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

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Ketraar
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Post by Ketraar »

KilleRTidE wrote:Not intending to go off topic but do we have a work area/forum?
Welcome to the project :-)
The "work areas" are here (this topic) and the DevChat (link in OP)
DrBullwinkle wrote:But how do we implement it? (Certainly not like the Sudoku puzzle in Treasure Hunt. :) )
Oy.. TH had no such thing :-P (It was ANH)

Some good ideas sofar, but some a bit over the top imo
apricotslice wrote:Hence it seems a good idea to stay as vanilla and canon as possible, so that Egosoft will choose to run with it.
This should be kept in mind.

Also think that its clear we got the new start or not thing sorted and most are more inclined to not force a new start, so unless someone jumps in in near future its to be assumed the aim is to integrate to existing game, thus through patching. I'll add an entry in OP soon.

Currently debating on the company idea in devchat, which is one I like a lot personally. Think some summary will be posted later on.

MFG

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Post by bluenog143 »

I also like the idea about the corporations and the HQ, that could add missions for supplying like KillJaeden said.
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
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Post by EmperorJon »

In that case I'll consider writing a Boron against the Split story and see what you think... ;)
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Post by KilleRTidE »

I'll keep this post and update it as soon as I can get it all up... Again, tecnology is against me atm :p

OK my Teladi ships and weapons, they're maped and all but... Yeah... Mapping's off

Gun :
https://picasaweb.google.com/lh/photo/J ... directlink

Turret :
https://picasaweb.google.com/lh/photo/t ... directlink

M5 :
https://picasaweb.google.com/lh/photo/G ... directlink

M4 :
https://picasaweb.google.com/lh/photo/p ... directlink

M3 :
https://picasaweb.google.com/lh/photo/4 ... directlink

M6 :
https://picasaweb.google.com/lh/photo/H ... directlink

M7 :
https://picasaweb.google.com/lh/photo/L ... directlink

Split ships and weapons... Pointy ( Not boxy ), agressive and awesome like all Split ships are ;)

Gun 1 :
https://picasaweb.google.com/lh/photo/0 ... directlink

Gun 2 :
https://picasaweb.google.com/lh/photo/i ... directlink

Gun 3 :
https://picasaweb.google.com/lh/photo/j ... directlink

Turret :
https://picasaweb.google.com/lh/photo/h ... directlink

M3 :
https://picasaweb.google.com/lh/photo/U ... directlink

M4 :
https://picasaweb.google.com/lh/photo/Y ... directlink

M5 :
https://picasaweb.google.com/lh/photo/d ... directlink

M6 :
https://picasaweb.google.com/lh/photo/Q ... directlink

M7 :
https://picasaweb.google.com/lh/photo/r ... directlink

Boron ships and weapons.

Gun :
https://picasaweb.google.com/lh/photo/9 ... directlink

Turret :
https://picasaweb.google.com/lh/photo/n ... directlink

M3 :
https://picasaweb.google.com/lh/photo/q ... directlink

Another M3 :
https://picasaweb.google.com/lh/photo/i ... directlink

M4 :
https://picasaweb.google.com/lh/photo/o ... directlink

M5 :
https://picasaweb.google.com/lh/photo/t ... directlink

Ok now glossy Paranid ships and weapons.

Gun for small ships :
https://picasaweb.google.com/lh/photo/2 ... directlink

Gun for cap ships :
https://picasaweb.google.com/lh/photo/F ... directlink

Capital ship turrets :
https://picasaweb.google.com/lh/photo/s ... directlink

Medium turrets:
https://picasaweb.google.com/lh/photo/F ... directlink

Fighter turrets:
https://picasaweb.google.com/lh/photo/7 ... directlink

M1 :
https://picasaweb.google.com/lh/photo/o ... directlink

M2 :
https://picasaweb.google.com/lh/photo/4 ... directlink

M3 :
https://picasaweb.google.com/lh/photo/E ... directlink

M4 :
https://picasaweb.google.com/lh/photo/o ... directlink

M5 :
https://picasaweb.google.com/lh/photo/w ... directlink

M6 :
https://picasaweb.google.com/lh/photo/s ... directlink

M7 :
https://picasaweb.google.com/lh/photo/H ... directlink

TP :
https://picasaweb.google.com/lh/photo/I ... directlink

TS :
https://picasaweb.google.com/lh/photo/D ... directlink


These are by far ready to be placed in game, textures need to be repaired, turrets resided, etc etc etc but the basics are these, just to get a better idea of what I have atm.

