So for a few years, I had this crazy idea of having procedurally generated galaxies in a game that was not at all made for that. Always having to play in the same galaxy was the main reason why I eventually quit X3. Even though combat in X3 is "ok", I've always felt that it could be greatly improved, not only by overhauling all ship stats and characteristics, but also by changing the AI behavior and rewrite their scripts. Having an empire is about macro management, not micro management. X3 being about managing an empire, it should be intuitive to replace your ships, give them global orders, automatically put them into a fleet, repair them, etc. Products are artificially consumed and the AI does not use them to make their ships or stations. Even though Litcube has changed them quite deeply, the system remained the same: ships were created out of thin air and spawned around shipyards, with very basic goals and poor AI. This is the name of automated ships in X3. I've developed Mayhem 2 for about 4 years (part time, obviously), but at the end I didn't want to play it anymore because of some important problems I had with X3: I also wanted to not make everything orbiting around money, so I've implemented a way to craft your ships, stations, weapons and equipment. I had understood that conquering sectors is not only about changing the race of a sector, it's about all the consequences and the price that you and the AI have to pay to achieve it. I've always loved games where territory war is an important element of gameplay, it gives replayability and an experience often more intense and more customizable than story-based games. Mayhem 1 began one year later with the very primitive idea of making it possible to conquer new sectors. I've started modding X3 in 2014 after the release of Litcube's Universe. It has mostly been a full time job and is today a robust mod, fully playable, and replayable! Thread unstickied, info merged into the Tutorials stickie for housekeeping purposes.Mayhem 3 has been in development since December 2019. The script editor in X3 is largely unchanged from X2, with the exception of many new useful commands that have been added. Also the way to activate the script editor has changed slightly to be a bit more easy. These features mean it is very powerful and when not used carefully can seriously damage your game universe.Īs many of you have already found out using the Script Editor can spoil all the fun of the game! The script editor aka "Manual Ship Computer Interface" (M.S.C.I.) is an in-game tool to create/modify AI behaviour rules and also allows creating/modifying objects in the game universe. Please note that this powerful tool is provided for your use as is. If you are certain that you want to use this unsupported feature, you may activate the script editor the following way in your game: Script writing and accompanied problems are NOT supported by Egosoft or any betatesters. enter the menu to change your pilot's name.You will now find the "Script Editor" menu item in the command console The menu will close, your player name will NOT have been changed, and a confirmation beep will sound on correct activation Type Thereshallbewings (note the capital T) and press enter Note that the publication of the Script Editor access code by no means forces you to use it. The editor is an advanced and most importantly optional feature. If you are not into script programming of any sort you are probably better off without it.
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