Search found 697 matches
- Fri, 24. Feb 12, 14:39
- Forum: X Rebirth Universe
- Topic: PLEASE don't "idiot-proof" this game
- Replies: 72
- Views: 6602
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...
- 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: 206685
- 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: 572537
- 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: 206685
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...
- 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: 206685
- 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: 206685
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...
- 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: 206685
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...
- 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: 572537
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...
- 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: 206500
- 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: 572537
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...
- 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...
- Fri, 21. Jan 11, 07:55
- Forum: X Trilogy Universe
- Topic: [X3:TC] OOS combat
- Replies: 24
- Views: 6803
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...
- 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: 252091
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...
- 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: 997107
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...
- 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: 572537
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...
- 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...
- 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: 572537
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 ...
- Thu, 11. Nov 10, 20:21
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [ALP] Enhanced Combat Commands 1.0 10/11/10
- Replies: 21
- Views: 11425
- 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: 572537
- 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