Search found 21107 matches

by Cycrow
Fri, 26. Apr 24, 12:36
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
Replies: 121
Views: 9163

Re: [MOD] Guilds - BETA v0.41 - 2024/04/02

When you say no Silicon Refineries, do you mean no where at all, or just none around the area you are in ? There should be plenty around. Also, did you start the game with 0.40/0.41 or is the game from an earlier version? Starting in an earlier version won't have the map changes, and some of these w...
by Cycrow
Thu, 25. Apr 24, 11:47
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: [MOD] Unoffical Patch : V1.3.15 : 2024-03-31
Replies: 376
Views: 46307

Re: [MOD] Unoffical Patch : V1.3.15 : 2024-03-31

I will have a look for the next version
by Cycrow
Fri, 19. Apr 24, 00:07
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: Modifying Sector Music
Replies: 7
Views: 345

Re: Modifying Sector Music

the get user input command will open a selection dialog where you select the sector. so when you run it, it should then open the galaxy map, where you select the sector another way would be to add an argument, set to Var/Sector, and do it that way (but it will work pretty much the same) When you man...
by Cycrow
Thu, 18. Apr 24, 13:45
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: Modifying Sector Music
Replies: 7
Views: 345

Re: Modifying Sector Music

You cant really edit the xml directly, as it won't make alot of sense. Instead you can use the built in script editor. Just activate it in your game then you can edit it through the interface. The only extra thing you need to do is get the sector(s) you want to change. This will depend on how you wa...
by Cycrow
Wed, 17. Apr 24, 19:47
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: Modifying Sector Music
Replies: 7
Views: 345

Re: Modifying Sector Music

Changing it via the MD wont work, The MD is what does the random selection You need to set the fixed music flag, so it doesn't try to change it when entering a sector. Setting it in the map file will apply this flag automatically, otherwise, you need to do it via a script $sector -> set sector music...
by Cycrow
Sat, 13. Apr 24, 11:33
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: Script Engine Changes
Replies: 59
Views: 13646

Re: Script Engine Changes

can you send me the script for that menu, and ill see if i can fix it. the main thing it did was to allow hyperlinks to split between multiple lines. So if you have a hyperlinked text, previously if the text end up on different lines, only the first part would be hyperlinked. This also allowed colou...
by Cycrow
Fri, 12. Apr 24, 18:02
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: What is the best mod to import x3 reunion story to a x3 terran conflict engine?
Replies: 1
Views: 136

Re: What is the best mod to import x3 reunion story to a x3 terran conflict engine?

There are currently no mods for the Reunion story.

It is a planned feature of the Guilds mod, but no time frame yet on when it'll be added
by Cycrow
Fri, 12. Apr 24, 17:58
Forum: X³: Farnham's Legacy
Topic: How do you transport goods between your stations?
Replies: 2
Views: 80

Re: How do you transport goods between your stations?

For basic goods, you can use the deliver or fetch commands.
This will allow a ship to move 1 ware.

Or you can use the trade distribution run command, that allows you to setup multiple stations and wares
by Cycrow
Thu, 11. Apr 24, 17:10
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
Replies: 121
Views: 9163

Re: [MOD] Guilds - BETA v0.41 - 2024/04/02

It's a bug in the unnoffical patch, it's already fixed for the next version
by Cycrow
Wed, 10. Apr 24, 19:53
Forum: X³: Farnham's Legacy
Topic: PHQ freight requirements
Replies: 7
Views: 217

Re: PHQ freight requirements

The volume of the Headquarters (and all stations) can be found in the encyclopaedia page.

as for the total space needed, this isn't displayed anywhere. But if you use your own TL to move the station, then it will tell you how much space is needed
by Cycrow
Sun, 7. Apr 24, 13:00
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: NPC Voices during plot missions?
Replies: 5
Views: 148

Re: NPC Voices during plot missions?

Incoming messages are never voiced, and adding voices to them wouldn't actually work, as the message log doesn't event try to load any connected voice.

The stuff in those messages are just some background information
by Cycrow
Sun, 7. Apr 24, 12:57
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: Script Engine Changes
Replies: 59
Views: 13646

Re: Script Engine Changes

you can just add more entries to the files.

the script is lib.X2I.HephCorp.getbuildconstant.

it reads the file and stores them into a global variable. You can just run the script again to read any changes, or you can manually adjust the global variable table as well
by Cycrow
Sun, 7. Apr 24, 03:57
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: NPC Voices during plot missions?
Replies: 5
Views: 148

Re: NPC Voices during plot missions?

Which plot doesn't have voices ?

Both plots in FL should be fully voiced
by Cycrow
Sat, 6. Apr 24, 21:54
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: Script Engine Changes
Replies: 59
Views: 13646

Re: Script Engine Changes

Do you mean dynamically during runtime ?

If so, you could call the script again to read the file. It's 100% done via script
by Cycrow
Thu, 4. Apr 24, 15:04
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
Replies: 121
Views: 9163

Re: [MOD] Guilds - BETA v0.41 - 2024/04/02

On there own they are unprofitable yeah.

It will cost you more to make the metal/silicon, than you can sell it for.

But you cant use the ore directly, so it's a needed step, you should only really use them yourself as part of a factory chain or complex
by Cycrow
Wed, 3. Apr 24, 19:59
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
Replies: 121
Views: 9163

Re: [MOD] Guilds - BETA v0.41 - 2024/04/02

The ware files are in the cat/dat files (09.cat) its possible that you have some TWare files in the types directory lose, these will be overriding the one from the mod and could be the problem. if having to start over is getting annoying, it might be worth waiting for at least 0.5, where save game c...
by Cycrow
Tue, 2. Apr 24, 21:06
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
Replies: 121
Views: 9163

Re: [MOD] Guilds - BETA v0.41 - 2024/04/02

Small update to hopefully fix pirate RRF
by Cycrow
Tue, 2. Apr 24, 11:45
Forum: X³: Farnham's Legacy
Topic: Conga-lining Marines going AWOL
Replies: 11
Views: 453

Re: Conga-lining Marines going AWOL

I have wondered if it's something to do with collision detection. The marines are trying to avoid the very thing they are heading for. This may just be me, but the spacewalk marines seem to have more trouble with bigger ships. M6 boarding seems to be not too bad, but M7 and TL boarding seems to be ...
by Cycrow
Mon, 1. Apr 24, 21:13
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: [MOD] Unoffical Patch : V1.3.15 : 2024-03-31
Replies: 376
Views: 46307

Re: [MOD] Unoffical Patch : V1.3.15 : 2024-03-31

This will be fixed in the next version
by Cycrow
Mon, 1. Apr 24, 20:57
Forum: X³: Farnham's Legacy - Scripts and Modding
Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
Replies: 121
Views: 9163

Re: [MOD] Guilds - BETA v0.40 - 2024/04/01

There have been a few changes to the starts, but in Guilds all the starts except for the FL plot, and AP starts, all start in the TC state (which is different from the old plots mod) Its possible your start is from a much older version, so some of the changes didn't take effect. I think i have fixed...

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