There is a good reason for that: the learning is the main thing that makes X3 so addictive. If X3 worked well out-of-the-box, then it would be like any other space sim... play it for a couple of dozen hours, then file it away with the rest of your collection.LordGaara wrote:Throughout your posts in this forum, I have concluded that you try to teach people something instead of doing it for them.
The thing that makes X3 the kind of game that you can play for *years* is the fact that it is unfinished. You "finish" the game yourself by adding scripts and mods, and by doing your own scripting and modding:
- - Inside the game, the fun comes from doing "work" (missions) to earn credits, then upgrading your ship.
- In real life, the same kind of fun comes from doing "work" (reading the forum and learning how to add your own features to the game), then upgrading your *game* (rather than upgrading your ship).
- Also, I once spent several hours doing a ship mod that somebody requested, and posted the result on the forum. The guy never even looked at the result, and later asked for something similar-but-slightly-different! I learned my lesson right there... people don't respect it when you do the job for them. They only really appreciate it when they invest some effort themselves. Helping people to learn *how* to do it addresses that, while preserving the fun factor.
Nice! And you are still having fun, right? That is what the game is all about.I have read all I could find on the matter ( despite the dead guide links), watched your tutorials and read relevant topics.
If you open the package in the Package Creator (bundled with the Plugin Manager), then you can see the names of the scripts.Couldnt find the script to edit in SE tho. What's the name?
In this case, "setup.BW.your.ship.at.shipyards".
Yes, that is the way to do it. You don't eat an elephant all at once... you eat him one bite at a time.I would first try to edit an existing ship, seems easier for a start



