Search found 614 matches
- Sat, 10. Feb 24, 23:17
- Forum: X4: Foundations
- Topic: Carrier not launching fighters when issuing attack order
- Replies: 1
- Views: 129
Carrier not launching fighters when issuing attack order
Hi. Just got my first Collosus carrier with a full compliment of fighters etc I watched a video of Captain Collins, specifically this one: https://youtu.be/R3BimkvEE0Q?si=lg34suJVkfahpGoD At around 9:07 you can see how issuing a order to the carrier to attack surface elements of a station makes the ...
- Fri, 26. Jan 24, 19:38
- Forum: X4: Foundations
- Topic: Station traders won't get resources from my own supply
- Replies: 7
- Views: 1779
Re: Station traders won't get resources from my own supply
Thank you all for help.
I will soon try to recreate the initial setup with no pilots level and see what happens.Maybe it was something else I did that triggered them to function properly, and i don't recall...i will investigate further and if it happens again, I will submit a bug report.
I will soon try to recreate the initial setup with no pilots level and see what happens.Maybe it was something else I did that triggered them to function properly, and i don't recall...i will investigate further and if it happens again, I will submit a bug report.
- Fri, 26. Jan 24, 08:57
- Forum: X4: Foundations
- Topic: Station traders won't get resources from my own supply
- Replies: 7
- Views: 1779
- Fri, 26. Jan 24, 05:49
- Forum: X4: Foundations
- Topic: Station traders won't get resources from my own supply
- Replies: 7
- Views: 1779
Re: Station traders won't get resources from my own supply
I've double checked all your suggestions. Everything is set up properly. The only thing remaining that could possibly have an impact on this is the level of the individual pilots assigned to the production plant. And as soon as I gave some pilot seminars to get them 4 stars,they started doing their ...
- Thu, 25. Jan 24, 11:46
- Forum: X4: Foundations
- Topic: Station traders won't get resources from my own supply
- Replies: 7
- Views: 1779
Station traders won't get resources from my own supply
So I set up a solar plant in Mercury and some high tech goods plant in Asteroid belt. Gave the manager of the plant in Asteroid belt 3 traders and 3 miners,gas and mineral etc , the whole spectrum covered, except energy cells. Manager is 4 stars, trader pilots 1-2 stars average. Made a trade rule fo...
- Mon, 1. Jan 24, 15:27
- Forum: X4: Foundations
- Topic: M miner fills instantly
- Replies: 4
- Views: 401
Re: M miner fills instantly
I followed the miner OOS (3 star pilot,advanced automine) and he just about fills his hold instantly, the whole process taking maybe some10-15 seconds after he arrives near the asteroid then he goes straight to sell it and so on. I made some 2.5 milion credit in about 45 minutes of SETA. Is this nor...
- Mon, 1. Jan 24, 13:53
- Forum: X4: Foundations
- Topic: M miner fills instantly
- Replies: 4
- Views: 401
M miner fills instantly
Hello. I just bought an terran M miner and decided to try some mining. Did the tutorial, smashed some asteroid, pressed O to collect and the very first 2 containers filled my enitre cargo of some 9000m3...Is this normal? I mean, i see some people complain that it takes dozens of minutes/hour to fill...
- Sun, 24. Dec 23, 22:04
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
- Replies: 452
- Views: 130298
Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Does this have all the features of LU? ( litcube's universe) like mobile mining ?
- Wed, 13. Dec 23, 21:24
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [Mayhem 3.21b] Zero Hour 2.2
- Replies: 350
- Views: 58540
Re: [Mayhem 3.21b] Zero Hour 2.0b
Hello.
Just started using this mod. Looks promising, best mod so far all these years.
But I would like to revert the gates to their original model. Those blobs just destroy my immersion.Any ideea how it can be done/what files to edit? I have X3 Editor 2
Just started using this mod. Looks promising, best mod so far all these years.
But I would like to revert the gates to their original model. Those blobs just destroy my immersion.Any ideea how it can be done/what files to edit? I have X3 Editor 2
- Sun, 15. Oct 23, 19:56
- 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: 1240681
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
The only difference is the equipment you start with. On X-treme you start with nothing basically. The universe and enemies are the same acros all difficultiesUnknownObject wrote: ↑Thu, 1. Jun 23, 19:06Has anyone got a full list of what X-Treme difficulty level does?
- Mon, 31. Jul 23, 05:34
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Modding Docking computer range
- Replies: 3
- Views: 1963
Re: Modding Docking computer range
Thank you both . Have a nice day.
- Fri, 28. Jul 23, 22:29
- 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: 1240681
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
I know, I thought it would be natural to at least have the original content and then expand upon it. The vanilla TC at least had the HUB, in XTC there is nothing to manipulate the gates.
- Fri, 28. Jul 23, 21:57
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Modding Docking computer range
- Replies: 3
- Views: 1963
Modding Docking computer range
Hello people.
Can someone help me with how can I edit the 5km docking range of the Docking computer ?
I want to increase it.
Thanks
Can someone help me with how can I edit the 5km docking range of the Docking computer ?
I want to increase it.
Thanks
- Sat, 22. Jul 23, 22:29
- 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: 1240681
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
anyway, i'm back to Reunion+XTM+CMOD + Sector takeover and it's a blast. Best X3 game ever
- Sat, 22. Jul 23, 14:51
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Fade over distance bullet effect
- Replies: 6
- Views: 2176
Re: Fade over distance bullet effect
It's not the view distance, Reunion does not have such an option. The second strange thing that makes me strongly believe it's a thing the modders put in place for performance back in the day is that it only affects capital weapons. Vanilla Reunion does not have such an option, all PPC is clearly vi...
- Sat, 22. Jul 23, 14:32
- 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: 1240681
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
yeah, i just started playing, and made a savegame just to cheat in some ships and test if everything is ok before commiting.
So, i think it's fair to say that it's incomplete, or rather they didn't bring back all the stuff from the original XTM
So, i think it's fair to say that it's incomplete, or rather they didn't bring back all the stuff from the original XTM
- Sat, 22. Jul 23, 13:59
- 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: 1240681
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
I would still like to know from someone who has experience in Xtended Terran Conflict , if the ships like Terran Ollerus can deploy gates like it did back in Reunion XTM , and if the Otas Custodian can reinforce the shields of nearby ships ...These ships are just useless in XTC , and i'm wondering i...
- Sat, 22. Jul 23, 11:44
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Fade over distance bullet effect
- Replies: 6
- Views: 2176
Re: Fade over distance bullet effect
Thanks for the reply. I know all the parameters you described. They have nothing to do with the thing i'm experiencing. The bullets are visible only a fraction of their lifetime, when very near to the player/camera. 95% of the bullets lifetime they are invisible. Even if i reduce the fire rate to 1 ...
- Fri, 21. Jul 23, 23:00
- 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: 1240681
- Mon, 17. Jul 23, 01:28
- 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: 1240681
Re: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Is my game broken or working as intended ? Aren't ships like Leviathan supposed to be able to produce at least small fighters? The Otas Custodian: useless, there are no command for group shield etc The terran Ollerus, again no commands to deploy gates and create new trade routes. Is the mod incomple...