Possible Litcube's Universe Release

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Litcube
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Possible Litcube's Universe Release

Post by Litcube » Wed, 27. Nov 13, 20:23

Since the etc. reception upon the release of Rebirth, I figured I give a go to the release of my own mod that I have been creating and playing (working alongside the other XTL boys) as my own personal playground for several years. There's more modifications than scripts and ships involved. This includes new script commands (yes, MSCI script commands).

The mod is finished, as I've been playing it for several years. I'll list you the features, and then the problem I have with releasing and how I need your help:

Features:

New script commands:

Code: Select all

 <t id="1706">%0table alloc</t> 
    <t id="1707">%0table get size: table=%1</t> 
    <t id="1708">table set %0[%1] = %2</t> 
    <t id="1709">%0table get %1[%2]</t> 
    <t id="1710">%0table get keys: table=%1</t> 
    <t id="1711">%0table remove key: table=%1, key=%2</t> 
    <t id="1712">table clear: table=%0</t> 
    <t id="1713">%0 table get next key: table=%1 currentkey=%2</t> 

    <t id="1800">set fight rank=%0</t> 
    <t id="1801">set trade rank=%0</t> 
    <t id="1802">save game: slot=%0</t> 
    <t id="1803">%0show in property menu: %1</t> 
    <t id="1804">%0add missiles per value: %1</t> 
    <t id="1805">%0add tunings per value: %1</t> 
    <t id="1806">%0other races can trade with this station:%1</t> 
    <t id="1807">%0start build station: type=%1, sector=%2, x=%3, y=%4, z=%5, asteroid=%6</t> 
    <t id="1808">%0turn to face object: %1</t> 
    <t id="1809">%0%1 get collision objects</t> 
    <t id="1810">%0%1 get distance to nearest vertex of: %2</t> 
    <t id="1811">%0%1 get next gate on safe path: to sector=%2, pos=%3</t> 
    <t id="1812">%0%1 get station best buy price: ware=%2, jumps=%3, reject price=%4, flags=%5, exclude=%6</t> 
    <t id="1813">%0%1 get station best sell price: ware=%2, jumps=%3, reject price=%4, flags=%5, exclude=%6</t> 
    <t id="1814">%0%1 request station trade lock: station=%2, ware=%3, buy-sell=%4</t> 
    <t id="1815">%0%1 is station trade locked: ware=%2, buy-sell=%3</t> 
    <t id="1816">%0 free station trade lock: ware=%1, buy-sell=%2</t> 
    <t id="1817">%0%1 find ships in sanner range: of race=%2 class or type=%3 filter race=%4 relation flags=%5 nearest to=%6</t> 
    <t id="1818">%0%1 find stations in sanner range: of race=%2 class or type=%3 filter race=%4 relation flags=%5 nearest to=%6</t> 
    <t id="1819">%0%1 find flying wares in sanner range: of race=%2 nearest to=%3</t> 
    <t id="1820">%0 set orders string sprintf: fmt=%1, %2, %3, %4, %5, %6</t> 
    <t id="1821">%0 clear orders string</t> 
    <t id="1822">%0%1 get closest object in array: array=%2</t>    
    <t id="1823">set script command reference conditons: command=%0 textid=%1, %2, %3, %4, %5, %6, %7, %8</t> 
    <t id="1824">set script command reference conditons: wing command=%0 textid=%1, %2, %3, %4, %5, %6, %7, %8</t> 
    <t id="1825">set script command upgrade: command=%0 wares=%1</t> 
    <t id="1826">set script command upgrade: command=%0 wares=%1 script=%2</t> 
    <t id="1827">set script command upgrade: wing command=%0 wares=%1</t> 
    <t id="1828">set script command upgrade: wing command=%0 wares=%1 script=%2</t> 
    <t id="1829">%0create new array, arguments=%1, %2, %3, %4, %5, %6, %7, %8, %9</t> 
