Search found 1256 matches
- 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 $SY.type == {Boron Giantsquid} The other changes look ok on a quick glance ;) A bit complicated, but should work. Though no guarantee,...
- Thu, 25. Apr 13, 12:58
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [HELP REQ]Creating a script for Xtended allowing ships to be build on mobile shipyard
- Replies: 22
- Views: 2039
or perhaps im aproaching this the wrong way.. the Aran cant build any ships in XTC either if im not mistaking.. would it be possible to add the mobile shipyards to the player owned shipyards menu from XTC..? The Aran can build ships in XTC. Your latest code won't work, because afaik the there mustn...
- Fri, 12. Apr 13, 16:06
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: How to fix CAGs not using jumpbeacons in AP
- Replies: 10
- Views: 740
That's a bit problematic anyway. If one has installed the new BP-version, everything is ok, but as soon one wants to use the newer version of the Lucike-scripts, it won't work anymore, because there is a check in the scripts, which looks for the version of the libraries. If this version is too old, ...
- Thu, 11. Apr 13, 20:13
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: How to fix CAGs not using jumpbeacons in AP
- Replies: 10
- Views: 740
the lines in question have to look like this: |$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] ...
- 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...
- 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...
- 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...
- 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
- 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
- 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
- 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...
- 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...
- 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...
- 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
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
- 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...
- 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 ...
- 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...
- 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: ...
- 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...
- 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