Search found 31 matches
- Fri, 2. May 14, 17:12
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1360909
That works for me. Thanks a lot! I'm fairly new to X3 but already growing bored with it, even though it seemed like the perfect match for the kinda game I like. Much of its complexity is superficial, not least thanks to the awkward user interface - I don't think there's any key combination left I do...
- Fri, 2. May 14, 14:17
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1360909
- Tue, 11. Feb 14, 21:02
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: TMissiles help.
- Replies: 8
- Views: 1518
I noticed that auto-targeting lasers (AI turrets or player-controlled with auto-aim mode on) like to aim for the turrets of capital ship. Since the turrets are often on an edge of the model, this frequently causes the shots to miss when aiming for the center of the model would have been a certain hi...
- Sun, 9. Feb 14, 14:14
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Bugfix Question: Moving Springblossom docking latch
- Replies: 0
- Views: 224
Bugfix Question: Moving Springblossom docking latch
The Springblossom is relatively wide when taking the wings into account, and its docking latch (the point in the model where a docking clamp attaches) is very far back, in fact it looks like the clamp attaches to the back edge of the engine. Unfortunately, when two Srpingblossoms are docked side-by-...
- Sun, 9. Feb 14, 03:25
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Marine Repairs and Training [TC][AP][ALP]
- Replies: 666
- Views: 147950
Did a little more reading. In plugin.tatakau.repair.train.xml, 065 || $chance = 100 / $training.percent.chance 066 || $guess = random value from zero to $chance 067 || if $guess == 1 you could do $guess = random value from zero to 99 if $guess < $training.percent.chance to avoid the problems with tr...
- Sat, 8. Feb 14, 14:13
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Marine Repairs and Training [TC][AP][ALP]
- Replies: 666
- Views: 147950
I wondered how the fight bonus for weapons and food works, so I looked at the script. AFAICS, the relevant lines are $fight.skill = marine -> get marine fighting skill $fight.skill = $fight.skill + (7 - (fight.skill / 7)) $marine -> set marine skill: fighting: $fight.skill Not sure I understand this...
- Mon, 27. Jan 14, 19:42
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Post Mission Director Code Here!
- Replies: 42
- Views: 20494
Thank you for your answer! So the question name is not an isolated name space, after all... but it does not behave like other MD names (or at least, not like I think those behave...) For example, if I replace <ask_question name="Question_Test_Main.Myquestion" by <ask_question name="this.Myquestion" ...
- Mon, 27. Jan 14, 18:14
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Post Mission Director Code Here!
- Replies: 42
- Views: 20494
Asking a question and acting on the answer
It took me a few tries to get asking a question and acting on the answer to work. As I understand it now, the name attribute of the ask_question element creates an entry in a separate name space for questions, i.e., it is not a something that gets assigned to a variable such as "this.question". The ...
- Sun, 26. Jan 14, 18:44
- Forum: X Trilogy Universe
- Topic: Marine training duration
- Replies: 8
- Views: 916
Actually, it's more complicated than that. I'm probably talking to myself by now but hey... happens to me all the time. When calculating the time for multiple quick trainings, one needs to take into account that successive trainings take ever longer, because the time is calculated based on the new, ...
- Sun, 26. Jan 14, 16:55
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Marine Repairs and Training [TC][AP][ALP]
- Replies: 666
- Views: 147950
- Sun, 26. Jan 14, 16:41
- Forum: X Trilogy Universe
- Topic: Marine training duration
- Replies: 8
- Views: 916
I've recorded a skill increase of 10 for a quick training once, from 27 to 37, to be precise. So I'm not quite sure if the ranges for the skill increase are correct... I'll experiment some more. Assuming the ranges from your posting and a uniform distribution of the random increase value (or any dis...
- Sun, 26. Jan 14, 16:09
- Forum: X Trilogy Universe
- Topic: Marine training duration
- Replies: 8
- Views: 916
- Sun, 26. Jan 14, 12:14
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Marine Repairs and Training [TC][AP][ALP]
- Replies: 666
- Views: 147950
Works like a charm so far. I was a bit surprised that marines get Hacking training from patching up the hull, though... I see there already is a "Marines get Fight training" option. Would it be a lot of hassle to add a "Marines get Hacking training" option, for those poor souls like me that insist o...
- Sat, 25. Jan 14, 18:38
- Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
- Topic: X³: TC and AP - Linux support thread
- Replies: 715
- Views: 244627
Bonus Pack as .zip for Linux
Hi, I installed the bonus pack 5.1.0 with Wine into an otherwise empty directory and created a .zip from it. Is it permissible for me to put this .zip onto one of the usual community repositories so that other Linux/MacOS users can install it without a dependency on Wine or exotic installer file ext...
- Sat, 25. Jan 14, 16:43
- Forum: X Trilogy Universe
- Topic: Marine training duration
- Replies: 8
- Views: 916
- Sat, 25. Jan 14, 16:26
- Forum: X Trilogy Universe
- Topic: Marine training duration
- Replies: 8
- Views: 916
Marine training duration
Is there any way to find out how long training a marine will take, either the total time, or the time remaining for a marine currently being trained? Edit: I'm playing AP, in case the R/TC/AP differ in this aspect.
- Thu, 23. Jan 14, 19:30
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Unpacking playerstats.pck
- Replies: 12
- Views: 9770
From what I can gather from the X-Editor 2 source code, the "encrypted" file consists of one (random?) byte, followed by the gzipped file byte-wise xor-ed by that byte. Is this correct? If yes, I'll add the decryption to the Python script so the resulting file can be gunzip-ed.
- Wed, 22. Jan 14, 21:09
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [Discussion] Generic X3TC S&M questions III
- Replies: 969
- Views: 228482
Reduce collision damage
Is it possible to modify the damage dealt by objects colliding in space? It seems rather silly to me that these are ships with massive hull and shields that can shrug off a beating from incredibly advanced weaponry, but bumping into each other smashes both to smithereens. Reducing the damage would a...
- Tue, 21. Jan 14, 23:35
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Marine Repairs and Training [TC][AP][ALP]
- Replies: 666
- Views: 147950
Hi, thanks for this very nice-looking script! I had thought how nice it would be if marines could repair docked ships, and voila!, there's the script for it! One minor issue though: the .zip file uses the sub-directory names T/, Scripts/, and PluginManager/. Under Linux, file names are case sensitiv...
- Sat, 18. Jan 14, 11:48
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [Guide] Mission Director Basics - Writing Your First Mission
- Replies: 24
- Views: 5527