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by AdmiralTigerclaw
Tue, 12. Dec 06, 23:19
Forum: X³: Reunion - Scripts and Modding
Topic: [REQUEST] AI weapons LOS check script.
Replies: 15
Views: 2267

Re: [REQUEST] AI weapons LOS check script.

Very simple, but out of my area of expertise. Someone who knows scripting... if you could locate the AI control scripts that dominate the attack commands, and see about writing in a moderately effective check sequence that IDs if Non-Targets are going to be in the shot field. And if a non-target is...
by AdmiralTigerclaw
Tue, 12. Dec 06, 05:00
Forum: X³: Reunion - Scripts and Modding
Topic: [REQUEST] AI weapons LOS check script.
Replies: 15
Views: 2267

[REQUEST] AI weapons LOS check script.

Very simple, but out of my area of expertise. Someone who knows scripting... if you could locate the AI control scripts that dominate the attack commands, and see about writing in a moderately effective check sequence that IDs if Non-Targets are going to be in the shot field. And if a non-target is ...
by AdmiralTigerclaw
Tue, 12. Dec 06, 04:53
Forum: X Trilogy Universe
Topic: Couple of sizeable complaints about x3, Egosoft
Replies: 51
Views: 4747

Here's a brand new idea... AI is dumb... and so are the game "rules". I'd be impressed if Egosoft would spend time fixing and reworking missions and rules. In the mean time, an 'instant ship kill' script would be useful, or better yet a mod that would make AI "smart" - just so it at least checks it...
by AdmiralTigerclaw
Sun, 10. Dec 06, 04:31
Forum: X³: Reunion - Scripts and Modding
Topic: [REQUEST] Real Goner Insurance
Replies: 13
Views: 2304

I think it's a nifty idea, but sadly, it is doable, but unrelyable. You can make it so you get ejected and teleported to a station at like, 1% health... but some deaths are just too quick for a script to intercept. The idea I think he's after, is that you get killed, but come back and live with the ...
by AdmiralTigerclaw
Tue, 5. Dec 06, 06:37
Forum: X³: Reunion - Scripts and Modding
Topic: [RESEARCH] Sounds
Replies: 7
Views: 1514

There's a distance control in the sounds file... And it's a bit misleading. The sound is in meters... plus two zeros. so if you want a clear sound for guns fifteen kilometers away... 15 km 15,000 meters 1500000 in the file. This however, does nothing for the engines. I don't know why, and haven't be...
by AdmiralTigerclaw
Thu, 23. Nov 06, 01:39
Forum: X Trilogy Universe
Topic: Mobile Mining Question! Mining Laser vs Any Laser?
Replies: 8
Views: 2683

Define asteroid?

Are we talking about the 2 km mountains laying here and there? Or a hundred meter 'rocks' that lie about?
by AdmiralTigerclaw
Tue, 21. Nov 06, 04:53
Forum: X Trilogy Universe
Topic: Did Ai K allways have flaks?
Replies: 10
Views: 1352

They had flacks before the patch... I skirted a K in a mamba at high speed while fooling around... It was trying to pepper me with PPCs, and suddenly it switched over to flacks and made me rethink the whole being close thing.
by AdmiralTigerclaw
Sun, 19. Nov 06, 23:57
Forum: X³: Reunion - Scripts and Modding
Topic: are there any mods that'll increase my game performance?
Replies: 21
Views: 3637

Actually, the slowdown in these large capital battles is caused exclusively by the rate of fire of the weapons on all the ships. In fact, one Terran Odin opening up on its own can bring a decent speed system to a CRAWL. What you can do, for a simple mod that still keeps balance, is alter the tlasers...
by AdmiralTigerclaw
Sun, 19. Nov 06, 06:27
Forum: X Trilogy Universe
Topic: X3 Gamma HEPT
Replies: 4
Views: 2041

Completely wrong area for this topic but...


