Search found 265 matches

by Igor.tverd
Sat, 11. Mar 23, 11:57
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: ZMap - Mayhem 3 (and Zero Hour) Map Generator and Editor
Replies: 39
Views: 7207

Re: ZMap - Mayhem 3 (and Zero Hour) Map Generator and Editor

Hi everyone, I can't get this to run on linux, could someone upload a map file so I can play ZH?
by Igor.tverd
Tue, 27. Feb 18, 16:53
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: MD: match_object to station?
Replies: 1
Views: 497

MD: match_object to station?

Hi

I'm working on MD mod to spawn bounty hunters to go after player assets. I'm using

Code: Select all

<match_object object="{player.ship}" class="m6"/>
as one of the conditions to initialize a spawn.

Is it possible to use MD to match to a player owned station? Something like player.station perhaps?

[/b]
by Igor.tverd
Tue, 16. Jan 18, 20:01
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [script] Karma r1
Replies: 26
Views: 7981

Sorry for pulling up an old thread, but does any anyone have a copy of this they can upload?
by Igor.tverd
Sun, 14. Jan 18, 18:25
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [X3LU] Mayhem 3.21b
Replies: 9300
Views: 886874

Just want to share this. IMHO the best execution of the jump drive system was in X3R New World mod:
1 - Can't jump to races territories with whom you have negative reputation
2 - Can't jump near enemy stations or ships

Not sure how either of this was done, but it was great.
by Igor.tverd
Thu, 11. Jan 18, 21:57
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [AL Plugin] Revelation, by Litcube - V 0.85b (Beta)
Replies: 212
Views: 59644

@Mythrantar I installed your modification over the base XRM and I'm getting Unknown Military Null, Unknown Colonists Null mammoths in the Channel, but not in every sector. Maybe I'm missing something? Is the TCAP required, or is the original revelation script needs to be installed before hand? I hav...
by Igor.tverd
Wed, 10. Jan 18, 21:54
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [X3LU] Mayhem 3.21b
Replies: 9300
Views: 886874

Joubarbe, any idea on the date for Version 2.3.0? I keep drooling over the change log, not starting a new game until 2.3.0 is out.
by Igor.tverd
Wed, 10. Jan 18, 15:38
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [X3LU] Mayhem 3.21b
Replies: 9300
Views: 886874

I'm not sure the gates between races territories being jump capable would work with dynamic universe. What about something like this? - Make JD a XL or ST ware size, so only large ships can use - Place jump beacons through the universe. As time goes by, jump beacons get destroyed and placed in new p...
by Igor.tverd
Tue, 18. Jul 17, 02:01
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [X3LU] Mayhem 3.21b
Replies: 9300
Views: 886874

Too bad, my universe is kind of boring: I'm -5 with everyone but Argons & Yakis and everyone is too busy with each other to invade me, was hoping for some OCV actions so I turned down the time between invasions but that didn't help. I have only 3 sectors so maybe that's why. Also happy to report tha...
by Igor.tverd
Mon, 17. Jul 17, 23:50
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [X3LU] Mayhem 3.21b
Replies: 9300
Views: 886874

Joubarbe, You have made an awesome mod, it finally makes this game complete (at least for me), but I would like to bring OCV back in their old form. I've already moved the player start sector to Unknown Sector Alpha, how did you stop the initialization of revelation AL plug-in? I keep looking, but c...
by Igor.tverd
Thu, 22. May 14, 00:51
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3195802

Got it, thank you, Paul.

Could you explain how it's done? Would it work if all gates in the universe were converted to TOA via different means (script which is based on http://forum.egosoft.com/viewtopic.php?t=224756) And jump beacons added via \jobs. Would AI behave strange in such a setup?
by Igor.tverd
Wed, 21. May 14, 04:01
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3195802

Is this normal?

Is what I'm seeing normal, or is it a problem with my install? I added advanced satelites to all sectors and some of them (about 20) spawned in sectors, all different but idenicall in a sense that they don't show up in Galaxy map view and all of them have East jump beacon (leading to different secto...
by Igor.tverd
Tue, 28. Jan 14, 13:48
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: Unofficial addon for XRM v1.30d Albion Prelude
Replies: 6
Views: 1272

Unofficial addon for XRM v1.30d Albion Prelude

This is for XRM v.130d AP ONLY. It is compatible with all XRM components including advanced universe addon. This is modular addon to Pauls great XRM mod, each module can be installed separately and combined with any other module: 1. Performance Module: - Reduced civilians - Optimized traders - Small...
by Igor.tverd
Tue, 28. Jan 14, 13:15
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Replies: 533
Views: 140078

Strange, in my game it crashes 30sec-2min after loading a save, any save with Mars & Life installed. At the time of the crash I also get a bunch of log files created in my save directory with Life script names in them. I am using DrBullwinkle repacked version, but that shouldnt be a problem since hi...
by Igor.tverd
Mon, 27. Jan 14, 04:51
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)
Replies: 533
Views: 140078

Just want to report that Life is incompatible with Mars.
I have checked and double checked with a vanilla install, but X3 always crashes on load with both installed. In Debug I get life related msg (LIFE DEBUG: plugin.LIFE.ship.bounties, plugin.LIFE.station.signal.attacked.killed, etc)
by Igor.tverd
Sun, 26. Jan 14, 09:45
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3195802

- Added engine tunnings to traders - Reduced 1000+ civilians to 150ish, keeping all the names ones - Reduced Khaak spawn (got annoying) - Reduced some M5 patrols (very little) - Reduced Khaak Home defense m5 spawns In my game (not included here) I've also replaced all the High polly ship models with...
by Igor.tverd
Sun, 26. Jan 14, 05:46
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3195802

Just wanted to share a small modification of mine. While I greatly enjoy playing XRM, my weak laptop is not always up to the task so I have made some modifications to improve performance, this is one of them. It's a modified jobs file thats an equivalent of Unleashed jobs but for XRM, I kept most of...
by Igor.tverd
Fri, 24. Jan 14, 04:04
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Resource] Awesomefied Beam Weapons
Replies: 41
Views: 21369

Hows performance impact?
by Igor.tverd
Thu, 23. Jan 14, 14:55
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [SCRIPT] Board Station v1.05 :: updated 26-06-2009
Replies: 89
Views: 102085

The way X universe treats marine barracks means you won't be able to do that, sorry.
by Igor.tverd
Mon, 20. Jan 14, 03:02
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: Which Mod/Script Should i Download
Replies: 372
Views: 104652

Have you tried XRM? I know you said that it changes too much, but in reality it makes the game much more polished without screwing up balance.

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