Search found 2079 matches
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- Thu, 23. Nov 06, 01:39
- Forum: X Trilogy Universe
- Topic: Mobile Mining Question! Mining Laser vs Any Laser?
- Replies: 8
- Views: 2683
- Tue, 21. Nov 06, 04:53
- Forum: X Trilogy Universe
- Topic: Did Ai K allways have flaks?
- Replies: 10
- Views: 1352
- 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...
- Sun, 19. Nov 06, 06:27
- Forum: X Trilogy Universe
- Topic: X3 Gamma HEPT
- Replies: 4
- Views: 2041
- 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 ...
- Fri, 17. Nov 06, 21:07
- Forum: Creative Universe
- Topic: (MUSIC)Terradine OST: The Gauntlet
- Replies: 17
- Views: 3540
- Thu, 16. Nov 06, 07:52
- Forum: X³: Reunion - Scripts und Modding
- Topic: Paar Fragen zu Kommandoslots und Ausrüstungsgegenständen
- Replies: 4
- Views: 2955
- Wed, 15. Nov 06, 02:37
- Forum: X³: Reunion - Scripts and Modding
- Topic: Modifying the Laser Tower
- Replies: 8
- Views: 1754
- 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...
- 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...
- 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...
- 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...
- 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...
- Sat, 11. Nov 06, 17:34
- Forum: X³: Reunion - Scripts and Modding
- Topic: X3-mini asteroids- TOOOOO MANY
- Replies: 7
- Views: 893
- Sat, 11. Nov 06, 03:56
- Forum: X³: Reunion - Scripts and Modding
- Topic: 2.0.01 Update and X3 Editor
- Replies: 12
- Views: 2041