    <t id="1830">%0open custom menu: title=%1 description=%2 option array=%3 callback script=%4 args=%5</t> 
    <t id="1831">%0open custom info menu: title=%1 description=%2 option array=%3 callback script=%4 args=%5 maxoptions=%6</t> 
    <t id="1832">add dynamic trade bar to menu: %0, text=%1, min=%2, max=%3, current=%4, return value=%5, left text=%6, right text=%7, enter sets=%8</t> 
    <t id="1833">add custom dynamic menu item to array %0: text=%1 returnvalue=%2</t> 
    <t id="1834">add value selection with match to menu : %0, text=%1, value array=%2, display array=%3, default=%4, return id=%5</t> 
    <t id="1850">%0join arrays: first=%1, second=%2</t> 
    <t id="1851">%0sort two dimentional array by element: array=%1, element=%2, reverse=%3</t> 
    <t id="1852">%0sort parallel array by element: array=%1, element=%2, reverse=%3</t> 
    <t id="1853">%0array to string: array=%1, text seperator=%2, format wrapper=%3</t> 
    <t id="1854">%0%1get position relative to object: relative x,y,z pos=%2</t> 
    <t id="1855">%0format number: number=%1, format wrapper=%2</t> 
    <t id="1856">register resupply ware: ware=%0</t> 
    <t id="1857">uregister resupply ware: ware=%0</t> 
    <t id="1858">%0get registered resupply wares</t> 
    <t id="1859">%0%1get resupply ware: ware=%2</t> 
    <t id="1860">%0set resupply ware: ware=%1, amount=%2</t> 
    <t id="1861">display mision text text=%0, icon=%1</t> 
    <t id="1862">%0%1get station production size</t> 
    <t id="1863">%0get sector sun efficiency: sector=%1</t> 
    <t id="1864">add production item to HQ: type=%0, count=%1</t> 
    <t id="1865">add recycle item to HQ: ship=%0</t> 
    <t id="1866">add repair item to HQ: ship=%0</t> 
    <t id="1867">add reverse engineer item to HQ: ship=%0</t> 
    <t id="141">%0game time</t> 
    <t id="1868">set game time: time=%0</t> 
    <t id="1869">%0play time</t> 
    <t id="1870">set play time: time=%0</t> 
    <t id="1871">%0get favourite ship list</t> 
    <t id="1872">%0get favourite ship counter</t> 
    <t id="1873">set favourite ships: list=%0, counter=%1</t> 
    <t id="1874">%0get player statistics array</t> 
    <t id="1875">set player statistics array: array=%0</t> 
    <t id="1876">%0get player killed ships array</t> 
    <t id="1877">set player killed ships array: array=%0</t> 
    <t id="1878">%0%1get factory import threshold</t> 
    <t id="1879">%0set factory import threshold: threshold=%1</t> 
    <t id="1880">%0%1get factory export threshold</t> 
    <t id="1881">%0set factory export threshold: threshold=%1</t> 
    <t id="1882">%0%1get station pause traders</t> 
    <t id="1883">%0set station pause traders: pause=%1</t> 
    <t id="1884">%0%1get station allow transfer credits</t> 
    <t id="1885">%0set station allow transfer credits: allow=%1</t> 
    <t id="1886">%1%0get suns array</t> 
    <t id="1887">%0%1does ship have all required upgrades for command: %2</t> 
    <t id="1888">%0%1get hue</t> 
    <t id="1889">%0%1get saturation</t> 
    <t id="1890">%0set colour: hue=%1, saturation=%2</t> 
    <t id="1891">set menu option: %0, title=%1</t> 
    <t id="1892">set menu option: %0, description=%1</t> 
    <t id="1893">%0%1is Saturn Complex Hub</t> 
    <t id="1894">%0is subtype Saturn Complex Hub: station subtype=%1</t> 
    <t id="1895">%0%1is sector visited</t> 
    <t id="1896">%0set sector visited: visited=%1</t> 
    <t id="1897">%0columnize menu text: array=%1, text=%2, alignment=%3, colour=%4, column width=%5</t> 
    <t id="1898">%0get wares of maintype: maintype=%1</t> 
    
    
    
