Nick 031287 wrote:joelR wrote:Nick 031287 wrote:-Snip!-
-Snip!-.
well its just the CODEA and the MARs things thats complicating to me, i dont even know what version i downloaded i assume its the latest but it dont say. i not sure where to get CODEA tho. its stupid they didnt link the damn mods with the Data files to fit with XRM
If you want the latest version of CODEA, the best place to look is Lucike's actual website, since he no longer posts on the X Universe Forums. However, most of that is in German! So the next-best place to look is the Script Collection topic -
here (
http://forum.egosoft.com/viewtopic.php?t=271491) - where Lucike's scripts (such as CODEA) are all listed, as well as their dependencies (required files) the libraries. A bit of Google Translate could help with getting the latest version off of Lucike's website, however, which could help with AP Compatibility.
As for MARS,
this (
http://forum.egosoft.com/viewtopic.php?t=217470) is where to look. Latest version is under the Download link. You can probably handle the rest - I hope! - but as the others are saying, specific questions are gladly answered in here.
Your underlying grievance has a simple answer, though - in that there is no "they." The people who make scripts and mods, by and large, are just community members who think "Wouldn't it be neat if..." or "I wish I could..." - and then work to achieve something, then release that work. Many of these content creators become prolific enough that they release multiple scripts and mods, and while
these are often designed to work together, things made by entirely different people are not.
Paul and Mizuchi (among others) contributed the bulk of the work to XRM, whereas Lucike created CODEA and numerous other scripts, and Gazz created MARS. On the whole, scripters and modders and other such folk don't collaborate much with one another, and thusly they don't link their projects very often. Paul can't just 'roll in' CODEA and MARS (even if he wanted to make them intrinsic parts of the mod) because they don't belong to him.
Even if he
did get permission from other scripters and modders to include their work in XRM, that suddenly puts additional responsibility on him - if that person stops updating their work and at some point down the road it breaks, suddenly it's Paul who has to figure out how to fix it, or take it out of XRM entirely. Without additional help, he can't take personal responsibility for any number of extra scripts and mods, some of which might require extensive updates over time.
Even in the best-case scenario - he gets permission, the creator stays active and updating - he still ends up having to work around that person's work, manually insert their updates to it, and beware of conflicts it might introduce. In the end, many content creators opt not to undertake the extra hassle, and because of the issues mentioned above, 'mega script packs' or 'mega mod packs' are a pretty rare animal, unless one person is releasing all of their works in a collection (like Lucike!)
This also doesn't touch on the fact that the nature of X3 is, inherently, that it can be customized to be
your game. You add the scripts and things to it that
you want, and avoid the things you don't want. This helps preserve system resources, bandwidth usage and hassle to exactly the level you are willing and able to undertake, or at least, closer to it than if you just got handed a pack with 300 scripts in it and told to configure it and disable or uninstall them as wanted.
If you feel very strongly about it, of course, you could always start your own mega-script-pack! But, more than likely, you'd agree with Paul's assessment that it's too much work to maintain the work of dozens (or even a handful) of other people.
Don't worry, though. What seems imposing now, if you stick with it, will be easy to deal with before too long.
~K
EDIT: Whups! In the time since I started writing this (then came back just now and actually stuck the rest in, after getting somewhat distracted) the conversation's moved on. My bad.