship-class, sips of class M6, M8 and TM belong to the bigship-class. Ships of class M3, M4, M5, TS and TP belong to the smallship-class.
Last edited by Saetan on Fri, 12. Aug 11, 11:48, edited 15 times in total.

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Post by Saetan » Thu, 18. Feb 10, 21:39

Technical Data: Security and Rescue Service

Language file
8012-L039.xml (ID 8012)
8012-L044.xml (ID 8012)
8012-L049.xml (ID 8012)

Command slots
COMMAND_TYPE_FIGHT_16 (316)
COMMAND_TYPE_CUSTOM_23 (723)
COMMAND_TYPE_CUSTOM_24 (724)
COMMAND_TYPE_GENERAL_22 (822)

Object-Task
Global (Hotkeys und restart)
Ship task 0, 40, 41, 45, 47 and 48

Official abbreviation
"der SRD"
"the SRS"


Changes at Security and Rescue Service

Downloads



-> Security and Rescue Service (Version 3.2.01)
-> Security and Rescue Service (Version 3.2.00)
-> Security and Rescue Service (Version 3.1.01)
-> Security and Rescue Service (Version 3.1.00)
-> Security and Rescue Service (Version 3.beta.16)



Changelog

7th May 2010 (Version 3.1.01)
  • Frigates with CODEA Weapon System and "safe operations"-option enabled will attack ships of the huge-ship-class only, if they've got a hangar for at least 10 fighters.
  • Ships of the type Aran can now be used for the SRS too.
  • Adjustments to the CODEA Weapon Base.
  • The shortcut for navigators will be set in the automatic naming function.
  • The Rescue Service will transfer salvaged pilots automatically to an ready TP in its Supply Base.
  • Global administration menu added.
  • Several small improvements.
24th May 2010 (Version 3.2.00)
  • Bug-Fix: Ships jumped often into the sector center. Fixed.
  • Bug-Fix: Fixed a bug in the automatic front weapon swap.
  • Bug-Fix: The Security and Rescue Service didn't fly back to its origin sector after an repair. Fixed.
  • Configuration menu visually completely revised.
  • "Analysis to Log"-Feature corrected and improved.
  • The emergency jump can now also be set to vessels of the small ship class through the configuration menu. In addition, the settings for the emergency jumps are saved in memory now.
  • Reworked the complete jump behaviour.
  • The Rescue Service on a rescue mission and set "Only safe operations" settings waits for reinforcements on heavy enemy contacts.
  • The Security Services are now waiting for its convoy ships, if it changes the sector
  • Various minor and major improvements.
25th July 2010 (Version 3.2.01)
  • "Major" Rescue Services give the "smaller" Rescue Services more time to react. Thus, the usage of Rescue Services of different classes is more appropriate.
  • The convoy ships of a Rescue Service are not as refueling and rearming friendly anymore but wait until their leadership is refuelling and rearming itself.
  • Some minor optimizations.
Last edited by Saetan on Tue, 27. Jul 10, 14:31, edited 6 times in total.

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Post by Saetan » Thu, 18. Feb 10, 21:39

( -- reserved -- )
Last edited by Saetan on Fri, 19. Feb 10, 00:26, edited 2 times in total.

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Post by Saetan » Thu, 18. Feb 10, 21:40

( -- reserved -- )

dmichailcz
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Post by dmichailcz » Thu, 18. Feb 10, 22:16

Wow, sounds great, Lucike is really genius... :)
I am not very good in english, so please, forgive me...

dmichailcz
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Post by dmichailcz » Fri, 19. Feb 10, 12:39

Ehm, how does Rescue work?

I ordered Cerberus with pilot-captain to do Rescue for EST, CAG etc. Later, one of EST run to group of enemies, but Cerberus was still sitting in his home sector, doing nothing (It was in his jump range).

After sime time (while I was away from PC) I found message about Cerberus destroyed, and 25 minutes later my trader was killed in same sector as Cerberus.

Does this mean that Cerberus jumped to that sector to get my EST from mess, yes?
I am not very good in english, so please, forgive me...

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Post by Saetan » Fri, 19. Feb 10, 13:25

I can't give you exact answers, as I didn't use the Rescue Service, but also the SRS as whole for quite a long time now ... but your described behaviour seems strange to me.

I'll post a message in the German topic for support assistance for this topic, there should be quite a lot of more experienced users which may be willed to help.

Best regards,
Saetan

dmichailcz
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Post by dmichailcz » Fri, 19. Feb 10, 13:33

Saetan wrote:* The Security and Rescue Service protects sectors against hostile attacks.
* The Security and Rescue Service can fly a predetermined flight path or go on patrol in a single sector. Sighted enemies will get pursued and destroyed.
* The Security and Rescue Service will response to emergency calls by Union pilots and try to rescue them.
* The Security and Rescue Service evaluates reports of sighted enemys by Union pilots and goes after them.
Maybe I misunderstood that. What does "emergency calls by Union pilots" mean?

"Help, enemies are in my sector!"

OR

"My ship was destroyed, but I have ejected. Come for me!"

Also - how to stop Cerberus to jumping inside sectors with 8 Xenon M7?
(Maybe he thinks "I am M7, they are M7, I can handle them!")
I am not very good in english, so please, forgive me...

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Post by Saetan » Fri, 19. Feb 10, 13:53

Cerberus is a M7? ... arr, right ... Centaur is the M6.

The Rescue Service are for both cases, defend attacked CAG & co and also to rescue ejected pilots. But, only M6 are for the task of saving ejected pilots.