    
    <t id="2000">%0get hull of type: subtype=%1</t> 
    <t id="2001">%0get rotation speed xyz array of type: subtype=%1</t> 
    <t id="2002">%0get avg rotation speed of type: subtype=%1</t> 
    <t id="2003">%0get max upgraded rotation speed xyz array of type: subtype=%1</t> 
    <t id="2004">%0get max upgraded avg rotation speed of type: subtype=%1 return upgrades=%2</t> 
    <t id="2005">%0get acceleration of type: subtype=%1</t> 
    <t id="2006">%0get max upgraded acceleration of type: subtype=%1</t> 
    <t id="2007">%0get speed of type: subtype=%1</t> 
    <t id="2008">%0get max upgraded speed of type: subtype=%1 return upgrades=%2</t> 
    <t id="2009">%0get max shield type of type: subtype=%1</t> 
    <t id="2010">%0get number of shield slots of type: subtype=%1</t> 
    <t id="2011">%0get number of missile slots of type: subtype=%1</t> 
    <t id="2012">%0get cargo bay size of type: subtype=%1</t> 
    <t id="2013">%0get max upgraded cargo bay size of type: subtype=%1 return upgrades=%2</t> 
    <t id="2014">%0get transport class capacity of type: subtype=%1</t>        
    <t id="2016">%0get number of dock ports of type: subtype=%1</t> 
    <t id="2017">%0get dock bay size of type: subtype=%1</t> 
    <t id="2018">%0is docking possible onto type: subtype=%1 by subtype=%2</t> 
    <t id="2019">%0get number of turrets of type: subtype=%1</t> 
    <t id="2020">%0get number of lasers in turret of ship type: subtype=%1, turret=%2</t> 
    <t id="2021">%0get number of physical guns in turret of ship type: subtype=%1, turret=%2</t>    
    <t id="2022">%0get total laser count of type: subtype=%1</t> 
    <t id="2023">%0get laser energy capacity of type: subtype=%1</t> 
    <t id="2024">%0get weapon recharge rate of type: subtype=%1</t> 
    <t id="2025">%0get turret id from cockpit of type: subtype=%1, cockpit=%2</t> 
    <t id="2026">%0get turret laser mask of type: subtype=%1, turret=%2</t>    
    <t id="2027">%0can laser install into turret of type: subtype=%1, laser subtype=%2, turret=%3</t> 
    <t id="2028">%0get missile mask of type: subtype=%1</t> 
    <t id="2029">%0can missile be installed into type: subtype=%1, missile subtype=%2</t> 
    <t id="2030">%0get cockpit textid of type: subtype=%1, cockpit=%2</t> 
    <t id="2031">%0get turret textid of type: subtype=%1, turret=%2</t> 
    <t id="2032">%0get class of type: subtype=%1</t> 
    <t id="2033">%0get skin of type: subtype=%1</t> 
    <t id="2034">%0get missile array of type: subtype=%1</t> 
    <t id="2035">%0is ship type missile boat: subtype=%1</t> 
    <t id="2036">%0get upgrade price: cargo-speed-rot: subtype=%1 ware=%2 units=%3</t> 
    <t id="2040">%0get laser reload time of type: laser type=%1</t> 
    <t id="2041">%0get laser energy of type: laser type=%1</t> 
    <t id="2042">%0get max laser energy of type: laser type=%1</t>    
    <t id="2050">%0get missile speed of type: missile type=%1</t>    
    <t id="2060">%0get shield energy of type: shield type=%1</t>    
    <t id="2061">%0get shield efficiency of type: shield type=%1</t> 
    <t id="2062">%0get shield recharge rate of type: shield type=%1</t> 

    <t id="2080">%0get station size of type: subtype=%1</t> 
    <t id="2081">%0get station product of type: subtype=%1</t> 
    <t id="2082">%0get station resources of type: subtype=%1</t> 
    <t id="2083">%0get station product cycle time of type: subtype=%1, efficiency=%2, player own=%3</t> 
    <t id="2084">%0get station products per cycle of type: subtype=%1, efficiency=%2, player own=%3</t> 
    <t id="2085">%0get station resources per cycle of type: subtype=%1, resource=%2, efficiency=%3, player own=%4</t> 
Summary of some script concepts:

