Search found 1081 matches

by 3iff
Wed, 19. Mar 14, 12:24
Forum: X²: The Threat - Scripts and Modding
Topic: Special containers
Replies: 3
Views: 2468

Thanks. I guessed it was going to be that way. Pretty sure I've found most cargos from ship destruction/capture but I've never found food types from containers...nor silicon or ore.

I have found a lot of nividium but getting rid of it (for cash) is a slow process.
by 3iff
Wed, 12. Mar 14, 11:54
Forum: X²: The Threat - Scripts and Modding
Topic: Special containers
Replies: 3
Views: 2468

Special containers

Are the contents of containers hardcoded or can any cargo be set to be found (via an editor)?

I'm playing a game where I subsist on picking up containers until I get rich enough to buy factories...but I'd like to be able to find cattle and cahoonas (and other items).
by 3iff
Wed, 12. Mar 14, 11:51
Forum: X²: The Threat - Scripts and Modding
Topic: X2 Sector Trader - universe trader
Replies: 2
Views: 3247

I'm pretty sure you need fight 1 & 2 software. I've been caught out by that in the past.

Give that a go...
by 3iff
Thu, 19. Jul 12, 13:50
Forum: X²: The Threat - Scripts and Modding
Topic: Script editor required ?
Replies: 16
Views: 10151

One secret is to type s-l-o-w-l-y (that is in a slow manner). It helps that I'm poor at typing!

I never have any problems doing it this way.
by 3iff
Mon, 7. Nov 11, 17:13
Forum: X²: The Threat - Scripts and Modding
Topic: [MOD] Missile trail effect mod v1.0
Replies: 5
Views: 2809

Worked perfectly...now I can see my missiles speeding towards their targets.

Brilliant.
by 3iff
Fri, 4. Nov 11, 11:42
Forum: X²: The Threat - Scripts and Modding
Topic: [MOD] Missile trail effect mod v1.0
Replies: 5
Views: 2809

Excellent. I'll give it a try.

Thanks.
by 3iff
Thu, 3. Nov 11, 10:35
Forum: X²: The Threat - Scripts and Modding
Topic: [MOD] Missile trail effect mod v1.0
Replies: 5
Views: 2809

I tried this and it looks nice. Unfortunately it overwrites some missile mods I've made in TRockets.pck.

Do you have instructions so I can manually add the effects in TRockets.pck and keep my other modifications?

Thanks.
by 3iff
Wed, 17. Jun 09, 10:17
Forum: X²: The Threat - Scripts and Modding
Topic: sector trading issues??????????
Replies: 9
Views: 1667

Jumpdrive needs energy...

If you want them to be automatic sector traders, you need trading Mk3 and you 'might' need trading Mk1 (I never use autotraders so I'm not 100% sure).

You would also need some free cash so the ships can buy stuff they want to trade.

Does that help?
by 3iff
Fri, 24. Apr 09, 12:30
Forum: X²: The Threat - Scripts and Modding
Topic: XUniverseWizard - Random universe generator
Replies: 66
Views: 24332

In my last small galaxy, I had to manually add a lot of high tech stations to generate demand for resources. This was a game where I had no plans to build my own stations. Even though I'd verified each sector, it was still interesting to explore the new galaxy. If you have a recent enough java it wo...
by 3iff
Wed, 25. Mar 09, 12:06
Forum: X²: The Threat - Scripts and Modding
Topic: XUniverseWizard - Random universe generator
Replies: 66
Views: 24332

I edited xml/nebula.xml to edit the hull eating nebulas with blank lines...like this <nebula id="47" colour="turquoise" size="1" backgroundColour="!crimson, !red" /> <!-- id 48: extremely large yellow line, skip --> <!-- id 49: extremely large yellow line, skip --> where 48 and 49 are hull eaters. T...
by 3iff
Thu, 19. Mar 09, 16:05
Forum: X²: The Threat - Scripts and Modding
Topic: XUniverseWizard - Random universe generator
Replies: 66
Views: 24332

Yeah, strange...as least it confirms it wasn't an error on my part.

It's not really difficult to scan through the galaxy and chop out things I don't like. It's not as if I'm creating dozens of new maps.

Thanks for your efforts!
by 3iff
Wed, 18. Mar 09, 16:20
Forum: X²: The Threat - Scripts and Modding
Topic: XUniverseWizard - Random universe generator
Replies: 66
Views: 24332

Chris Gi. Tried editing the nebulae.xml file removing (or commenting) the hull eating lines but the program fails with errors. Don't think it's due to editing mistakes on my part. Seems like I'll have to live with the program as it is and manually edit out anything I don't want. I'm not able to modi...
by 3iff
Wed, 18. Mar 09, 13:22
Forum: X²: The Threat - Scripts and Modding
Topic: XUniverseWizard - Random universe generator
Replies: 66
Views: 24332

Thanks, I'll give that a try...I've generated a mini-map (9 by 7) successfully...with a combination of this program and Xehonks editor, I have a nividium asteroid of 86 (yes, 86)... Just for testing purposes of course. I had a quick look at the other files but didn't get far as I've only been on it ...
by 3iff
Wed, 18. Mar 09, 09:07
Forum: X²: The Threat - Scripts and Modding
Topic: XUniverseWizard - Random universe generator
Replies: 66
Views: 24332

Spent the weekend trying a new random galaxy...fantastic! A few teething troubles getting it to work and some manual editing to incorporate some custom ships but it's really great exploring a new galaxy. I'm going to have to experiment a bit now I can get it to work. Actually, the nebulas aren't too...
by 3iff
Fri, 13. Mar 09, 15:10
Forum: X²: The Threat - Scripts and Modding
Topic: XUniverseWizard - Random universe generator
Replies: 66
Views: 24332

Hi,

Trying this and it looks good.

One request. How do I create a new galaxy without nebulas? My PC isn't up to running well with them in (stripped them out of my custom galaxy). I've read the guide but there's no switch to exclude nebula creation.

Can you help?

Thanks.
by 3iff
Fri, 15. Aug 08, 16:25
Forum: X²: The Threat - Scripts and Modding
Topic: HELP! My Pirate Bases disapear - dont know why!
Replies: 4
Views: 1135

There is the possibility that local race patrols visit the sector and destroy the base...then move on to another sector.
by 3iff
Tue, 27. May 08, 14:38
Forum: X²: The Threat - Scripts and Modding
Topic: Is there anyone...
Replies: 3
Views: 1284

I'm pretty sure the first two cannot be done within X2 scripting...

The last two would be far beyond my capabilities even if they are possible.

Maybe others know better.
by 3iff
Mon, 21. Apr 08, 15:35
Forum: X²: The Threat - Scripts and Modding
Topic: Salvage Script v2.5
Replies: 131
Views: 49320

As far as I know, there is no way of creating a damaged hull (according to the scriptwriter) so ships are found undamaged...
by 3iff
Tue, 4. Mar 08, 16:25
Forum: X²: The Threat - Scripts and Modding
Topic: Script Editor
Replies: 12
Views: 2695

Oops, you're right...it was early in the morning...eyes and brain not working right!

But why enter a station and then exit it again? Why not just stay in space?
by 3iff
Tue, 4. Mar 08, 09:21
Forum: X²: The Threat - Scripts and Modding
Topic: Script Editor
Replies: 12
Views: 2695

Actually, I'm pretty sure you have to be in space to activate the script editor...

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