Do you use scripts if they aren't signed?

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What do you think about using unsigned scripts?

I use unsigned scripts now.
55
52%
I don't use one now, but would use one if it were well tested and useful to me.
9
8%
I would not use an unsigned script within my "primary" X2 game.
42
40%
 
Total votes: 106

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Reven
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Do you use scripts if they aren't signed?

Post by Reven »

I'm considering whether or not to submit a script I wrote for signing. I honestly would rather not get it signed, because I don't agree with the signing authorities on what constitutes "cheating" within a script. If I do submit it for signing, I will have to nerf it.

In order to find out how useful the community finds unsigned scripts, I would like to find out how many of you either use or would consider using unsigned scripts.

Thanks.
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LV
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Post by LV »

Bollox to the signing process, if people are daft enough to think that only ego approved scripts are worthy (which they are) it's their loss.


I've written over 150 scripts and not one would come close to the rules.

I make my scripts so players can have fun and do my best not to cheat.

I have my own signing process anyway, If you like em play em if you don't delete them.
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nuclear_eclipse
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Post by nuclear_eclipse »

I am assuming this in refernce to your wonderful turret AI scripts. I agree with LV. I use your turret AI because it makes my ships that much more deadly.

I also believe that if a human player can do it, a script should eb able to as well and not be considered a cheat. In this case, your script would not be considered cheating in my eyes because any human player could just as easily jump into a turret and switch to no weapon and/or a lighter weeapon in order to make tracking faster. Besides, it costs 2 million credits to purchase anyways, it's similar to buying your own crew of humans to man your turrets, and each of them should be able to switch out weapons at will.
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Post by ticaki »

nuclear_eclipse wrote:In this case, your script would not be considered cheating in my eyes because any human player could just as easily jump into a turret and switch to no weapon and/or a lighter weeapon in order to make tracking faster.
Yes he can do it... and he needs more than 10ms for it... *g*

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Carl Sumner
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Post by Carl Sumner »

I use one or two unsigned scripts, but prefer that they be signed

If you don't like "nerfing" it then issue two versions under two file names, one for signing and one "raw".

The description you gave of the turret script indicates that the slew-rate improvement is not a major part of the script, though. I would run it without that and probably not miss it. :)
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DeadlyDa
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Post by DeadlyDa »

I use signed scripts...when they do what I need. I also use unsigned scripts...under the same criteria. Frankly, whether or not a script is signed has no real impact on my decision to run it.

I have included many of the Xai scripts in my personal mod...they do a needed job, are generally quite stable, and are well supported. As far as I am concerned, the Xai scripts are "near professional" quality. However, I note that there isn't (yet) a signed script in the bunch.

My wilingness to run unsigned scripts is probably due to the fact that I am quite comfortable scripting my own solutions to problems...which may have a lot to do with my lack of concern regarding signed vs unsigned. If I like a script, and it has a few bugs...I just fix/alter it to suit my taste.

I suspect that those players with little or no knowledge of scripting will percieve the signing of a script as a "safety net", simply because they cannot read through the script to see what is does.

OK...you can stop reading...here comes the rant:

There seems to be an implication by many that running unsigned scripts means you are cheating. Bollocks! I run my game setup from init/setup scripts, and do not even turn on the script editor unless I am doing development. My personal mod (and custom universe) makes the game harder...not easier. This is a great game engine, and is designed to be easily extended. If some narrow minded individual thinks I am cheating because I bend one of their silly scripting guidelines...that's their problem, not mine. That is why I do not distribute my work...I do it solely for myself. Having played through the game many times (unmodified, and with mods provided by others), I can honestly say that I find my current game setup to be more challenging, and more enjoyable. (And yes, I do turn off the "modified" tag...because I do NOT cheat.)

OK...sorry about that...end rant:
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Reven
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Post by Reven »

They are not saying "you're cheating if you use an unsigned script". They are saying "you're not cheating if you use a signed script" and letting the community come to the conclusion on what it means to use an unsigned one. I would even go so far as to say they are encouraging the attitude that you are cheating if you use an unsigned one.

I agree, this should not be the case, but I think it's pretty clear that this is what is happening.
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Post by Vaylon »

Hi Revan,

Just seen your turret AI sript and am about to try it our on one of my M6's. It does not sound like cheating to me. I would class it as a much needed upgrade to the poor turret AI you have to start with. I'm going to text it on a XI mission today and see how many blue on blue kills are done. (last mission was 8 kills with the bog standard turret AI)

I think you should submit it, it sounds like a great script so far.

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Jimmy Jazz
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Post by Jimmy Jazz »

The only unsigned script I use is the MK3 Fight software. I am not bothered by the modified tag but the advantage of signed scripts is that they are thouroughly tested and without major bugs.
It is a pity there are not more of them but I understand that it is a lot of work to tesr scripts.
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Post by Spark »

A small remark. I bet, that if this was posted in the main forum, the outcome would be completely different :D
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Post by Cobraking001 »

i mainly stick to signed sticks unless there good freed back on the unsigned stick, if i see the author talking back and awnsering poblems then i am happy, but if i see questions go un awnsered or tons of problems then i don't use it, If there was a choice between signed and un signed i would go for signed but tha tonly if they where as good as each other
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Post by Nanook »

I currently use two unsigned scripts, the Fight Command MkIII and the Xai script that tells you what NPC ships are enroute to your station. I also use most of the signed ones. In my opinion, the UT part of the Trade Mk III script is a bit of a cheat because it's simply a 'fire and forget' money maker, so I don't use that part. At least the sector trader is limited in scope and can more easily be destroyed.