- Script commands to properly interface with HQ queue
- Script commands to change ship colour
- Script commands to create new menu controls
- Script commands for collision info (including sun efficiency)
- New commands to create vanilla style dynamic menus and NO BACKGROUND flashes.
- Plethora of object info commands
- Script encyclopedia commands (See blow)
- Notoriety commands
- A* pathfinding sccript support
- Display custom mission texts via script



Summary of new features/benefits:

- New encyclopedia entry showing all commands and scripts, detailing which ship they run on, how, and what condition (scriptable)
- New weapons, weapon balancing, effects, missiles (many new terran weapons).
- Overhauled original scripts for performance & usability
- Upgraded Phanon Corp
- A* pathfinding implemented. Don't send your ships through enemy sectors
- Custom missile firing rules per ship, per missile, per target
- Integrated Saturn Complex Hub
- Many new ships (all with betty names)
- All ship model turrets are now specific to their race
- Bounce hardcoded into the game (no longer script based; better performance)
- Updated Revelations Mod
- Expanded UI (more full screen menus, most stock menus now dynamic)
- Simpler unexploited stock exchange
- Updated HQ (alphabetized ship items, no more queue messages, completed ships dock if they can)
- Shipyards now alphabetize ship sales
- Other small tweaks in UI (like proper display for credits when trading)
- New sectors
- Pirate sectors are dangerous
- Xenon sectors are dangerous
- All backgrounds are new, and all sectors redesigned
- Significant jobs.txt changes, and also how the jobs themselves work
- Significant changes to mission system (bug fixes, rewards)
- MLCC system: Military Logistics Command Center provides the player the ability coordinate large fleet orders by pre-setting rules of engagement down to the individual missile level and targets. Pre set your rules, jump in, press a hotkey, and watch your mega fleet go to work based on the strategy you setup. MLCC handles resupply automatically at their home dock (of which you can have several)
- Mass produce ships based on a predefined template with the template manager at HQ. MLCC can use this to auto resupply lost wings at the HQ if you have the resources
- Auto-jump hardcoded to actually work (uses a consumable "jump core" ware)
- Simple station traders to sell goods from saturn complex hubs
- Docks have uses now (expanded capacity, MLCC able)
- Dock trader script to manage the wares of your HQ (sell excess)
- Dock manager manages your docks and sets limits for the dock trader (to maintain stock or sell excess)
- Re-hauled the Universal Trader
- Adjusted all 3rd tier factories to ensure profit matches initial investment capital
- Custom satellite laying script
- Loot system based on fight rank. The higher the fight rank, the more chance of shields, cargo, weapons being dropped.


Vanilla bug fixes (hardcoded):
- Reworked jobs. Hardcoded a larger selection of job ship variant selections (so two M4 sentinels could be chosen as opposed to always the first)
- Fixed: Pirates now activate signal_attacked upon attacking
- Multiple ship scene fixes & model fixes (mis aligned turrets, broken pieces)
- Completely reworked the ship organization within the file structure.
- General performance optimizations.


Craploads more scripts, but this is the only stuff I can think of right now. I'll add more later.


Here's the problem: I've used so many different ship models that I no longer know who they belong to. Some definitely Mr. Wheeler, and some others from other mods. I'm not sure about the rules of engagement on this and I may need help contacting these people or identifying these ships.

Once I get their ok, I'll release this 4 GB behemoth.

Nicoman35
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Re: Possible Litcube's Universe Release

Post by Nicoman35 » Wed, 27. Nov 13, 21:46

Wow, how little I know....
Litcube wrote:- Bounce hardcoded into the game (no longer script based; better performance)

Vanilla bug fixes (hardcoded):
- Reworked jobs. Hardcoded a larger selection of job ship variant selections (so two M4 sentinels could be chosen as opposed to always the first)
- Fixed: Pirates now activate signal_attacked upon attacking
- Multiple ship scene fixes & model fixes (mis aligned turrets, broken pieces)
- Completely reworked the ship organization within the file structure.
- General performance optimizations....
Litcube, how - how did you do this?? What tools did you use?
*dreaming of learning how to change things uncahngeable*

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Jack08
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Re: Possible Litcube's Universe Release

Post by Jack08 » Wed, 27. Nov 13, 23:14

Nicoman35 wrote:Wow, how little I know....

