Search found 265 matches
- 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?
- 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 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]
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"/>
Is it possible to use MD to match to a player owned station? Something like player.station perhaps?
[/b]
- Tue, 16. Jan 18, 20:01
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [script] Karma r1
- Replies: 26
- Views: 7981
- Sun, 14. Jan 18, 18:25
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [X3LU] Mayhem 3.21b
- Replies: 9300
- Views: 886874
- 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...
- Wed, 10. Jan 18, 21:54
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [X3LU] Mayhem 3.21b
- Replies: 9300
- Views: 886874
- 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...
- 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...
- 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...
- 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?
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?
- 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...
- 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
- 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...
- 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...
- 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
- 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...
- 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...
- Fri, 24. Jan 14, 04:04
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [Resource] Awesomefied Beam Weapons
- Replies: 41
- Views: 21369
- 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
- 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