Search found 261 matches

by rhohltjr
Fri, 11. Jan 19, 02:35
Forum: X4: Foundations - Spoilers
Topic: Could someone explain missile types
Replies: 22
Views: 22791

Re: Could someone explain missile types

OK. Thanks for letting me know about missile construction.
I guess it's better to get fresh cooked missiles instead of ones that maybe sit under a heat lamp for hours till you want some. :D :o
by rhohltjr
Thu, 10. Jan 19, 03:13
Forum: X4: Foundations - Spoilers
Topic: Could someone explain missile types
Replies: 22
Views: 22791

Re: Could someone explain missile mods

I haven't looked on Nexus or the Workshop yet, has anyone created / modded Mosquito missiles yet? I haven't seen any factory modules listed in the forums that manufacture missiles or guns. Missile components yes. That factory module exists. Is there a module where the missiles are assembled? Hope t...
by rhohltjr
Sat, 29. Dec 18, 03:12
Forum: X4: Foundations - Spoilers
Topic: Could someone explain missile types
Replies: 22
Views: 22791

Re: Could someone explain missile mods

I haven't looked on Nexus or the Workshop yet, has anyone created / modded Mosquito missiles yet?
by rhohltjr
Wed, 28. Nov 18, 02:17
Forum: X4: Foundations
Topic: How good/real is the economy with this X4?
Replies: 7
Views: 933

Revised: How accurate is the AI pirate economy in X4?

@AC_Black I have faith that the devs have designed a close to accurate economy for us players. I really do want to hear that the AI pirates will have to do something to generate the AI pirate ships. In Rebirth they had a couple of floating freighter hulls in Devries that generated clouds of pirate s...
by rhohltjr
Tue, 27. Nov 18, 05:31
Forum: X4: Foundations
Topic: How good/real is the economy with this X4?
Replies: 7
Views: 933

How good/real is the economy with this X4?

Can I get anyone from Egosoft to verify that the economy is so dynamic that even the
pirates are going to have to work for their resources and ships...and not just pop into
existence magically(as in Rebirth)? :?
by rhohltjr
Wed, 6. Dec 17, 05:48
Forum: X4: Foundations
Topic: Actual working pirates
Replies: 14
Views: 1477

Actual working pirates

Assuming there will be pirates in X4, How about having the NPC pirates actually attempt to board and take over transports and lightly armed things. That way they make an :roll: honest pirate living :roll: instead of having stuff given to them by the game magic. In all of the X games so far I have ye...
by rhohltjr
Sun, 12. Nov 17, 05:48
Forum: X4: Foundations
Topic: The most important thing for you in an X game
Replies: 143
Views: 12177

Deal Breaker for me.

Stating loudly that in this fantastic new X4 economy every nut and bolt must be produced and bought and then discovering the pirates will not need any economy at all to produce fighters. Pirate fighters made with/by magic made rebirth an arcade game for me. yuk. :evil:
by rhohltjr
Wed, 4. Oct 17, 07:10
Forum: X4: Foundations
Topic: Suggestion thread: Teleportation, ejection and escape pods.
Replies: 31
Views: 3091

Universal economy

The X Universe is supposed to be dynamic where every nut and bolt (missing) effects the economy in some way. That being said please no more X Rebirth economies where the pirates/reivers didn't have any factories, or big freighters or any manufacturing base yet they turned out clouds of fighters. Did...
by rhohltjr
Tue, 24. Jan 17, 07:19
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: Star Wars Mod by mikhailskatchkov reborn.
Replies: 1771
Views: 340252

Possibly very newbie question for this mod.

Downloaded the 9.15 version (latest) and have installed it via the Plugin Manager. Got no indication anything was any different. So I checked the Advanced->Verify installed files and it told me that there were some files missing from the install. Specifically 10.dat, 12.dat, 16.dat, 22.dat and /mov/...
by rhohltjr
Tue, 24. Jan 17, 02:48
Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
Topic: X3AP Soleno point of view issue - modded game - resolved by clean up
Replies: 4
Views: 2374

point of view issue - modded game

So far so good. Got a Solano and am now looking out the canopy like I'm supposed to instead of through the frame counting rivets.

Thanks for recognizing my issue and helping me help myself.