So just because a script is signed/unsigned doesn't make it good/bad.
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Post by ticaki »

Nanook wrote:I currently use two unsigned scripts, the Fight Command MkIII and the Xai script that tells you what NPC ships are enroute to your station. I also use most of the signed ones. In my opinion, the UT part of the Trade Mk III script is a bit of a cheat because it's simply a 'fire and forget' money maker, so I don't use that part. At least the sector trader is limited in scope and can more easily be destroyed.

So just because a script is signed/unsigned doesn't make it good/bad.
i'm agree with you... for me the lvl8 of the my bph script is a bit of cheat..

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Burianek
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Post by Burianek »

Hmmmm.....

I definitely use unsigned scripts. Most of the 'best ones' IMHO are still currently unsigned.

There are plenty of unsigned scripts out there that have some issues, and I completely respect the opinion of those that aren't comfortable with the basics of the script editor being 'afraid' to use them. I guess I see using unsigned scripts without fear as a benefit to all of the hard work I've put in understanding how all this stuff works.

On the separate topic of whether or not switching to lighter weapons to increase turn rate is a cheat, we'll all probably never agree. Personally, I can't see myself changing weapons while in a fight to squeek the extra bit of performance out, so in my mind, the script is probably better off without it. But I reluctantly acknowledge that my opinion isn't really worth all that much in the grand scheme of things. ;)

I guess I would say that I understand why something like that would keep a script from getting signed. I don't really think it's a cheat, more a difference of philosophy. Signed scripts should add more choices to the player and force the player to make more decisions. If you'd happily install a signed upgrade on every ship you own, I think it's a bit unbalanced. I think the universe trader is a bit unbalanced. Increasing the fees charged would probably fix it. There's really no decision as to whether or not you should use a universe trader, if you want to make the most money possible you should. It's simple, just keep cranking them out. To further the argument, switching weapons makes the turrets much more deadly against fighters. If I had a capship, I'd happily plunk down the 2 million, for every one I own, it's not a choice, it's a requirement almost. So along with the universe trader I see this as being slightly unbalanced. Just my personal opinion.

Just like choosing between ships, each has both positives and negatives, I'd think most upgrades should have some positives and negatives associated with them.

Take BPH, (excluding lvl 8). It really doesn't make sense to slap a BPH on every freighter you own. For quite a few freigthers, especially those just staying very close looking for energy, the BPH adds very little efficiency, but charges a resonable amount for it's services. There are certainly situations where the BPH should not be installed, becuase the positives and negatives stack up against it. I personally feel that's well balanced.

Just my two cents. This game has an astounding amount of depth and choices available. Many people play it many different ways. I tend to be somewhat of a purist to an anal degree, but IMHO signed scripts should just further enrich the depth of the universe by forcing a player to weigh even more possible positives vs. negatives. IMO, nothing should 'just make the player's life easier'. There's no thought in that.

I dunno, what do you guys think?
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Script Editor

Post by NeilDingley »

For my Primary Game, I don't even have the script editor enabled, and only use scripts that work under that situation (eg. Trade MK3).

Although I might enable it for the SDS, I think that needs the script editor enabled weather it signed or not.
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Re: Script Editor

Post by CBJ »

NeilDingley wrote:Although I might enable it for the SDS, I think that needs the script editor enabled weather it signed or not.
It shouldn't.
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Post by Pinger »

Reven your Turret script is the 1st unsigned script I've ever used, simply as it never got signed. I had been avoiding M2's for a while so never needed one like it before, but since changing to a M2 rather than M6, I had been waiting for it to be signed but it never happened. So it does a job I need, so more than happy to use it.

Main reason is, the fact you can't quickly change turret weapons during combat in a M2 but you can in anything up to and including a M6. So fighting in a M2 when you trying to avoid Friendly fire or if trying to capture a ship its very difficult, which I think should have been an ability that ego shouldn't have left out.
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Post by ticaki »

Pinger wrote:Reven your Turret script is the 1st unsigned script I've ever used, simply as it never got signed.
Who say this?

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frymaster
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Post by frymaster »

never got signed YET, if you look in the turret control thread there is now defintate progress to signing \o/
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Post by Pinger »

ticaki wrote:
Pinger wrote:Reven your Turret script is the 1st unsigned script I've ever used, simply as it never got signed.
Who say this?

Greets ticaki
I watched his scripts thread from about the time the 2nd page started, so was hoping it might get the final stamp but after reading reports of it working I tried it after backing up to Cd all my saves. Didn't find anything in it I didnt like, so kept using even thought its not signed as yet.

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