More to come :)
Last edited by KilleRTidE on Wed, 10. Oct 12, 15:29, edited 3 times in total.
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Post by Roguey »

Ketraar wrote:
KilleRTidE wrote:Not intending to go off topic but do we have a work area/forum?
Welcome to the project :-)
The "work areas" are here (this topic) and the DevChat (link in OP)
Maybe I could help with that: if you need any website/forum places and that - although you probably want something yourselves.

ps. nice to see you your still around ktide!
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Post by DrBullwinkle »

Ketraar wrote:DevChat (link in OP)
Really? ;)
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Ketraar
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Post by Ketraar »

DrBullwinkle wrote:
Ketraar wrote:DevChat (link in OP)
Really? ;)
Yes really. [ external image ]

MFG

Ketraar

PS. @Roguey thanks but I think for we just keep things here, might get back on that offer later if needed.
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Post by bluenog143 »

EmperorJon wrote:In that case I'll consider writing a Boron against the Split story and see what you think... ;)
Personally I like the Boron retribution idea, since they don't like the Split and it's a great way to get the other commonwealth races involved. I felt as if only the Argon and Terrans were the only races that were involved in the plot (with a little bit of the Paranid) but as for all the other races, they were pretty much stagnant.
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
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Post by X2-Illuminatus »

Killjaeden wrote:Although those contracts require even more planning on the player side
That's true and actually what I had a mind. I like it, if it's a bit more difficult for the player. As for knowing the production output of your stations, I think there are some station graphs, which show the production output of your stations (?). If that's not enough, it should be relative easy to add a function (via MSCI) to your stations, so you can get these information. With a contract and time dependent deliveries in mind, it will also most likely be necessary to adjust or add one of trade commands. But again, I expect that not to be that difficult.
As for the penalty, I was actually more thinking about a one time penalty the player has to pay, when an amount of wares is not delivered in time or when the contract is cancelled completely.
DrBullwinkle wrote:That would be awesome.

But how do we implement it? (Certainly not like the Sudoku puzzle in Treasure Hunt.)
Nah, making the same thing twice is dull. :)

First of all, I would like to make some kind of interface. So instead of hacking -> the data is downloaded (or changed) automatically the sequence of actions is rather: hacking -> accessing interface -> accessing a certain function / interface option -> data is downloaded or changed.
As for starting the hacking process, you could let the MD start a script, which pops up the input window once the player reaches a certain distance to the target object (that would then be similar to the hacking in the ANH plot). Pretty much the same could also be done via an MSCI script, which could be started by the MD at the start of that scene (i.e. the scene starts, the MD calls an MSCI-script that searches for or creates the respective satellites and will start another script on them. This script then regularly checks for the and if so, opens the input window or menu). Other possibilites would be the use of a hotkey or ship command slot on the player's ship that is registered at the beginning of the plot scene and removed at the end of it.

As for the hacking process itself, I think there are two basic ideas that could be used. Idea no. 1 is getting a password or access code, before the actual hacking starts. That could mean some actor is giving you hints on a password, you get some incoming messages from someone or when scanning something with parts of the password, which you have to combine, like in the ANH plot. Idea no. 2 is the "real" hacking, so you access the interface and then you have to do something in order to be able to access the functions. It seems natural to do something with numbers (see binary code as basis for computer stuff). However, I don't have any concrete idea for this right now.

As for the interface, it could be implemented as a custom menu that simply has different option lines. For example: See latest surveillance protocoll, See list of other navigation satellites in network, Change communication protocol, Selfdestruction, Exit menu.
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Post by DrBullwinkle »

Yeah, I was kidding about the Sudoku puzzle because it was awful the first time around. Even if you worked out the answer offline, just typing it in was painful.

Passwords with clues could work. The clues should be a little less cryptic than Treasure Hunt and ANH, IMHO. However, it is VERY difficult to guess at which clues are solvable by which people. Some people are better at some types of puzzles than others. A lot of people have to look up hints for Treasure Hunt, and that kind of spoils part of the fun.

