[script] Universe Explorers v2.4.0: Update Sep 5
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I wonder what I'm doing wrong because I can't seem to find the "Start Explorer" command in the Nav command list, the only new command there for the selected ship just has "drop nav danger beacon".
Does anyone know what i'm doing wrong?
Edit- Never mind figured it out, should of read that it was for certain class ships. duh!
Does anyone know what i'm doing wrong?
Edit- Never mind figured it out, should of read that it was for certain class ships. duh!
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Oh, one other thing... keep an eye on your explorers. There is something in the script that every now and again the game will 'forget' who owns the ship and the ship & explorer pilot will suddenly go dead in space and just sit there (and won't show up even if you have salvage software to search for abandoned ships)
Happens almost always if you turn on 'notify when done' for tasks and sometimes if something tries to attack them and they run.
If you have salvage claim software, simply go to them and reclaim them and they actually continue where they left off in their orders.
Happens almost always if you turn on 'notify when done' for tasks and sometimes if something tries to attack them and they run.
If you have salvage claim software, simply go to them and reclaim them and they actually continue where they left off in their orders.
It's not if we win or lose that matters, it's that we stood and faced it.
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@7ate9tin11s
I've noticed a problem happening when the universal explorer claims a ship. The pilot often will never return to his ship.
Also, I've noticed even if the universal explorer has salvage claim software (or salvage claim suite) installed, he still bails out to manually claim a ship.
Are there any plans to look at the not returning to the ship after claiming situation (as it happens often and repeatedly)?
Also are there any plans to possibly look to see if say Cycrow's Salvage Claim Software mk1 or TECSG's Salvage Claim Suite are installed then use those?
I've noticed a problem happening when the universal explorer claims a ship. The pilot often will never return to his ship.
Also, I've noticed even if the universal explorer has salvage claim software (or salvage claim suite) installed, he still bails out to manually claim a ship.
Are there any plans to look at the not returning to the ship after claiming situation (as it happens often and repeatedly)?
Also are there any plans to possibly look to see if say Cycrow's Salvage Claim Software mk1 or TECSG's Salvage Claim Suite are installed then use those?
It's not if we win or lose that matters, it's that we stood and faced it.
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7ate9tin11s hasnt been on since February of 2010. I do know that he has given permission to continue development on his scripts so long as credit is given. IR was originally 7ate9tin11s and now Jack08 and djrygar have done much to further that project.FalconGrey wrote:@7ate9tin11s
I've noticed a problem happening when the universal explorer claims a ship. The pilot often will never return to his ship.
Also, I've noticed even if the universal explorer has salvage claim software (or salvage claim suite) installed, he still bails out to manually claim a ship.
Are there any plans to look at the not returning to the ship after claiming situation (as it happens often and repeatedly)?
Also are there any plans to possibly look to see if say Cycrow's Salvage Claim Software mk1 or TECSG's Salvage Claim Suite are installed then use those?
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I have started continuing the work on the Universal Explorer in this forum thread: Universal Explorers Continued
It's not if we win or lose that matters, it's that we stood and faced it.
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Hey there, everybody.
Sorry for the "necromancy" but as long as requests go, I'd really love for...IDK, a goner rehab center or whatever.
I started a nice game as hero of sol with XRM and some other scripts, along with this one, and amassed a nice little fleet.
I also captured two kha'ak scout, quite fast ships, so I thought: why not send them over to explore the universe?
Well, long story short, one of them was caught with something illegal on board and after dinner (I left the game running in background) I found out that I had -5 relationship with both terrans and ATF, and my whole fleet except 2 ships was wiped out.
I mean...if a copper caught me with a pocketful of weed, I doubt he'd go on hunting my boss and set about destroying all his possessions/enterprise...
It's a very nice touch, quite funny, but I'm afraid the rep system that x3 uses doesn't allow for this kind of things.
just saying...
Sorry for the "necromancy" but as long as requests go, I'd really love for...IDK, a goner rehab center or whatever.
I started a nice game as hero of sol with XRM and some other scripts, along with this one, and amassed a nice little fleet.
I also captured two kha'ak scout, quite fast ships, so I thought: why not send them over to explore the universe?
Well, long story short, one of them was caught with something illegal on board and after dinner (I left the game running in background) I found out that I had -5 relationship with both terrans and ATF, and my whole fleet except 2 ships was wiped out.
I mean...if a copper caught me with a pocketful of weed, I doubt he'd go on hunting my boss and set about destroying all his possessions/enterprise...
It's a very nice touch, quite funny, but I'm afraid the rep system that x3 uses doesn't allow for this kind of things.
just saying...
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Found a working link here: http://www.x1tp.com/root/index.php?opti ... 2&Itemid=6pgfujg wrote:Anyone know if there is a way to retrieve pilots whose ship is destroyed? The pilots created by Lucikes scripts can all be retrieved via his rescue service script. Is this compatible/have something similar?
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Just installed this script and its hilarious .. love the cowardly pilots that evolve to regular Indiana Jones's.pgfujg wrote:Anyone know if there is a way to retrieve pilots whose ship is destroyed? The pilots created by Lucikes scripts can all be retrieved via his rescue service script. Is this compatible/have something similar?
As to you question, let me answer with a 45 minute old story of the intrepid explorer working for a Bankrupt Assassin (Boron+Paranid shoot on sight) and decided to explore Paranid Prime
Got regular updates about him doing Sir Robin imitations (Monty Python is still the gold standard!) until "Connection Lost" .. had to extract him from almost dead centre in Paranid Prime with what must have been the entire Paranid capital fleet in attendance, thank Goddess for Jumpdrives!
Fifteen minutes after he got a refurbished Discoverer Raider I get this message:
"It is too dangerous in Grand Exchange for me to safely explore, I am headed to Xenon Sector 598 which I hope is safer." --- Comedy Gold!
Haven't heard from him since, but he is still exploring away, guess he got lucky .. hahahahaha.
Will probably exchange the script for the Continued version, too damn good to let it go silently into the night.
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Universe Explorer Update 2.4.2 by Hauger, as linked by Catra two pages ago.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
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Disappearing danger beacons?
I have an issue that the danger beacons I deploy in dangerous sectors disappear. As far as I can see they do not get destroyed, they just disappear by themselves after a while.
I placed them at 0,100km,0 to keep em out of harms way, but nothing really helps.
I placed them at 0,100km,0 to keep em out of harms way, but nothing really helps.