For your other problem, you could try to use the "Only safe operations" setting. Also, it seems to me your Cerberus jumped into a hostile sector? Normally there shouldn't be any traders ... you could try to blacklist these sectors.

dmichailcz
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Post by dmichailcz » Fri, 19. Feb 10, 14:22

It was my mistake. From what i found, I think that Cerberus jumped in sector, when there were only M3. M7 arrived after he was there.

Now my Tyr is doing SRS (don't have many captains). Everything fine. Just seems to me, that he is jumping and fighting in "empty" (no EST, CAG etc.) sectors and my traders are on their own. But maybe I have missed trader who jumped out of there before i looked after my Tyr.

I'll give it a try and time, can't say if it runs correctly with only one M1 trying to cover 40 EST and 30 CAG. I need more ships to try it fully...

Just question:
Saetan wrote:* The Security and Rescue Service evaluates reports of sighted enemys by Union pilots and goes after them.
Can this be turned off?

Danke schön, für Lucike und deine Arbeit
I am not very good in english, so please, forgive me...

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Post by Saetan » Fri, 19. Feb 10, 14:33

dmichailcz wrote:Just question:
Saetan wrote:* The Security and Rescue Service evaluates reports of sighted enemys by Union pilots and goes after them.
Can this be turned off?
You can only de-/activate the Rescue Service as whole ... but you can use the Security Service without the Rescue Service.

dmichailcz wrote:Danke schön, für Lucike und deine Arbeit
prosím (... guessed because of your nick and translated with help of Google)

dmichailcz
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Post by dmichailcz » Fri, 19. Feb 10, 14:39

Saetan wrote:prosím
Schön :D Und ja, das ist meine Sprache :-D
Saetan wrote:You can only de-/activate the Rescue Service as whole ... but you can use the Security Service without the Rescue Service.
So my SRS will go after every single enemy which they have seen by themselves or by another "Lucike's" pilot? If I want to use Rescue service...
I am not very good in english, so please, forgive me...

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Post by Saetan » Fri, 19. Feb 10, 14:51

dmichailcz wrote:
Saetan wrote:You can only de-/activate the Rescue Service as whole ... but you can use the Security Service without the Rescue Service.
So my SRS will go after every single enemy which they have seen by themselves or by another "Lucike's" pilot? If I want to use Rescue service...
Yes ... then they will try to engage the enemies within their set range if they think they can beat them.

dmichailcz
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Post by dmichailcz » Fri, 19. Feb 10, 15:42

OK, thanks for replies.

Now I only miss possibility to give ship upgrade to my EST and CAG, which allow them to act like jump beacon. Or change their behaviour - when under attack, drop jump beacon and call for assistance. So my SRS will be able to help them really qucikly.

And another question - If SRS is trying to save trader, will all ships on rescue duty jump there or nearest group?
I am not very good in english, so please, forgive me...

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Post by Saetan » Fri, 19. Feb 10, 16:08

dmichailcz wrote:Now I only miss possibility to give ship upgrade to my EST and CAG, which allow them to act like jump beacon. Or change their behaviour - when under attack, drop jump beacon and call for assistance. So my SRS will be able to help them really qucikly.
Mhmm, would be a nice feature ... I remember nobody talking about such an idea. Maybe once in a future version, if Lucike likes this idea too.

dmichailcz wrote:And another question - If SRS is trying to save trader, will all ships on rescue duty jump there or nearest group?
As far as I remember, the strengh of the SRS fleet will depend on the enemy.

dmichailcz
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Post by dmichailcz » Fri, 19. Feb 10, 16:15

Saetan wrote:Mhmm, would be a nice feature ... I remember nobody talking about such an idea. Maybe once in a future version, if Lucike likes this idea too.
If he will, ask him please if this upgrades can be sold by his HQ. I like Lucike's scripts (almost everyone is brilliant) and would like to see his HQ in my game :)
I am not very good in english, so please, forgive me...

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Post by Mad_CatMk2 » Sat, 20. Feb 10, 00:01

Yay, thanks for the translation Saetan.
I fly an OWP. What about you?

Haxi052
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Post by Haxi052 » Thu, 11. Mar 10, 06:58

sounds so delicious! Thanks

------------------------------------
http://www.secure-bytes.com/network+sec ... ystems.php

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Saetan
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Post by Saetan » Thu, 11. Mar 10, 14:07

dmichailcz wrote:If he will, ask him please if this upgrades can be sold by his HQ. I like Lucike's scripts (almost everyone is brilliant) and would like to see his HQ in my game :)
Thanks to Haxi052's post, I've read and remembered your question again. As Lucike ended his "annual X-holidays" a few days ago, I've told him today.

He likes that idea and has already an idea how to easily add that feature. So I think it will be added sometime in the (near) future. But it won't be as easy as to simply buy a software for us. *hehe*

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Post by djrygar » Fri, 12. Mar 10, 19:03

If I may say something...

I love all Lucikes work. And hate one thing: p2p jumping. I eagerly wait for New Dimensions mod, whole idea is to prevent using jumpdrives as much as possible. Ie, you can, but not everywhere. And all Lucikes scripts use p2p. They jump into terran sectors or jump directly in center of any other sector, not caring if jumping is allowed or not.

Maybe Lucike could develop some universal switch (may be in config files, may be in menu) to stop this? I do want JD use, but not p2p. I would like to see CAGS/SS/CLS and all the others respect X3 rules regarding jumping.

personally I find jumdrive a game-breaking mechanism. It destroyed completely feeling of vast universe. And there will be jump beacons now. Great, I know many ppl will love it. Just make it optional.
Just remember people play X3 in different ways, and for some less is more.

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