v1.20 for AP
Couldn't make "Creator" from the plugin manager do as I wanted, so it's the zip version again.
http://www.mediafire.com/?x7fl6kc5beidil6
Search found 94 matches
- Thu, 5. Jan 12, 21:53
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [GAMESTART] Pirate Starts now AP compatible (V1.30 - 04/01/2012)
- Replies: 76
- Views: 54901
- Wed, 4. Jan 12, 21:01
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [GAMESTART] Pirate Starts now AP compatible (V1.30 - 04/01/2012)
- Replies: 76
- Views: 54901
- Wed, 4. Jan 12, 10:56
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [GAMESTART] Pirate Starts now AP compatible (V1.30 - 04/01/2012)
- Replies: 76
- Views: 54901
Made a quick copy/paste version for AP, have not done extensive testing (just starting them all up to see if it looks alright).
http://www.mediafire.com/?n666n5dyqmylfvg
http://www.mediafire.com/?n666n5dyqmylfvg
- Tue, 25. Jan 11, 03:20
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] Hull Multiplier mod v.0.5 for XTC v1.2
- Replies: 88
- Views: 13031
- Wed, 5. Jan 11, 08:56
- 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
dillpickle:"M5's and M4's can no longer hold 'M' sized freight (which passengers are unless it got changed), so although they can install CLS, they can't carry passengers. " Passenger size is "null"/None/No-Size so M5 works perfectly fine for transporting passenger unless the mission asks specifical...
- Tue, 4. Jan 11, 14:50
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [Starts] EJ's Mod-for-a-Mod XTC Gamestarts - V1 Tomorrow
- Replies: 20
- Views: 2847
- Tue, 4. Jan 11, 11:52
- 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
- Tue, 4. Jan 11, 11:39
- 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
- Wed, 29. Dec 10, 11:42
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [Sub-Mod] Hull Boost V1.0 submod for X-tended 1.0
- Replies: 8
- Views: 1775
- Sun, 16. May 10, 17:10
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: X-Tended - Terran Conflict (XTC) (Update: - Manual available! - 12/10/10)
- Replies: 1669
- Views: 317721
Regarding the lastest posts about FPS :) Has the team done any changes to enhance the performance when it comes to Terran solar power plants? This is the number one thing that absolutely kills my performance in this game. If I'm not mistaken (probably am) the model has a lot of poly-vertex-somethin...
- Sun, 16. May 10, 16:09
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: X-Tended - Terran Conflict (XTC) (Update: - Manual available! - 12/10/10)
- Replies: 1669
- Views: 317721
Regarding the lastest posts about FPS :) Has the team done any changes to enhance the performance when it comes to Terran solar power plants? This is the number one thing that absolutely kills my performance in this game. If I'm not mistaken (probably am) the model has a lot of poly-vertex-something...
- Mon, 12. Apr 10, 21:20
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: X-Tended - Terran Conflict (XTC) (Update: - Manual available! - 12/10/10)
- Replies: 1669
- Views: 317721
- Fri, 18. Dec 09, 02:44
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [REL][SCRIPT] - SLAM - Ship Labor and Maintenance, with Repairs!
- Replies: 28
- Views: 6721
- Fri, 4. Dec 09, 01:32
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD iP] New Dimensions [Alpha 4.2] (Update 06/09/10)
- Replies: 298
- Views: 60315
- Wed, 18. Nov 09, 22:02
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]
- Replies: 641
- Views: 235535
- Wed, 18. Nov 09, 10:40
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]
- Replies: 641
- Views: 235535
- Wed, 18. Nov 09, 02:04
- Forum: X Trilogy Universe
- Topic: X3tc....or X3tCHIT??
- Replies: 16
- Views: 2834
- Wed, 18. Nov 09, 01:48
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]
- Replies: 641
- Views: 235535
Hey I've been trying to dock some Fighters and transports at a Pirate Shipyard, I can't get more than 2 docked at the same time, are there only 3 docking slots on them ? On the same note, does selling your ship at a Pirate Shipyard increase your reputation with them, and if so, what does it change ...
- Sat, 14. Nov 09, 02:09
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]
- Replies: 641
- Views: 235535
- Sat, 14. Nov 09, 01:45
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [AL PLUGIN] Pirate Guild 3: Dynamic AI and Guild System - v1.59 - [2010-07-22]
- Replies: 641
- Views: 235535
Do you happend (or someone els mabey?) to have the 1.51 still left somewhere. Just updated without backing up the old version and the new one does something to the PG SY. It respawns....and I got capital ships docked at one including myself (can't load that one). Went back with an earlier save to se...