Official scripting/modding documentation

The place to discuss scripting and game modifications for X²: The Threat.

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marklaverty
Posts: 270
Joined: Mon, 23. Feb 04, 15:03
x2

Official scripting/modding documentation

Post by marklaverty »

I understand that the official documentation is due out soon, anyone know any more :?:

Is it going to come out with the 1.3 patch :?:

Gonna have some serious fun and try to do things with the AI to give the whole universe alot more depth......... :)
The_Abyss
Posts: 14933
Joined: Tue, 12. Nov 02, 00:26
x3

Post by The_Abyss »

BurnIt! is the expert on this :wink: I think it could be sometime quite soon.

However, as BurnIt! has said, please do not expect the guide to be the be all and end all of scripting. It is intended to be a basic guide and introduction to scripting. Scripting, as was always intended, is for the more advanced users only.
Strung out on Britain's high, hitting an all time low
marklaverty
Posts: 270
Joined: Mon, 23. Feb 04, 15:03
x2

Post by marklaverty »

Hehehe, it's gonna be great.

I've been going through the forums getting ideas.

1) Create an intersteller bus service that goes from system to system using TP ships as there aren't any in the game used by the AI.

2) gonna have little space suits bobbing around in the stations 'fixing' things

3) gonna give carriers the ability to repair landed ships after buying a 'workshop upgrade'

4) Gonna try and create more demand for top level goods by getting factories to once in a while randomly send thier 'lowest' fighter on a suicide mission against the nearest station of the same type or one of it's transports ..... hehehe :D They'll then need to go get a replacement!!

5) Also want to do a script that'll start a propper war between two randomly chosen races with cap ships and everything......


any more ideas any one?

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