Search found 46 matches
- Wed, 12. Dec 18, 03:42
- Forum: X4: Foundations - Technical Support
- Topic: BUG 1.32: Fixing glitch on station destroys it
- Replies: 0
- Views: 81
BUG 1.32: Fixing glitch on station destroys it
I'm on a guild mission for the Teladi to fix three glitches on a station. I fixed the first successfully, but every time I approach the second (either of the other two), the durability bar/indicator above disappears and when I shoot it with the repair laser from my spacesuit, I'm notified that I des...
- Thu, 13. Sep 18, 03:05
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [X3LU] MARS Fire control for Litcube's universe & many additions and tweaks
- Replies: 26
- Views: 14974
- Tue, 2. Aug 16, 01:37
- Forum: X²: The Threat - Scripts and Modding
- Topic: HUGE Graphic MOD (final version, links UPdated and added)
- Replies: 46
- Views: 70997
Stumbled on this today (as Im about to sart my first playthrough through X2). I made mirrors to save these from extinction: All 3 mod files in 1 rar (use 7zip or WinRar to unrar) - https://mega.nz/#%21zhs0WY5T ModManager for unpacking - https://mega.nz/#%21fpcwwTYY Edit: Links fixed. X2-Illuminatus...
- Wed, 27. Jul 16, 21:39
- Forum: X Rebirth Universe
- Topic: Joysticks with x rebirth
- Replies: 68
- Views: 21098
Would you mind sharing your dual Thrustmaster T.16000M X:R profile?
I have used HOTAS setups for many years on a variety of simulators, from Helicopters and jets to space sims. For traditional Flight Sims I like the traditional HOTAS setups, but for Space sims I prefer a slightly different approach, I ditch the throttle for a second flight stick. At the moment I'm ...
- Tue, 17. Feb 15, 03:04
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [X3LU] Small Improvements and Fixes
- Replies: 163
- Views: 52222
- Mon, 16. Feb 15, 18:17
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [X3LU] Small Improvements and Fixes
- Replies: 163
- Views: 52222
- Tue, 10. Feb 15, 21:35
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
I have a couple more suggestions, if you don’t mind, and if possible: 1) Hotkey to toggle hiding of agents (station agents, dock agents), couriers, and freighters, similar to the extant ability to toggle hiding of S/UTs and security ships. 2) Add more custom turret command configurations (Delta, Eps...
- Sun, 8. Feb 15, 18:32
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [X3LU] Small Improvements and Fixes
- Replies: 163
- Views: 52222
- Sun, 8. Feb 15, 17:47
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
- Fri, 6. Feb 15, 19:19
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
. . . If, later, when you jump in an OCV sector to take it back, you find them too easy to defeat because of their simplistic "all ships intercept the enemy independently" behavior instead of staying together, I have a small patch I'm currently testing which keeps the OCV patrol ships clustered aro...
- Fri, 6. Feb 15, 19:14
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
Unfortunately I discovered this method by accident recently, I used to go the brutal way and have to select source/target asteroid (across different sectors) for each moved/compacted asteroid :) Probably should be documented on the relevant wiki page, heh. Ugh, yes, I did this too, and it turned me...
- Fri, 6. Feb 15, 19:10
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
. . . As to how to remove a SCH, the right way: dock a TL to the SCH go to Saturn Complex Hub console, click Disengage (note that this step will move all existing products and secondary resources from the SCH to the TL cargo hold) select "Operation: Install" which changes to "Operation: Remove" sel...
- Fri, 6. Feb 15, 18:54
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
Thanks! I'm looking forward to seeing what you come up with next. I know you're busy man, and I respect that. I'll be patient. :) By the way, time will tell, but I may have stalled OCV advancement with a 360 ring of fire around the gate leading to Helios Delta. I could be wrong, and I'm waiting to s...
- Fri, 6. Feb 15, 18:24
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
I'm sorry. I suppose I'm just a bit uptight this week. I've had one of the most stressful times in my job this past week, and I'm still trying to unwind. I guess I'm taking things too seriously. I guess there's nothing really that demands comment. memeics did set me straight on the expected methodol...
- Fri, 6. Feb 15, 17:39
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
Hilarious. Due to your complete lack of constructive responses to my various messages here, I'm clearly wasting my time.Litcube wrote:https://www.youtube.com/watch?v=vodd6C5ryUU
- Fri, 6. Feb 15, 17:06
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
Hi guys! Could somebody please advice how to create asteroids via built in script editor? I use command <RetVar> = create asteroid: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number> but it adds debris instead. . . Wow, you rea...
- Fri, 6. Feb 15, 03:29
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
- Fri, 6. Feb 15, 00:57
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
. . . One could argue that not having a practical way to do it is a "reason" not to setup a single Courier for all your station needs. That's... not a very good argument. :wink: . . . Valtarien: I've consolidated my ship building SCHs about 5 times until now, it's kinda of natural thing to do in LU...
- Thu, 5. Feb 15, 23:30
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
Re: Suggestions
If you do, just use larger SCHs (you can upgrade existing SCHs by unloading their factories and asteroids, auctioning it, building the bigger one and putting the factories back plus buy any additional factories needed). I'm at a point in my game where I get the resources to build a Pteranodon (the ...
- Thu, 5. Feb 15, 20:01
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1359367
Re: Suggestions
But you don't have to remove all tasks and add them. Just remove the task that you want to "edit", add it again, and then use move up/move down to place it in the right position. It's really not that big of a deal, you end up with 1-5 courier queue patterns anyway, which you can save and then re-us...