Search found 1256 matches

by Trickmov
Thu, 25. Apr 13, 15:50
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [HELP REQ]Creating a script for Xtended allowing ships to be build on mobile shipyard
Replies: 22
Views: 2039

For the plugin.XTC.POSY.ShowLicenses if $SY.type == {Goner Aran (SH_G_MSY)} OR {Boron Giantsquid} won't work, it has to be: if $SY.type == {Goner Aran (SH_G_MSY)} OR $SY.type == {Boron Giantsquid} The other changes look ok on a quick glance ;) A bit complicated, but should work. Though no guarantee,...
by Trickmov
Thu, 25. Apr 13, 12:58
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [HELP REQ]Creating a script for Xtended allowing ships to be build on mobile shipyard
Replies: 22
Views: 2039

or perhaps im aproaching this the wrong way.. the Aran cant build any ships in XTC either if im not mistaking.. would it be possible to add the mobile shipyards to the player owned shipyards menu from XTC..? The Aran can build ships in XTC. Your latest code won't work, because afaik the there mustn...
by Trickmov
Fri, 12. Apr 13, 16:06
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: How to fix CAGs not using jumpbeacons in AP
Replies: 10
Views: 740

That's a bit problematic anyway. If one has installed the new BP-version, everything is ok, but as soon one wants to use the newer version of the Lucike-scripts, it won't work anymore, because there is a check in the scripts, which looks for the version of the libraries. If this version is too old, ...
by Trickmov
Thu, 11. Apr 13, 20:13
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: How to fix CAGs not using jumpbeacons in AP
Replies: 10
Views: 740

the lines in question have to look like this: |$Flags = [Find.Nearest] | [Find.Expand] | [Find.JumpBeacons] |do if [OWNER] == Player ||$Flags = [Find.Nearest] | [Find.Known] | [Find.Expand] | [Find.JumpBeacons] else |$Flags = [Find.Nearest] | [Find.Expand] | [Find.JumpableGate] | [Find.JumpBeacons] ...
by Trickmov
Thu, 11. Apr 13, 18:42
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: How to fix CAGs not using jumpbeacons in AP
Replies: 10
Views: 740

How to fix CAGs not using jumpbeacons in AP

Ok, as some of you may have noticed, the CAGs and other traders from Lucike don't use the jumpbeacons, thus the usage in the terran sectors is not advisable. This is a do-it-yourself-instruction and not a complete script, as I don't have any right to change and offer Lucike's scripts. For that you w...
by Trickmov
Thu, 11. Apr 13, 15:06
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: How to use XTC-stationmodels in TC and AP
Replies: 11
Views: 1514

I have some questions about this: I did something similar a few weeks ago. Though I got some trouble using the XXXL solar power plants. They don't show up in the game. How did you solve this? Iirc I didn't use the XXL-solarplants at all. In Vanilla they don't exist, thus I didn't use that model-ent...
by Trickmov
Wed, 10. Apr 13, 09:02
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: How to use XTC-stationmodels in TC and AP
Replies: 11
Views: 1514

:oops: :oops: :oops: Ok, sorry, people I made a mistake... while adding this description, I forgot I deleted things from the the XTC-cat/dat, when using this for myself. There is of course an option to use this as intended, but one will need a bit more knowledge about editing the ingame-files with x...
by Trickmov
Tue, 9. Apr 13, 20:20
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: How to use XTC-stationmodels in TC and AP
Replies: 11
Views: 1514

We'll see - I am assuming you're speaking of renaming-issues - honestly I don't really understand, what so problematic with that. If other issues, just let me know, as you know my english is not the best, probably it's because of that ;)
by Trickmov
Tue, 9. Apr 13, 19:00
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: How to use XTC-stationmodels in TC and AP
Replies: 11
Views: 1514

I don't need any permission, because all I am offering is my work and not anyones else. If some people extract stuff from XTC for themself like instructed by me, where is the problem?

