Search found 164 matches
- Thu, 4. Apr 24, 06:09
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 121
- Views: 9710
Re: [MOD] Guilds - BETA v0.41 - 2024/04/02
The ware files are in the cat/dat files (09.cat) its possible that you have some TWare files in the types directory lose, these will be overriding the one from the mod and could be the problem. last night was clearly not a good time to be posting bug reports, too much frustration and not enough caf...
- Wed, 3. Apr 24, 13:00
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 121
- Views: 9710
Re: [MOD] Guilds - BETA v0.41 - 2024/04/02
Linux .zip version does not appear to install correctly with the plugin manager (again, VM as this appears to be the only option), none of the the uncompressed (.xml) scripts land in the game directory. If installed manually, i.e. simply unpacked over the game directory, none of the new wares seem t...
- Mon, 1. Apr 24, 19:49
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 121
- Views: 9710
Re: [MOD] Guilds - BETA v0.40 - 2024/04/01
The Terran spy plot only limits access to Terran Sectors if you do the FL plot starts. Any other start its just an extra plot, but all others should still be available without doing it (Terran sectors should be available from the start too). This save is an "OTAS Technician" start, and the terran s...
- Mon, 1. Apr 24, 19:17
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 121
- Views: 9710
Re: [MOD] Guilds - BETA v0.40 - 2024/04/01
The recruitment missions should appear the same as normal plots, with the Book icon. The Bounty Hunters Guild only needs the a fight rank for it to show up. Do the other plots and things work ok ? TBH I've never seen a MD plot (or the book icon for that matter) anywhere as yet, but then I haven't b...
- Mon, 1. Apr 24, 17:53
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 121
- Views: 9710
Re: [MOD] Guilds - BETA v0.30 - 2024/02/29
I've included a separate linux download with the voices in ogg format. Can you let me know if it works fine It does indeed. :D I do however appear to be missing something when it comes to actually joining the guilds... Currently combat rank Warlord & First Mate with pirates (yes, it took me a while...
- Tue, 26. Mar 24, 14:52
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 121
- Views: 9710
- Tue, 26. Mar 24, 14:34
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 121
- Views: 9710
Re: [MOD] Guilds - BETA v0.30 - 2024/02/29
Okay, pretty sure I have isolated the cause of the performance problems I mentioned earlier. I Don't know if it really has anything to do with Guilds TBH, but I figure since that's what I'm playing/testing (and I never saw this in stock FL) I'll leave it here anyway: It's Pirate Rapid Response Galle...
- Sun, 17. Mar 24, 13:42
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Unoffical Patch : V1.3.15 : 2024-03-31
- Replies: 378
- Views: 47796
Re: [MOD] Unoffical Patch : V1.3.14 : 2024-02-28
(Moved this comment here from Guilds, since it's now clear it's UP causing it) Having problems WRT bailing, not sure if it belongs here or with Salvage Claim Software: - Salvage Claim Software was giving me "Command Rejected" on bailed ships, where manual (or System Override) claiming worked as expe...
- Sun, 17. Mar 24, 08:01
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 121
- Views: 9710
Re: [MOD] Guilds - BETA v0.30 - 2024/02/29
Finally encountered a real (though GNU/Linux specific) bug: addon2/mov/00344.dat is encoded as asf/wmav2, this format is not loadable in the linux native X3 builds. For audio clips to play, encoding needs to be ogg/vorbis. Easy enough to fix, maybe add a note somewhere that GNU/Linux users need to e...
- Sun, 17. Mar 24, 01:53
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 121
- Views: 9710
Re: [MOD] Guilds - BETA v0.30 - 2024/02/29
Yup.
Finally found the hub too, turns out it's just somewhere I'd never have thought to look for it, behind a wormhole I didn't realise was even a thing. You have outfoxed me sir, cool new stuff hiding skils par excellence.
- Sat, 16. Mar 24, 11:57
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 121
- Views: 9710
Re: [MOD] Guilds - BETA v0.30 - 2024/02/29
Well, so far so fun. :D Changes to the base game are all good ones, new content also very nice so far. Minor niggles: I'm seeing severe framerate issues in a couple of pirate core sectors (Hatikvahs and Lost Order so far), along with very long sector unload times leaving them (i.e. warp transition o...