A way to balance the difficulty of finding a password is by having multiple clues, with increasing levels of information as the clues are discovered. That way, somebody who figures it out early can move ahead (perhaps with a bonus reward), while others can continue to collect clues until they "get it".
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Post by EmperorJon »

Sounds good as long as the bonus rewards are no individual. Rewarding the fast player is good, but at the same time it shouldn't punish the slow player. Money, free ships, is all ok, but unique items and ships will annoy those who don't get them, like finding out you actually got a plot reward 5 days after getting it, and it was killed long ago, and you will never get one again... ;)
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Post by DrBullwinkle »

Agreed.

Bonus could be another ship, another trained marine, more money, etc. Not unique; but still a bonus.

For those who did not love marines as the main reward, having them as a bonus might be an option.

And the idea of letting the player choose their reward is even better. I would rather have a couple of trained marines than a sector, but some players feel the exact opposite.
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Post by Maj. Tom »

I can do new sector tracks and sound design. I have composed 4 tracks for XRM and have more on the way- I have also recorded/made from scratch many of the new weapon sounds in it.

Anything audio-related, I can help with.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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Post by EmperorJon »

My idea. Utilises bits and bobs from other peoples' too!
Spoiler
Show
Player is dragged into dealings with some shady corp as a plot starter.
Performs various operations and missions for them.
Gets alerted by a leak in the corp that not all is as it seems.
Disposed of when no longer useful, etc.
Exposes corruption, some fighting maybe...
Corp is shut down, you escape with top secret research and claim their RD as your own.
You get a ship with special equipment for EMPs, Lasers, etc. Some nice weapons, a bit of a GOD ship, really, but maybe with one major downside...
You then run the corp using all the previous corp ideas, stock market integration, and whatever. Doing missions for other people.
Over time your research gets better. Missions can include producing and delivering amounts of your own personal produced ships.
Get better production lines, full HQ, more research for godly ships, eventually buy a sector.
Discuss.
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Post by eldyranx3 »

I'm trying to get a feel for how to do MD for a player corp specialty. Dropping this on the whiteboard so everyone can see.

Code: Select all

<cue name="LM22.A1 Register Corp Question">
          <action>
            <do_all>
              <ask_question author="{actor.name@LM22.Teladi Sponser}" name="LM22.Q1" text="{1001,102}"/>
            </do_all>
          </action>
          <cues>
            <cue name="LM22.A1 Register Corp Pick Speciality BIO">
              <condition>
                <question_answered question="LM22.Q1" answer="BIO"/>
              </condition>
              <action>
                <set_value name="LM22.Corp Specialty" exact="BIO"/>
              </action>
            </cue>
            <cue name="LM22.A1 Register Corp Pick Speciality TECH">
              <condition>
                <question_answered question="LM22.Q1" answer="TECH"/>
              </condition>
              <action>
                <set_value name="LM22.Corp Specialty" exact="TECH"/>
              </action>
            </cue>
          </cues>
        </cue>
        <cue name="LM22.A2 Deliver Goods">
          <action>
            <do_all>
              <do_choose>
                <do_when value="{value@LM22.Corp Specialty}" exact="BIO">
                  <set_value name="LM22.A2 WARETYPE" exact="{lookup.random.waretype.BIO}"/>
                  <set_value name="LM22.A2 WAREAMT" exact="1000"/>
                </do_when>
                <do_when value="{value@LM22.Corp Specialty}" exact="TECH">
                  <set_value name="LM22.A2 WARETYPE" exact="{lookup.random.waretype.TECH}"/>
                  <set_value name="LM22.A2 WAREAMT" exact="100"/>
                </do_when>
              </do_choose>
              <set_value name="LM22.A2 Reward" exact="{lookup.warecost@LM22.WARETYPE}*{value@LM22.WAREAMT}"/>
            </do_all>
          </action>
          <cues>
          </cues>
        </cue>
From here, maybe call a Deliver Goods L2 library? Likewise, a combat patrol can be used to protect a certain area of highest ware production, say Sidearms in Argon Space if the player corp is a weapons dealer. Just an idea, feedback on MD implementation requested.
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Post by Killjaeden »

