PLEASE give some advice==Which mods/(scripts) to use???

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killerog
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Post by killerog » Fri, 28. Jul 06, 22:25

im sure u do not have 140+ships or lots of the best scipts.

we have a new race which only starting out in this version

100 new sectores

a moon base hahahaha

fully animated eath and other sol planets.

hidden goodies

we have the starting of m7 and m8 classes as well as m0s being added to each race.


This version is no where hear the final version. v1.1 wil be huge with better effects more ships and so on.

lets not start a fight 8) :lol:
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Syklon
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Post by Syklon » Fri, 28. Jul 06, 23:13

hey hey, come on killerog, i was just trying to inform the OP that XFP isnt the only mod out there, DDRS is also a great mod if you want non-x-universe ships such as Star Wars, babylon 5, bsg, etc. although i guess you also have all their ships at this point, although they have missions and stuff to get them, i dont know if you do :?

and there are advantages and disadvantages to the way both of our mods do things, i mean look:

you can add any of the scripts you want to Xtended, but we dont clutter your comp with ones you dont want, so i guess it depends on which way you prefer to have it, having it all in one easy package has its advantages as well

its true we dont have a custom galaxy at the moment, but that also means we can be save game compatible so you don't have to start over, so once again down to preferance

140 ships, quality over quantity for us, adding all those ships into the universe so the AI uses them like they do ours would lag things up, again preferance, we also keep our ships limited to the x-universe, its all down to whether you want lots of interesting player ships to play with or if you want to feel like all the added ships are added to the universe, so again down to preferance

moon base, meet Dyson Sphere, DS, meet moon base, k so we both have very large, dockable objects, yours a moon, ours is a giant metallic sphere with animated parts and some other really cool stuff we havent shown yet, both are great :)

congrats on the planets, since we dont have a custom universe yet we can hardly go around adding planets can we? :lol:

you have hidden goodies, we have hidden goodies, s'all good :D

starting of m7 and m8 classes, well just don't forget who added those first :P i'm interested in how you guys are defining the m8, as i seem to remeber you guys having one or two of these before we had really defined what ours are. Adding m0s is rather impressive, we havent added any since the Leviathan since they take forever to model to a good standard, and since they are so unbalancing and an upper end ship we've been focusing on lower end ships first

and of course everyone is looking forward to the next releases from both of us, as we'll keep adding more and more great stuff, so its just great for the community

and i forgot this in my last post (please this is not a one-upmanship, i was coming back to edit my post when i saw killerog's)
ship explosions, better looking and they actually hide the ship disappearing (unlike the old ES ones)

anyway all in all it comes down to what you want. I hope both our mods can keep producing such great stuff and i'm sure the community will agree

killerog
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Post by killerog » Fri, 28. Jul 06, 23:20

ok lol




Both xtended DDRS and Xfp mods have gd points so up to u want one u want.
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Krelian
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Post by Krelian » Sat, 29. Jul 06, 02:00

Serial Kicked wrote:@pepperg : np :) You'll probably be interestted in advanced jumpdrive which is pretty handy compared to the default jumpdrive. But honestly, if you're just starting the game you should wait a little before using scripts, because most of those are designed for heavy players, traders or fighters. You should also install Race Response Fleets as it will make the universe safer for a new player, and the various BBS scripts from Cycrow to have more interesting BBS messages.
I know this post is made for somebody other than myself,
but i just wanted to point out that i have actually the opposite idea when it comes to mods&scripts.
I prefer to install BOTH long term, AND short term scripts BEFORE i even start a new (NON-testing=serious) game., so that later on, when im more advanced, i dont have to go looking for mods in the middle of my gaming session,
PLUS
there is always the SLIGHT possibility that you Will INVALIDATE your savegames somehow by inserting a script(/or a mod for that matter) LATER ON in the game.
IF you can get everything you need ''in one go'' BEFORE starting a new game, you could find out about ''incompabilities'' and other ''errors'' /bugs so that, you won't possibly lose hours of gameplay much later.

To sum up, i just think that its a much safer/convenient way to get all the scripts(etc) you could possibly want in the beginning, be it they are for early or later game sessions.
Last edited by Krelian on Sat, 29. Jul 06, 03:23, edited 3 times in total.

Krelian
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Post by Krelian » Sat, 29. Jul 06, 02:48

killerog wrote:
Krelian wrote:Hey, Killerog, i checked out the new xsp mod, and indeed it sounds awesome.
I checked out each and every ship picture i could get my hands on, drooling all over 'em for half an'freaking hour.
I absolutley like that mod, STILL, i have once complaint about it;
-The ship detail seems to be inconsistent.

What im trying to tell is; some ships are uber looking and very well made/detailed, while some others seem like they were ''rushed out of the shipyards'' too soon for their own good, in a way that they cant keep up with the quality level of some other XSP ships and the stock ships of the game.

Well, the above is JUST my humble opinion, nothing more.
When it all comes down,its definetely a mod worth of giving a shot! (Well, sure, its not out yet, BUT IF it does what it promises WITHOUT bugs/or eventually with fixes)
Ty!