- Thu, 14. Mar 24, 08:05
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 121
- Views: 9710
Re: [MOD] Guilds - BETA v0.30 - 2024/02/29
Just installed this (GOG X3: Terran War Pack 3.8 on Gentoo GNU/Linux, Unofficial patch 1.3.14 + Guilds 0.30 installed via X Plugin Manager Lite 1.88 in WINE), and I'm getting a hard freeze on loading into any start. The "game modified" warning appears, new message icon flashes once, then no further ...
- Tue, 29. Aug 23, 13:28
- Forum: X³: Farnham's Legacy
- Topic: Beam cannon blindness...
- Replies: 12
- Views: 3584
Re: Beam cannon blindness...
It might be that only the offline installers are affected, since I'm not a Galaxy user. Quite possibly, I don't use Galaxy either if I can possibly help it, since it's never worked natively on GNU/Linux or reliably through WINE... Even if it wasn't an obnoxious resource hog, which it is. Frankly wh...
- Fri, 19. May 23, 09:55
- Forum: X4: Foundations - Technical Support
- Topic: Linux Support (Beta)
- Replies: 765
- Views: 263181
- Tue, 11. Oct 22, 10:02
- Forum: X4: Foundations - Technical Support
- Topic: Linux Support (Beta)
- Replies: 765
- Views: 263181
Re: Linux Support (Beta)
It seems like hardware cursors in wlroots based Wayland compositors make the cursor in the game extremely dark. Not convinced this is a wayland / compositor thing TBH, I'm running on X11 and I have the same problem. So dark that it's barely visible on the map and it makes the game near unplayable. ...
- Mon, 30. Aug 21, 23:31
- Forum: X³: Farnham's Legacy
- Topic: Beam cannon blindness...
- Replies: 12
- Views: 3584
Re: Beam cannon blindness...
The Carrack with 8 PBCs can take out anything in the game. I can't say I've exactly tried it on "anything in the game", but the Brigantine with 32 PBCs is interesting... In a "melt everything" kinda way. (full-pirate RP playthrough) Positioned correctly one can get at least 16 beams on a target, 24...
- Sun, 29. Aug 21, 16:39
- Forum: X³: Farnham's Legacy
- Topic: Beam cannon blindness...
- Replies: 12
- Views: 3584
Re: Beam cannon blindness...
it is possible the reference somehow got messed up on a non-Steam build That's my guess too, it certainly wouldn't be the first time. I think all beams besides the PBC use the PALC-style effects They do, reference in TBullets confirms this observation. I think the damage issue has been addressed, b...
- Sun, 29. Aug 21, 14:49
- Forum: X³: Farnham's Legacy
- Topic: Beam cannon blindness...
- Replies: 12
- Views: 3584
Re: Beam cannon blindness...
I'm not sure why you were not seeing the PBC effects however they are certainly there. Huh. I guess it could be a GOG release problem, or possibly even specific to the GNU/Linux build. I see no PBC effect whatsoever in game, and poking about in the .cat files shows it pointing at a path (effects\X3...
- Sun, 29. Aug 21, 11:56
- Forum: X³: Farnham's Legacy
- Topic: Beam cannon blindness...
- Replies: 12
- Views: 3584
Beam cannon blindness...
So, I see the fancy new player reward ship can mount fusion beam cannons in the front turret... But doing so makes it completely un-flyable from the 1st person view due to the (clearly bugged, PALC is the same) oversized beam effect. Any way to tone this down to something sensible, or at least a bea...
- Sat, 21. Aug 21, 18:28
- Forum: X³: Farnham's Legacy
- Topic: X3FL (1.2): Idle ships all over the place.
- Replies: 26
- Views: 4146
Re: X3FL (1.2): Idle ships all over the place.
I put it in a zip file and hosted it on a website Thanks, that seems to work nicely. :) I'm kinda old-school, (free, decentralised internet etc.) so I was perhaps a little concerned that it might end up in the walled garden known as "Steam Workshop", making it gratuitously annoying for anyone else ...