Search found 545 matches
- Sun, 29. Sep 19, 00:09
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
Re: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
I popped on the forums, and am surprised to see people playing this mod. If I remember correctly, the story missions are very glitchy, and even more so with a more modern OS. It is a conflict with the huge amount of changes this mod makes, and the story files. Without being able to edit the story fi...
- Wed, 29. May 13, 22:25
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
Thank you Steel for the fast patch you provided, fixed the illegal goods bug. May I ask, is there any documentation on the mod? For example any docs on the new weapons, ships, sectors, etc? If I run into any more bugs I will try to collect as much detail as I can for you. I've been wanting to put u...
- Wed, 29. May 13, 22:23
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
Re: gunnery crews?
Gunnery crews really don't do anything with all the changes. In the next version, I removed them outright.Verahta wrote:How do the gunnery crews work?
I bought some and put them on my M6 but I haven't noticed anything in the commands/console to suggest how to use them.
- Wed, 29. May 13, 22:22
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
I can't seem to get capturing Ship Debris to work haha. I fly near them but nothing happens, what do I need to do? *EDIT* solved it, I had to eject my pilot from my ship and fly myself in my space suit close to the ship. I found space station debris, but could not seem to get close enough to activa...
- Thu, 23. May 13, 06:30
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
- Sun, 5. May 13, 04:45
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
I am at a stage of modding, where the economic scope of this mod will need quite a bit of testing and fine tuning to get right. The framework is there, but for this mod to see the light of day, I'll need some volunteers willing to test and offer feedback on the progressing economy. Drop me a PM if i...
- Sun, 20. Jan 13, 05:56
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
Firelance Omega, will have a much larger focus on economic changes. One of the main changes, is the AI will have a real economy. There will be no more pulling money out of thin air. We are currently stress testing the following economic model: If a station goes deep into debt, it will go out of busi...
- Sat, 12. Jan 13, 18:03
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
Here is a 7 minute cut of video, showing a military response fleet responding to Pirate aggression in Ore Belt:
http://www.youtube.com/watch?v=59F99QJIS7Q
This is taken from the new version in progress, I am calling Firelance Omega.
http://www.youtube.com/watch?v=59F99QJIS7Q
This is taken from the new version in progress, I am calling Firelance Omega.
- Fri, 28. Dec 12, 18:28
- Forum: X²: The Threat - Scripts and Modding
- Topic: X2 Music
- Replies: 2
- Views: 1693
Here's some useful sound ids: 00005: DeepSilver Logo Music 00007: Egosoft Logo Music 00009: Nvidia Logo Music 00013: Game Over Music 01001-01005: Combat Music 02001-02006: In Station Ambient Sounds 03001-03004: Main Menu Music Sector and cutscene music and ambient sounds are sprinkled through the re...
- Tue, 25. Dec 12, 21:08
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
- Sun, 18. Nov 12, 18:48
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
- Sat, 20. Oct 12, 19:39
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
Hi, first of all I really want to say thank you! This is indeed a great mod! I love it! :) Being an X2 Fan, I really liked the new touch you gave the game! Now to a little question. I'm currently running version 4.04 and I seem to don't have any Xenon Blockades. Did you remove them in this version?...
- Wed, 3. Oct 12, 19:20
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
A new version of Firelance has been in the works, focusing on economic improvement, and more dynamic events. This will likely be version 4.5 when it's finished, and will contain the following improvements: - Stations will be closed if supply exceeds demand. - New stations will be built if demand exc...
- Wed, 8. Aug 12, 18:24
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
- Fri, 20. Jul 12, 07:11
- Forum: X Trilogy Universe
- Topic: Coming Soon: X3: Albion Prelude 2.5
- Replies: 74
- Views: 21767
- Sun, 1. Jul 12, 13:25
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
Based on feedback, a 4.0.5 is being planned. When finished, here are the planned major changes: - Static respawn of stations removed. - New stations will be created as there is excessive demand. - NPC stations stuck with a ton of product will have the ability to "go out of business" and be shut down...
- Sat, 16. Jun 12, 22:32
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
4.0.4 has been released. The fixes are as follows: - Races will only send fleets to either owned space, or Unknown space. - BBS Assassination missions fixed. Unfortunately, the fixes involved in this will render previous savegames incompatible. If you are invested in a game, stick with 4.0.3 for now...
- Wed, 13. Jun 12, 05:39
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
How do I install the mod? I tried extracting it to the X2 root folder, ran the game and it crashed. Can anyone help me? You need to set the compatibility settings in 7/Vista: Windows Vista and 7 Compatibility X2 should have the following compatibility options set: Compatibility mode: Windows XP (Se...
- Sun, 10. Jun 12, 06:21
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
- Sat, 9. Jun 12, 05:46
- Forum: X²: The Threat - Scripts and Modding
- Topic: [MOD] X2: Firelance 4.0.4 [RELEASE] [16/June/2012]
- Replies: 782
- Views: 208532
I don't think the script is working right because the Xenon Sector I went to is gone. I will be visiting them all and then I will post here which sectors have stuff and which done. **Edit* So ya the NPC still goes about killing the XENON most of the yaki sections have nothing in them. They are stay...