:thumb_up:
by rhohltjr
Mon, 23. Jan 17, 02:12
Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
Topic: X3AP Soleno point of view issue - modded game - resolved by clean up
Replies: 4
Views: 2374

Solerno point of view issue

OK this does sound like my issue. One player even starts as a humble merchant like me.. OK will re remove everything including the plugin managers and redo all.

Thanks,

Hope this is a fix for me too.
by rhohltjr
Sun, 22. Jan 17, 23:17
Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
Topic: X3AP Soleno point of view issue - modded game - resolved by clean up
Replies: 4
Views: 2374

X3AP Soleno point of view issue - modded game - resolved by clean up

Just came back to X3AP because of the great StarWars Mod. I have noticed something strange with most of the craft. Oh yeah. X3AP 3.1. Win 7. The point of view is normal in the buster I get in my startup. But if I move to a (unmodded)Soleno the point of view moves down or somewhere inside the frame o...
by rhohltjr
Mon, 16. Feb 15, 06:42
Forum: X Rebirth - Scripts and Modding
Topic: Mod to use the RMP for rebuilding Devries.
Replies: 2
Views: 295

Mod to use the RMP for rebuilding Devries.

There should actually not be a need for a mod like this, but after you make the RMP the Cantarans should be lined up outside your factories to get the refined metal plating they don't have to repair their shot to hell stations. Anyone working on one like that? I wonder if repairing the shot up Devri...
by rhohltjr
Tue, 7. Oct 14, 02:51
Forum: X Rebirth - Technical Support
Topic: X:R Causes Sound Card to overheat (?) and sound-loss issues o.O (2.5)
Replies: 23
Views: 2284

Me too! desktop pc usb soundblaster 5.1

I have the same problem on my desktop computer. Turning off and on my pc solves the problem. When i quit the game i have no sound at all. So i dont think there is a problem with overheating. Running everything on max with constantly 60 fps. It happens only when i enter a highway. My Rig: i7 @ 3,4 G...
by rhohltjr
Tue, 17. Jun 14, 05:57
Forum: X Rebirth Universe
Topic: Wonky Economy: Feedback for Egosoft
Replies: 40
Views: 3044

Egosoft already does have the "resource sink via maintenance upkeep" system implemented. (Which can help the economy flow if fully implemented and done properly.) I propose that EVERY station gets a module like that. No, wait, actually, let's make it a sub-module for every manned module. Also, even...
by rhohltjr
Sun, 15. Jun 14, 06:43
Forum: X Rebirth Universe
Topic: Where do the Reivers get their manufacturing?
Replies: 16
Views: 1068

Thanks everyone.

Thasnks to all answering. Enlightening.
The game cheats them into existence.... and after we were told that everything in the game matters. Well maybe not so much huh.:rofl:
by rhohltjr
Sat, 14. Jun 14, 15:59
Forum: X Rebirth Universe
Topic: Where do the Reivers get their manufacturing?
Replies: 16
Views: 1068

Where do the Reivers get their manufacturing?

How are the reivers able to output so many ships when they only have 2 known wrecks of buildings to do so? I haven't seen many Reiver cargo ships flitting around. No mining ships. They do have at least 1 Titurel ship. Has that ship been transformed into a factory ship? :? :? :? :? :? :? :?
by rhohltjr
Fri, 14. Feb 14, 05:23
Forum: X Rebirth - Scripts and Modding
Topic: REQ Clear fell affliction
Replies: 8
Views: 1329

Disbelief ....

Good! Get rid of them! How would those Reivers be able to pump out all those mines from those little huts anyway? Are they uber efficent factories on the inside? able to build mines fighters, repair stuff and build living supplies as well? If that's the case then we should attempt to hire some Reive...
by rhohltjr
Sun, 29. Dec 13, 05:36
Forum: X Rebirth - Scripts and Modding
Topic: [MOD] Human Resources - [DISCONTINUED]
Replies: 64
Views: 51245

I have tried this

I just attempted an engineer swap from my skunk to my freighter. The freighter engineer went back on board the skunk fine, but the skunk engineer will not leave the skunk and work on the freighter. I can click on " work here" but i get no animation saying "Yes sir, ....working here..." Leave freight...

Go to advanced search