Search found 697 matches

by Bléral
Fri, 24. Feb 12, 14:39
Forum: X Rebirth Universe
Topic: PLEASE don't "idiot-proof" this game
Replies: 72
Views: 6598

I... don't think he was joking... Lemmiwinks, you might want to check around the "modding" boards for Terran Conflict, some time ;) As far as I'm concerned, moddability is amongst the most critical things in X games, and one of the things I'm the most curious / anxious about for X:R. More than the v...
by Bléral
Sun, 6. Mar 11, 11:19
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Script] Litcube's Bounce V1.7: Player Owned Autopilot Fix
Replies: 683
Views: 206624

I'm sure he won't mind.

I'm pretty sure as well to remember having crashed on friendly/player ships plenty of time - wingmen, manoeuvering frigates, crazy corvettes, whatever. So... I don't get it.
by Bléral
Fri, 25. Feb 11, 22:15
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Replies: 6049
Views: 572402

Sounds like what ADS could do, if you have it installed. Just guessing.
by Bléral
Mon, 14. Feb 11, 08:36
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Script] Litcube's Bounce V1.7: Player Owned Autopilot Fix
Replies: 683
Views: 206624

To all 3 users of this script: I'd be interested to know if anyone has experienced the issue I've mentioned in the first paragraph. :gruebel: Nope, sorry but everything seems to be going great for me... Maybe the last other user will come up with something? (seriously: everyone SHOULD use this !! I...
by Bléral
Thu, 10. Feb 11, 00:01
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Script] Litcube's Bounce V1.7: Player Owned Autopilot Fix
Replies: 683
Views: 206624

And I didn't, so far :) Playership definitely not invincible, as I just died, painfully, and in delight.
Thanks for the explanation bits!
by Bléral
Wed, 9. Feb 11, 19:41
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Script] Litcube's Bounce V1.7: Player Owned Autopilot Fix
Replies: 683
Views: 206624

Edit: Thanks for bringing this to my attention. I'll have it fixed tomorrow morning for v 1.5. Awesome. But did this solve the whole issue? I had a similar behaviour without switching ships: More weird: loaded a game, undocked, flew around a few minutes; spotted a bunch of Xenons, engaged "attack a...
by Bléral
Wed, 9. Feb 11, 08:18
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Script] Litcube's Bounce V1.7: Player Owned Autopilot Fix
Replies: 683
Views: 206624

I think I'm getting a little glitch about that, although I'm using the latest version. Collisions deactivated after I switched ships in-sector: that seems to make some sense, and is easily fixable by deactivating/reactivating bounce (realized it as I tried to fly through a gate, and just went throug...
by Bléral
Wed, 9. Feb 11, 08:07
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Replies: 6049
Views: 572402

I have a question about the Orbital weapon platforms - I *think* related to SRM, as SRM's scripts add them to the shipyards. I deployed a medium one, built from a TL's cargo menu: it deployed fine, like a station, but now I don't see what I can do with it. It seems to have no weapon menu, no freight...
by Bléral
Mon, 7. Feb 11, 22:43
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility
Replies: 1338
Views: 206441

For what it's worth, I never noticed any issue... definitely nothing like what appears in this screenshot. Could very well be that I haven't been attentive enough, of course. But everything seems fine to me so far :gruebel:
by Bléral
Fri, 28. Jan 11, 08:05
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Replies: 6049
Views: 572402

As explained in the very usefull first post, aka rtfm: INSTALLATION INSTRUCTIONS -The "fake patch" method works best for the SRM (and is better imho). I do not recommend using the Plugin Manager to install the SRM as it's extremely difficult to control the order the mods are installed in which can l...
by Bléral
Thu, 27. Jan 11, 08:37
Forum: X Trilogy Universe
Topic: Wings and Wingmen
Replies: 4
Views: 2000

Buzzards are rather weak as wingmen. Can be usefull and fun though, but you'll have to expect to lose them in a fight, sooner or later. Using wingmen is fine, imho. If they're set to "protect me" (shortcut is 7 if I recall), they should engage any hostile that hits you first. They'll behave more agr...
by Bléral
Fri, 21. Jan 11, 07:55
Forum: X Trilogy Universe
Topic: [X3:TC] OOS combat
Replies: 24
Views: 6801

So this means I will have to hop into EVERY ship I want on a patrol to ensure that their turrets are selected in a weapons group?! :x No - Ships you've never used yourself will have all weapons in 'group1' anyway. Only weapons you've manually switched to inactive yourself will stay inactive, if I u...
by Bléral
Fri, 14. Jan 11, 08:02
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: RRF (Race Response Fleets with Race Wars) 2.2 21/9/10
Replies: 1058
Views: 252022

I can only guess you didn't install it right, or there's something messed up in your game. In my experience, Terrans were very able to defend themselves, and RRF ships are completely reactive - although not instantaneous, which is a good thing. And Assassination missions messages were fine, too - no...
by Bléral
Fri, 31. Dec 10, 22:43
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [SCR] MARS Fire Control (v5.25 - 16.02.13)
Replies: 3558
Views: 996751

It's normal. Check the read-me ;) MARS keeps most weapons un-loaded, stored in cargo, so that each turret can load the appropriate weapons anytime for a specific task. Don't worry, let it do its job. (Or, if you really think you'll be better designing a turret layout yourself, don't use MARS command...
by Bléral
Thu, 23. Dec 10, 22:21
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Replies: 6049
Views: 572402

First - as I don't think I already stated the obvious here - awesome mod, enjoying it hugely. And about balance "issues" discussed the last few days (Taipan etc): it's just fine! Some ships are better than others, maybe, so what? The point is no ship is uber, no ship is useless either. Different pla...
by Bléral
Sun, 12. Dec 10, 13:01
Forum: X Trilogy Universe
Topic: Am lost with my first factory
Replies: 15
Views: 1153

List of wares - makes sense to add 'Ore' if you already have 'e-cells' and see if it fixes the behaviour, but normally you don't really have to tweak anything in these settings. CAGs are actually "fire and forget", as you said you were hoping they were: I usually buy&equip one or two, dock them at t...
by Bléral
Sat, 4. Dec 10, 18:00
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Replies: 6049
Views: 572402

Re: Hull mods

To reload the hulls for all ships, run X3TC, enter the script editor, highlight the script "temp.srm.hull.reload.xml" and hit "r". Just read first post ;) Although this isn't needed if you start a new game with the hull pack active. If you don't know how to enter the script editor... Well look for ...
by Bléral
Thu, 11. Nov 10, 20:20
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Replies: 6049
Views: 572402

I'm using the spks personnally, but I can imagine these mutltiple versions are a pain to maintain... Spks packages could probably be dropped for the main mod, indeed (although still usefull for every scripts/text files, as those would be very difficult to manage manually).
by Bléral
Thu, 11. Nov 10, 09:34
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [ALP] Enhanced Combat Commands 1.0 10/11/10
Replies: 21
Views: 11425

I found a BUUUUUG ahem, I mean, I see a little typo. "Infinite", not "infinate", if I'm not mistaken (first pic in the OP, scan range setting)

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