Its XFP not XSP lol.

Thats because they are from different ppl.


The joys of thsi mod is it allows u to choice wot ships u fly, Ai only uses a few of them. So u only ones u will c ar ethe ones u use.

im sorry, don't kill me, lol!
THX for enlightening me though! :)

------------------------------------------------------------------------------------
The joys of thsi mod is it allows u to choice wot ships u fly, Ai only uses a few of them. So u only ones u will c ar ethe ones u use.
------------------------------------------------------------------------------------
SWEET!! :D

Krelian
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Post by Krelian » Sat, 29. Jul 06, 03:20

Syklon wrote:not to rob any of the glory from the great modders over at XFP, but Xtended .6 (also coming next few days :) ) is going to be mindblowingly-awesome
we still havent fully disclosed all of our featurelist, but what i can tell you about:
lots of new ships, all x-uninverse, balanced, used by the AI, all amazing (better than ES by quite a margin) quality, with new turrets, animated guns, visible exhaust trails behind our ships and standard ES fighters (m3/4/5)
new ships will be filling in the new classes, the entire frigate m7 class is still there from previous releases, joining them will be the military m6s, which are slightly better m6s meant to help fill the m6-7 gap, m8 class for special op frigates, atm currently announced are an argon drone frigate, a split light carrier, and paranid missile frigate (featureing the new heavy missile gun), not mention ships being added to old classes, besides the entire Terran race getting filled out much better w/ mulitple new ships there will also be a new race taken out of x-universe lore which we havent revealed yet

then of course there are the non-ship features, which affect evey aspect fo the game, whether you are in an Xtended ship or not, and make everything so much cooler (esp. combat :) ):
New visible missile trails, several types for the differant kinds of missiles
Engine and exhaust trails for XTM and some ES ships
New impact and launch effects for some weapons
Certain rebalances to weapons that, while maintaining their previous balance, provide a significant boost in fps (one of our testers had a 10-15 fps increase while fighting the final battle from the plot)

and i'm sure ive still forgotten lots of features, but you get the idea :)
The 0.5 version of your mod is already out, right??
So, you will be releasing the 0.6 soon, hopefully in 2 days, am i right?
Man its hard to wait!

DECISIONS; DECISIONS, now should i rather go with the XFP or Xtension,,,???
Well, Syklon has given a pretty good explanation of the diffrences between the two mods, so its gonna help!!

Patience, patience patience...................................... :D

Cycrow
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Post by Cycrow » Sat, 29. Jul 06, 03:31

y not create 2 games, one for each mod, then pick the one you prefer

XFP is out on the 30th

Krelian
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Post by Krelian » Sat, 29. Jul 06, 03:47

Cycrow wrote:y not create 2 games, one for each mod, then pick the one you prefer

XFP is out on the 30th
Sounds tempting!
Well, its such a simple idea, how come i never thought of doing that.....? :D :D :D

Oh, yeah, since they will be installed on different folders, and will each have their own shortcut(exe.), they won't interfere with eachother, right??

Like, **just for example**, the game on C: disk gets bugged somehow (it can be anything, caused from any whatsoever mod or scripts), BUT the game on D: disk will keep on functioning normally,, and naturally, as you have pointed out, you can install different scripts on different installations , right?

I know it sounds stupid asking a question like that, but im just trying to make sure.
PEACE!

Cycrow
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Post by Cycrow » Sat, 29. Jul 06, 04:07

technically you can run them in the same game folder without too much problem, as you choose which mod to load from the x3 startup script and the scripts are usualyl designed to only work when the mod is enabled.

however, it can be a good idea to use seperate installations if you have the disc space. I have about 4 on my pc with different combinations of scripts, usually when im creating and testing them

Syklon
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Post by Syklon » Sat, 29. Jul 06, 04:20

the only problem with the multiple installations is that they still use the same save game folder, so you have to keep track of which save goes with which mod

eladan
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Post by eladan » Sat, 29. Jul 06, 04:27

Syklon wrote:the only problem with the multiple installations is that they still use the same save game folder, so you have to keep track of which save goes with which mod
I've solved this with batch files copying saves to the Ego save folder when starting and from the folder when finishing - I have three games going with three lots of save files.

Cycrow
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Post by Cycrow » Sat, 29. Jul 06, 04:32

didn't someone make a profile manager to do something like that ?

Krelian
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Post by Krelian » Sat, 29. Jul 06, 16:03

Hmmm, now i know of two more interesting mods;

1-Capitol Ship Crews by Cycrow

2-Self repairing hull technology by LV

Now, will these two scripts CONFLICT with eachother if used in conjunction?
Since, both capital ship crews AND repairing technology aim to repair your ship. (Well do'h)

Lets say that i am running BOTH of the scripts.
Than later in the game, i got an M2.
I ONLY buy/get crew members for the ship, WITHOUT intsalling the ''Self repairing hull technology''
Will it STILL CONFLICT with the Self Repairing Hull Technology and cause ''errors/bugs/whatever?????