Apparently alot of people like the player corporation/company idea. It doesn't really allow for great story telling however ("business as usual") - so an idea is to
a) Divide the whole thing into 3 parts: 1- A story that ends in the player getting the possibility to sign up his own company. In this first part an incident can take place / certain new technology might be discovered (offering possibilities for some crazy missions and script gimmicks) and gives the player a ship with special abilities as reward. 2- company business where you can fulfill generic contracts(missions)- mostly trading/think and grow in company rank 3 - after a certain rank has been reached a story will pick the player up and lead him to the end goal (own sector), and in the middle he might get access to a company HQ (mid term goal)

b) Decouple the first part of this "technology plot" from the corporate part, to get more freedom in story telling.

Soo if anybody of you has an idea for what technology could be discovered, that a ship could use and how the plot should unravel? Keep in mind that we're aiming to get this signed by ES, so the whole thing shouldn't have a cheat character to it.
Last edited by Killjaeden on Sun, 7. Oct 12, 21:37, edited 1 time in total.
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Post by EmperorJon »

Well as you know I'm all for it, and posted my suggestion, but people hate the research idea for various reasons.
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Post by KRM398 »

I'm not a part of the group working on this, but from what I've seen and read, its sticking closely to a corporation, or private company type thing. There's also mentions of 'god' rewards...sorry to say, something I personally would take no matter what. But I hope you do well here,will stop by from time to time and see how its going, gl.
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Post by dillpickle »

You can condense it down and lose the last cue completely...:

Code: Select all

<cue name="LM22.A1 Register Corp Question">
  <action>
    <do_all>
      <ask_question author="{actor.name@LM22.Teladi Sponser}" name="LM22.Q1" text="{1001,102}"/>
    </do_all>
  </action>
  <cues>
    <cue name="LM22.A1 Register Corp Pick Speciality BIO">
      <condition>
        <question_answered question="LM22.Q1" answer="BIO"/>
      </condition>
      <action>
        <do_all>
          <set_value name="LM22.Corp Specialty" exact="BIO"/>
          <set_value name="LM22.A2 WARETYPE" exact="{lookup.random.waretype.BIO}"/>
          <set_value name="LM22.A2 WAREAMT" exact="1000"/>
          <set_value name="LM22.A2 Reward" exact="{lookup.warecost@LM22.WARETYPE}*{value@LM22.WAREAMT}"/>
        </do_all>
      </action>
    </cue>
    <cue name="LM22.A1 Register Corp Pick Speciality TECH">
      <condition>
        <question_answered question="LM22.Q1" answer="TECH"/>
      </condition>
      <action>
        <do_all>
          <set_value name="LM22.Corp Specialty" exact="TECH"/>
          <set_value name="LM22.A2 WARETYPE" exact="{lookup.random.waretype.TECH}"/>
          <set_value name="LM22.A2 WAREAMT" exact="100"/>
          <set_value name="LM22.A2 Reward" exact="{lookup.warecost@LM22.WARETYPE}*{value@LM22.WAREAMT}"/>
        </do_all>
      </action>
    </cue>
  </cues>
</cue>
I'm unsure of :

Code: Select all

{lookup.random.waretype.TECH}
It' not one I've seen before, nor could find in any documentation... not to say it doesn't exist though.
You can always use <do_any> to generate a random ware if it doesn't work.

There are two vanilla libraries for delivering wares, one used in the hub great for large amounts over long term were the player doesn't need to be flying the delivery ship, but limited in that the station has to stock the product, and possibly only worked as it was a player owned station.
The second is used for the station delivery missions, corporation missile deliveries etc..., but the player has to be flying the ship - fine for quick deliveries/low volume.
I've got one somewhere that will allow any player ship to make the delivery to a station regardless of whether it's stocked,for high volume, long term supply missions.
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Ketraar
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Post by Ketraar »

{random.type@typename|typename|typename|typename} is the one you probably looking for

As for the delivery library the one I used in OLE (its a vanilla one used in most plots) can have the player deliver wares regardless of the Stations list or if the player is in the ship or not. It delivers wares to an actor anyway.

As for the corporation mission and other suggestions I'm making a summary of what was both posted in here and devchat so that we all are again on par with each other.

MFG

Ketraar
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