Search found 1016 matches
- Sat, 6. Feb 21, 08:49
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [X3TC/AP] [Script] Ship Autoclaimer
- Replies: 12
- Views: 3754
Re: [X3TC/AP] [Script] Ship Autoclaimer
Thank you, I just downloaded it.
- Fri, 5. Feb 21, 21:59
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [X3TC/AP] [Script] Ship Autoclaimer
- Replies: 12
- Views: 3754
Re: [X3TC/AP] [Script] Ship Autoclaimer
Do you have a download link which doesn't require registering?
- Fri, 18. Sep 20, 20:16
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
I suggest a fresh install of X3:TC or X3:AP. Then you create a backup of this mod-free installation, so the next time something goes wrong with mod installations, you are able to faster restore a fresh X3 folder. After that, you can try again.
- Fri, 18. Sep 20, 18:09
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
You have done something wrong during the installation process. Please ask if there are any unclear steps.
- Fri, 4. Sep 20, 22:59
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
I would suggest trying out the Yaki Appallox, Paranid Hyperion or the ATF Vidar.
- Sat, 30. May 20, 21:00
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
You could do a fresh new install of X3:AP without any further mods and see for yourself what files there are in the addon directory.
- Thu, 28. May 20, 17:24
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
The addon directory contains the Albion Prelude files, so offering this directory for download would be... unwise.
- Wed, 27. May 20, 21:06
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
The first entry of this thread states the following: PLOTS - For Terran Conflict all the plots are available. For Albion Prelude, the main Argon plot is disabled as it is not compatible with the XRM replacement "war". However, all other plots are available. Also, the Corporation and Treasure Hunt pl...
- Wed, 20. May 20, 22:14
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
I suggest you read the very first entry of this thread about the available plots. In addition, you might also want to have a look at this: viewtopic.php?t=353528
- Mon, 11. May 20, 21:32
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Well, you have created quite some problems for yourself. With much effort (learning how to script X3) maybe you could fix your game, but in the end you might want to start a new game with correctly installed scripts and mods atop of XRM. This would probably be faster.
- Tue, 31. Mar 20, 21:55
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: SWLU
- Replies: 2
- Views: 1289
Re: SWLU
Do you mean something like this? http://blubb.najut.org/x3/
- Fri, 7. Feb 20, 22:42
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
I haven't digged into the SOS shield threshold yet, but you could use Ion Disruptors in one of your turrets to constantly keep enemy shields down while doing hardly any hull damage.
- Tue, 19. Nov 19, 19:02
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Formula to Calculate Rate of Fire?
- Replies: 5
- Views: 6745
Re: Formula to Calculate Rate of Fire?
A delay of 60000 equals 1 round per minute, as you already figured out.
A delay of 21429 means one shot every 21429/60000=0.35 minutes, which results in 1/0.35=2.8 rounds per minute.
A delay of 997 means one shot every 997/60000=0.017 minutes, which results in 1/0.017=60.2 rounds per minute.
A delay of 21429 means one shot every 21429/60000=0.35 minutes, which results in 1/0.35=2.8 rounds per minute.
A delay of 997 means one shot every 997/60000=0.017 minutes, which results in 1/0.017=60.2 rounds per minute.
- Wed, 23. Oct 19, 19:38
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
I don't recall to have this problem in my two Xenon Rogue starts I did in the last years. You could try to use XRM without any additional mods and scripts - just to verify it isn't a XRM problem (which I doubt).
- Wed, 23. Oct 19, 18:50
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
I assume a mod or script conflict. If you really never harm pirate ships or stations, your reputation with them should get better when running their missions.
Have you also checked if they are really hostile to you? Do they attack your ship as soon as you jump in one of their sectors?
Have you also checked if they are really hostile to you? Do they attack your ship as soon as you jump in one of their sectors?
- Sun, 15. Sep 19, 21:08
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
The weapon energy consumption of formerly ammo-based weapons is incresed, there isn't any energy cell consumption.
I honestly haven't checked the ingame selling prices for the various ammunition types, so I can't answer your question about their cost.
I honestly haven't checked the ingame selling prices for the various ammunition types, so I can't answer your question about their cost.
- Sun, 15. Sep 19, 19:42
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
1. It works without issues, with the exception of a version warning at the game start. It is harmless, just ignore it or fix it yourself in the file "addon\t\8379-L044.xml". 2. Of course you can change that, simply alter the ware class of the jump drive with X3 Editor 2, for example. 3. Correct, all...
- Mon, 2. Sep 19, 22:17
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3135416
Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
If you come from Albion Prelude (just like me when I started with XRM), I suggest you try the medium hull pack. This felt the best for me.
XRM's standard hulls are very reminiscent of Terran Conflict's paper thin hulls.
XRM's standard hulls are very reminiscent of Terran Conflict's paper thin hulls.
- Mon, 26. Aug 19, 21:57
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1365800
Re: Litcube's Universe
Yes, it works without any problems.
- Mon, 26. Aug 19, 20:12
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Litcube's Universe
- Replies: 14313
- Views: 1365800
Re: Litcube's Universe
Either ignore the version warning or fix it yourself in the file addon\t\8379-L044.xml.