Krelian
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Post by Krelian » Sat, 29. Jul 06, 16:05

eladan wrote:
Syklon wrote:the only problem with the multiple installations is that they still use the same save game folder, so you have to keep track of which save goes with which mod
I've solved this with batch files copying saves to the Ego save folder when starting and from the folder when finishing - I have three games going with three lots of save files.
And may i ask;
''How didcha do that''?

eladan
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Post by eladan » Sat, 29. Jul 06, 16:49

Krelian wrote: And may i ask;
''How didcha do that''?
I tried to find some mention of a profile manager after Cycrow's post, but had no luck.

I did see that someone else was doing the same sort of thing as me (LV I think it was,) but in a more elegant way - he had a save folder for each game and was just renaming the save folder to the standard egosoft save folder when he ran X3.

It would be a simple matter of creating folders for however many games you want to run, say "save 1" and "save 2" in your egosoft\x3 dir in my documents, then creating a batch file in your x3 program folder(s) (just create a text file, edit, then change the extension to .bat) for each save folder as

Code: Select all

ren "...\my documents\egosoft\x3\save 1" "...\my documents\egosoft\x3\save"
x3.exe
ren "...\my documents\egosoft\x3\save" "...\my documents\egosoft\x3\save 1"
(replacing ... with the full path to your my documents folder, and 'save 1' with 'save 2' etc.)

Then you need a shortcut for each game (copy the standard shortcut) and edit them to point to the different batch files. Name the shortcuts 'X3 game 1', 'X3 game 2' etc.

Oh - for ren to work the save folder can't exist, so change x3\save to x3\save 1 instead of creating save 1.

And that should pretty much be it.

It's not that difficult - I may be making it sound harder than it is... :P

Cycrow
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Post by Cycrow » Sat, 29. Jul 06, 16:56

Krelian, i dont think they would conflict.

they do the same thing but in different ways but would prolly work fine together

Krelian
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Post by Krelian » Sat, 29. Jul 06, 21:37

Cycrow wrote:Krelian, i dont think they would conflict.

they do the same thing but in different ways but would prolly work fine together
Allright, guys.
Thanks for the heads-up.

Krelian
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Post by Krelian » Sun, 30. Jul 06, 01:02

Well, let me put the scripts that i like on a list here for anyone who might be interested.
I DID NOT test them extensively, AND most i didnt have the chance of testing at all since i am new to the game. I generally read their descriptions, peoples opinions about them and tried to decide which ones could be useful/make the game MORE FUN, WITHOUT UNbalancing the game.
In any case, here is a small list of scripts that i especially like. I HOPE that they will not conflict with eachother and arent ''bugged'' themselves.

1-Race respons fleets
(NOT very sure about that, sounds VERY SWEET, BUT i checked the thread on this script, and there may be some problems down the road, not sure, not sure....)

2-Yaki armada
Umm, coz its kool! Read the thread! :)

3-Station Trader
Will make life better for an enterprenaur!

4-XaiCorp fleet resupply
It does what it says OR i HOPE so :D

5-Cycrows all-in-one script,
OR AT LEAST one must give a shot with his GUILD PACK and Capital ship CREWS mod.

(PERSONALLY i think that; ''what fun are capital ships without crews??''
THANKFULLY and apperantly Cycrow saw that coming, though i hope he adds a few more crew options in the future,! :D
ALSO strongly recommend the massdriver ammo generator for massdriver fans like me! :)

6-Medusa Missile Interface
COOL! You get anti missile missile system!!! :lol: HEHE,,, read the forum on this one, it can really make combating more fun,,, err,, strategic..??

7-Self repairing hull technology
You need both the system, AND gotta have hull reapir kits in stock for the repairs to initiate, even than you will be straded for the duration of the repairing process,,,, thus i trust this wont make the game unbalanced, only more fun´.

8-Anarkis Carrier Commands
Well, down the line, every one of us wants to have a carrier, right??
MAYBE NOT; but for those who want one, this will make life much less frustrating for you.

9-Shield booster
Got some spare energy cells? BOOST those shields, baby!!
Grrr, i said boost them god dammit!! :D

10- Extra ships
a)Terran Hulk
b)Terran Odin

I especially choose the above mentioned ships, SINCE they really look like they belong to the X universe, and are well-detailed at the same time.

As usual, above are my humble opinions,
You may agree to disagree! :lol: YOUR opinions are welcome!

Krelian
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Post by Krelian » Sun, 30. Jul 06, 01:14

OOOPS!

Before i forget to mention,,, again,

two big boys are coming to town soon
As per se;

1-Da famous XFP mod, adding, lots, LOTS to the game,, mmmmm ships and such,, LOTSA ships and other goodies too! :D

2-The Xtended mod, somewhat similar to the XFP mod, BUT still way different! Someone on this thred already explained the principe/basic differences between the two, please refer to that post if you want some more answers. Its a ''taste'' thing.

Good luck to both developers..... although who says they need that :lol:

Cycrow
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Post by Cycrow » Sun, 30. Jul 06, 01:18

XFP has been released now ;)

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