Litcube, how - how did you do this?? What tools did you use?
*dreaming of learning how to change things uncahngeable*
Thats a state secret, and he didn't do it all alone :D

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Litcube
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Re: Possible Litcube's Universe Release

Post by Litcube » Wed, 27. Nov 13, 23:33

No I didn't! :)
Litcube wrote:(working alongside the other XTL boys)

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Sorkvild
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Post by Sorkvild » Wed, 27. Nov 13, 23:37

Nice, will this be XRM compatible or this is more standalone production?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!

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TrixX
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Post by TrixX » Wed, 27. Nov 13, 23:39

I very much doubt it'd be XRM compatible. I know what he changed :lol:
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

MutantDwarf
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Post by MutantDwarf » Wed, 27. Nov 13, 23:39

It's pretty impressive. It sounds like you either decompiled the EXE or had access to the source code; in either case, the big script changes and such sound pretty awesome.

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Litcube
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Post by Litcube » Wed, 27. Nov 13, 23:42

Yes, but I need help in identifying the ship owners for release. I also have a unique track for each sector which I'm not entirely sure is ok to release.

Ask forgiveness instead of permission?

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Jack08
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Post by Jack08 » Wed, 27. Nov 13, 23:44

MutantDwarf wrote:It's pretty impressive. It sounds like you either decompiled the EXE or had access to the source code; in either case, the big script changes and such sound pretty awesome.
The EXE is definitely one of thoes untouchables, we definitely didn't touch it.
Litcube wrote:Yes, but I need help in identifying the ship owners for release. I also have a unique track for each sector which I'm not entirely sure is ok to release.

Ask forgiveness instead of permission?
Im not sure... I can remember at lest 3 entry's form the list, but i wont state them in a public post.

Nailz
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Post by Nailz » Thu, 28. Nov 13, 02:54

Litcube wrote:Yes, but I need help in identifying the ship owners for release. I also have a unique track for each sector which I'm not entirely sure is ok to release.

Ask forgiveness instead of permission?
I'd say that you could always change specific tracks and ship models in following versions if the respective author should complain about it.
From the listed features, your mod looks like an early Christmas present :D

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Post by Mad_CatMk2 » Thu, 28. Nov 13, 03:12

Holy mother of goodness...4GB? Its like a whole new game (rebirth :roll: )

Now I want to try this out but I've also a XRM game im running... :shock: choices

EDIT: Litcube did you modify any fight scripts? I find using Cronos988's advanced fight script is really making combat more interesting
I fly an OWP. What about you?

Kadatherion
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Post by Kadatherion » Thu, 28. Nov 13, 03:26

As for ships, I guess you can just give generic credits to the most well known modders and major mod authors (Expnobody, Cadius, Killerog, Paul Wheeler, etc), instead of having to go ship by ship: I doubt any of them would mind, especially considering how much you have given to the community in these past few years. And it should be quick to ask them anyway.

Minor ones might be a bit more tricky (think of the juvenile EVE mod drama), but nowadays next to impossible to contact, so I'd still go for a green light until a complain arrives (and when it arrives you definitely have to comply, the rules are kinda harsh, though needed to prevent flames, as silly as it might be).

Music, however... if they are commercially distributed tracks, I fear the mod's bound to be shot down from here.
You could always keep the main mod rel/support thread elsewhere though, some mod hosting sites offer boards and don't really care about the content.

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bluenog143
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Post by bluenog143 » Thu, 28. Nov 13, 03:42

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.

firestorm79
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Post by firestorm79 » Thu, 28. Nov 13, 13:20

^what he said...