X3 does not HAVE a gamma hept.
by AdmiralTigerclaw
Sat, 18. Nov 06, 04:34
Forum: X³: Reunion - Scripts and Modding
Topic: Visual effects
Replies: 84
Views: 8000

I got it! I solved the malfunctioning trail problem. It looks like the culprit is the values for min-size and max-size in the particles3 file. If these numbers are too low, missiles/projectiles traveling at higher speeds will have a trail malfunction and their trail will reduce to a mere ball. 5400 ...
by AdmiralTigerclaw
Fri, 17. Nov 06, 21:07
Forum: Creative Universe
Topic: (MUSIC)Terradine OST: The Gauntlet
Replies: 17
Views: 3540

The GAUNTLET is up, the last track on my NEED TO DO list, I make more later on when I've gotten further along, if I feel like it.

So there you go, Terradine OST. Get them all, and you should be able to almost fill a disk.
by AdmiralTigerclaw
Thu, 16. Nov 06, 07:52
Forum: X³: Reunion - Scripts und Modding
Topic: Paar Fragen zu Kommandoslots und Ausrüstungsgegenständen
Replies: 4
Views: 2955

Wrong Forum Area
by AdmiralTigerclaw
Wed, 15. Nov 06, 02:37
Forum: X³: Reunion - Scripts and Modding
Topic: Modifying the Laser Tower
Replies: 8
Views: 1754

Actually, Tcockpits.
by AdmiralTigerclaw
Tue, 14. Nov 06, 07:53
Forum: X³: Reunion - Scripts and Modding
Topic: Teradine: MOD (RELEASE: 0.1b)
Replies: 103
Views: 10778

OKAY... after extracting and manually editing the X3 Bala-gi 2.0 Tships file, I am happy to say I fixed the Crash in Split Space problem.... yay. It'll come out as a 0.2b update sometime tomarrow morning or afternoon. I simply did what I should have done (but didn't want to do) in the first place. M...
by AdmiralTigerclaw
Sun, 12. Nov 06, 12:58
Forum: X³: Reunion - Scripts and Modding
Topic: [RESEARCH] Visual: Tsuns X2 Recall
Replies: 8
Views: 1455

Let me make this clear as mud here... The External GAL Editor is good for working. However, when editing your sectors for planets, sun, and background, I suggest doing it from the IN GAME editor, because from there, you can see immediately what it will look like. What you will do: Hit numberpad-ente...
by AdmiralTigerclaw
Sun, 12. Nov 06, 06:11
Forum: X³: Reunion - Scripts and Modding
Topic: [RESEARCH] Visual: Tsuns X2 Recall
Replies: 8
Views: 1455

It makes them available to use in the Gal-Editor. See, since only the number zero entry exists, only it can be called and used. If you try to call sun 4 without making a modification, the program will search for the value, find null, and terminate to windows without delay. (AKA: CTD) Thus you must f...
by AdmiralTigerclaw
Sat, 11. Nov 06, 20:02
Forum: X³: Reunion - Scripts and Modding
Topic: Sector Music
Replies: 3
Views: 429

Primary sector music is determined by the galaxy map as is loaded upon game start. There might be a script hiding that modifies it. But it may be best to just take the Kingdom End music track and use it to replace the track of the song that plays in that sector. Otherwise you can open the GAL editor...
by AdmiralTigerclaw
Sat, 11. Nov 06, 18:40
Forum: X³: Reunion - Scripts and Modding
Topic: Teradine: MOD (RELEASE: 0.1b)
Replies: 103
Views: 10778

With the 2.0 update, it looks like I'll be going back to square one with the Tships file. I've got everything else working (Save for missiles with those new offset changes...) But Even adding all the missing ships (11), I've still got problems, which means I've probably got even more severe problems...
by AdmiralTigerclaw
Sat, 11. Nov 06, 17:34
Forum: X³: Reunion - Scripts and Modding
Topic: X3-mini asteroids- TOOOOO MANY
Replies: 7
Views: 893

Cycrow wrote:lots of ppl double posting, seems like the forums taken quite a hit, going pretty slowly :P
Yeah, something must be jacked in the Forum Database... (Or there's WAY too much download traffic for the patch.)

I keep having to hit the stop button and clicking a link again to get anywhere.
by AdmiralTigerclaw
Sat, 11. Nov 06, 03:56
Forum: X³: Reunion - Scripts and Modding
Topic: 2.0.01 Update and X3 Editor
Replies: 12
Views: 2041

I'd message him anyway, just to be prudent.

Never assume someone knows something.

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