After all the credits for that excellent work go to the right place or not?
by Trickmov
Tue, 9. Apr 13, 18:53
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: How to use XTC-stationmodels in TC and AP
Replies: 11
Views: 1514

There is nothing included from other people in my files, thus where is your problem?
by Trickmov
Tue, 9. Apr 13, 18:15
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: How to use XTC-stationmodels in TC and AP
Replies: 11
Views: 1514

How to use XTC-stationmodels in TC and AP

Hello there :) I think the XTC-team did some great work with the complete set for race-specific stations in XTC . However, not everyone likes to play the mod itself and would like to play stock vanilla TC or AP with the new stations. So this is for those people. My work is just a new cat/dat with ne...
by Trickmov
Tue, 9. Apr 13, 16:24
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] Realspace Visual Enhancement of Skies, Nebulae and Planets - V1.01
Replies: 42
Views: 22528

I think for adding new things to the game in x3ap its the same like with the base game. It's just that some things like addon/types or addon/director have to be placed in this new folder-structure, while others like dds/ or objects/ (probably others too) don't need this new structure (don't ask me w...
by Trickmov
Tue, 9. Apr 13, 09:36
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] Realspace Visual Enhancement of Skies, Nebulae and Planets - V1.01
Replies: 42
Views: 22528

oh yeah thanks for the info, I know what it is, it's the fog layers used there that are not fit becouse the original TBackgrounds uses fog in Uranus :!: so if you don't start a new game it can happen. I'll change it soon, in the meantime if you know how to do it you can delete the following files i...
by Trickmov
Mon, 8. Apr 13, 21:18
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] Realspace Visual Enhancement of Skies, Nebulae and Planets - V1.01
Replies: 42
Views: 22528

Looks great :)

I've installed it as fake-patch in AP... I think I found an issue in Uranus, no idea, what's wrong there:

http://www.thexuniverse.us/downloads/tr ... uranus.jpg

perhaps some sort of nebula!?

The other systems I've seen so far seem to be ok ;)
by Trickmov
Fri, 29. Mar 13, 12:24
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Generic Missions] Sell Blueprints - TC & AP
Replies: 8
Views: 10388

Ok, works fine so far... but is it only me or is the chance to get this mission rather small? Correct me, if I am wrong, but in 3.01 the chance is exactly the same as for most of the other missions. But other than those your mission runs only on SYs, thus the chance to get it is rather tiny (the mor...
by Trickmov
Thu, 28. Mar 13, 09:59
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Generic Missions] Sell Blueprints - TC & AP
Replies: 8
Views: 10388

It seems that a mdfiles.txt crept in where it wasn't wanted... I will upload a fixed version, but will need removing from the director folder (if still there to) fix the problem. Yep, that seems to have fixed it... at least the access is there again - can't check for the missions itself as my game ...
by Trickmov
Thu, 28. Mar 13, 09:19
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Generic Missions] Sell Blueprints - TC & AP
Replies: 8
Views: 10388

Great idea :) However, I ran into a problem with it... I recently wanted to start a new game (heavily modded, base AP 2.53, dozens scripts, mods, etc.) and wasn't able to get access to any stock exchange in the game (the menues are simply always greyed out). After several tries I was able to nail th...
by Trickmov
Mon, 25. Mar 13, 09:10
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [HELP REQ]Creating a script for Xtended allowing ships to be build on mobile shipyard
Replies: 22
Views: 2039

Re: [HELP REQ]Creating a script for Xtended allowing ships to be build on mobile shipyard

* Arans $SYs = get ship array: of race [Player] class/type={Goner Aran (SH_G_MSY)} $size.SYs = size of array $SYs $production.lines = array alloc: size=1 while $size.SYs dec $size.SYs $SY = $SYs[$size.SYs] = $null-> call script 'plugin.XTC.POSY.SYBuilt' : SY=$SY end * MyShip $SYs = get ship array: ...
by Trickmov
Thu, 6. Oct 11, 09:37
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Replies: 5969
Views: 1240823

New statistics centre added. Displays a detailed breakdown of your assets, your profits and losses, how each of your stations are doing, and much more. A highly powerful and dynamic system that is much better than the standard games 'your property' menu for traders. Is there a non X-Tended mod that...
by Trickmov
Fri, 23. Sep 11, 15:27
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [SCR] The Galactic News System (BBS 2.0) (V.105)
Replies: 68
Views: 100643

Yeah, XTC had this version already for a longer time (since XTC 1.2 iirc) - we just forgot to update the Vanilla version ;)

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