Search found 261 matches
- Thu, 17. Jan 19, 19:08
- Forum: X4: Foundations - Scripts and Modding
- Topic: Request: Bring back Missile Defense Mosquito
- Replies: 10
- Views: 664
Re: Request: Bring back Missile Defense Mosquito
I second this request/idea.
- 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.
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.
- 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...
- 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?
- 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...
- 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)?
pirates are going to have to work for their resources and ships...and not just pop into
existence magically(as in Rebirth)?
- 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...
- 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.
- 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...
- 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/...
- 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.
Thanks for recognizing my issue and helping me help myself.
- 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.
Thanks,
Hope this is a fix for me too.
- 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...
- 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...
- 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...
- 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...
- 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.
The game cheats them into existence.... and after we were told that everything in the game matters. Well maybe not so much huh.
- 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? :? :? :? :? :? :? :?
- 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...
- 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...