I thought my x3 life had started again with XRM....

but this... this has just given me a new lease of X life...

breathtaking... mother of god indeed.

please give litcube the A-OK

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TrixX
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Post by TrixX » Thu, 28. Nov 13, 17:45

TBH I'm really glad you released this Litcube. It really is a work of art from you in terms of X3.

Good to see it get the recognition and light of day it deserves ;)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

all_other_names_taken
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Post by all_other_names_taken » Thu, 28. Nov 13, 18:09

WTF?
Now why on earth would you keep something like this from us for all these years???
Let me tell you, man, your karma is pretty f***** up by now. And it's only getting worse with every second you're witholding this treasure from us.
There is only one way out: release the mod this moment and all will be forgiven. :D

Seriously, I wouldn't worry about those issues. You would be releasing the mod in good faith and without any financial gain, so I really don't think any normal person would mind. If you fail to credit all the authors at the start, that can easily be rectified later when you find out who they are.

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Post by Kadatherion » Thu, 28. Nov 13, 18:16

all_other_names_taken wrote: Seriously, I wouldn't worry about those issues. You would be releasing the mod in good faith and without any financial gain, so I really don't think any normal person would mind. If you fail to credit all the authors at the start, that can easily be rectified later when you find out who they are.
Most of the times this is true, but the rules here are kinda harsh. This is still Egosoft's house, under their responsibility, they can't afford "copyright" troubles of any kind (not only about really copyrighted material, such as soundtracks might be, but mods and scripts can be a delicate issue too: remember that TC and AP had probably more community made content than Egosoft made).
They already have enough troubles coming up with new imaginative excuses to say Stillbirth was a "success" :P

all_other_names_taken
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Post by all_other_names_taken » Thu, 28. Nov 13, 18:35

Kadatherion wrote:Most of the times this is true, but the rules here are kinda harsh. This is still Egosoft's house, under their responsibility, they can't afford "copyright" troubles of any kind (not only about really copyrighted material, such as soundtracks might be, but mods and scripts can be a delicate issue too: remember that TC and AP had probably more community made content than Egosoft made).
They already have enough troubles coming up with new imaginative excuses to say Stillbirth was a "success" :P
Please don't encourage him to delay the release even more.
Just tell him everything will be alright so we can start the feast. :wink:

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Litcube
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Post by Litcube » Thu, 28. Nov 13, 18:45

Dudes, don't get too excited. This particular Universe suits my style of play (obviously), and may not suit yours. My style is generally massive trade and production empires and creating giant fleets to push back the OCV (see Revelation thread). These fleets make up several different types of capitals, carrier, numerous wings of different types, and multitude of missiles, all filling a certain role mapped out before I jump in using that MLCC mentioned above. Due to heavy losses, my empire needs to resupply and rebuild automatically and it's set up for given parameters. That said, I always start my games in a tricycle with a red horn that goes "meep meep".

300 ships scrapping it out in sector all speced out and following orders that I dictated in order to save the Universe against the OCV is what I felt to be the epic apex of what the X series can accomplish.

If you generally just like dogfighting, you may not enjoy. There's not much extra going here for that part of the game.

all_other_names_taken
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Post by all_other_names_taken » Thu, 28. Nov 13, 19:17

Litcube wrote:If you generally just like dogfighting, you may not enjoy. There's not much extra going here for that part of the game.
Do you think I'd be in THIS forum if I "just liked dogfighting"? :twisted:
I only occasionally like a good dogfight, but I mostly like the "tycoon/empire builder" and "fleet commander" kind of play.
What I would most like is what XTL promises to deliver. Until that happens, your mod seems packed with great features that might fill the gap quite nicely. If it gets picked up by the right people, we might even see additions made by other people, thanks to you providing all those useful commands and stuff.

A couple of questions:
- Is it possible to add any other mods/scripts to Litcube's Universe (is that the official name?)
- From what I understand, there is takeover of OCV sectors from "Revelation". How 'bout the rest? (general sector takeover). If it's not there already, would you be interested in adding it? And adding that as one of the goals of Phanon Corp... Man, the possibilities are endless :idea:

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