Search found 1014 matches
- Sun, 3. May 20, 00:42
- Forum: X4: Foundations
- Topic: Race faction military paint jobs
- Replies: 13
- Views: 399
Re: Race faction military paint jobs
I'm wondering if we really need another thread on paint jobs given that this slightly earlier one is longer and currently active But it’s a different question, I’m fully aware how to get individual paint jobs through missions and ventures The X series of games have a strong empire/fleet building na...
- Sat, 2. May 20, 16:51
- Forum: X4: Foundations
- Topic: Race faction military paint jobs
- Replies: 13
- Views: 399
Race faction military paint jobs
Is there a way (other than pirating) that you can get the races individual paint jobs? I see really cool military style paint jobs on certain ships, and they look far better than the stock we can have for our fleet options I know we can get paint jobs through missions and ventures, but these are des...
- Thu, 30. Apr 20, 16:38
- Forum: X4: Foundations
- Topic: A question about ventures.....
- Replies: 5
- Views: 346
A question about ventures.....
Hi, so with the longer ventures say the 20 hour long one, do you need to logged onto the game for the whole period, or can you send your pilot off and then switch off the pc and then log back the same time the following day?
- Sun, 26. Apr 20, 18:58
- Forum: X4: Foundations - Technical Support
- Topic: Ventures showing my game as modded when it isn
- Replies: 1
- Views: 156
Ventures showing my game as modded when it isn
Hi, ok just enabled the ventures modular on my player HQ, 1st venture was fine, but when my ship came back from its 2nd venture (the 2 hr courier mission) it gave me the paint packs etc and other stuff but when I then go to launch another venture it says I can’t due to my game being modded.... But m...
- Sat, 25. Apr 20, 20:54
- Forum: X4: Foundations
- Topic: Advanced Weapon/Shield/Engine/Nanoweave materials
- Replies: 3
- Views: 580
Advanced Weapon/Shield/Engine/Nanoweave materials
How do you get the Advanced Weapon Chambers, Advanced Shield Generators etc etc crafting items? Is it mission reward only?
- Tue, 21. Apr 20, 09:38
- Forum: X4: Foundations
- Topic: Basic Weapon Mods
- Replies: 3
- Views: 1198
Re: Basic Weapon Mods
Ok thanks for the info Sounds like it’s best to stick with say the Piercer mod that only comes with benefits if they are only the 5 to 20% range then This randomness feels like the engineers from Elite dangerous.......which is not a good thing, just became a grind wall to get perfection and caused a...
- Mon, 20. Apr 20, 23:51
- Forum: X4: Foundations
- Topic: Basic Weapon Mods
- Replies: 3
- Views: 1198
Basic Weapon Mods
Just unlocked all the basic mods, but some seem to give far far more than others, eg Piercer/Stabber/Slasher will give damage increase from 5/20% for Piercer all the way to 34/50% for Slasher +2 random effects for which could be good or bad i believe, am i reading this correctly? If i am then surly ...
- Sat, 18. Apr 20, 21:25
- Forum: X4: Foundations
- Topic: Nemesis Loadout
- Replies: 3
- Views: 955
Nemesis Loadout
Just starting into this game and managed to buy a Nemesis, what is a good load out for a Nemesis? Currently got 5 M2 bolt repeaters and 2 turrets with lasers but i don't know if this is a good? Also are other races shields and engines say better than other? Not looking to take on cap ships but other...
- Thu, 3. Apr 14, 14:22
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3191403
- Mon, 17. Feb 14, 16:47
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3191403
Hi Paul, Think I've found a bug.... Last night was testing some weapon ship loadouts, so went to a quite unknown sector.... Cheated in a Heavy Nemesis, then cheated in a Heavy Centaur as a enemy ( put him as a Xenon race ) then fired some cyclone missiles at him....went the missiles struck the game...
- Mon, 17. Feb 14, 11:39
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3191403
Hi Paul, Think I've found a bug.... Last night was testing some weapon ship loadouts, so went to a quite unknown sector.... Cheated in a Heavy Nemesis, then cheated in a Heavy Centaur as a enemy ( put him as a Xenon race ) then fired some cyclone missiles at him....went the missiles struck the game ...
- Wed, 12. Feb 14, 13:29
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3191403
Thinking about your comment on possible beam side effects (or any potential weapon side effects) I've thought in the past it would be cool that it would be possible to fire a weapon that could make a ship weapons systems if struck go haywire and fire blindly about for a few seconds or even worse cou...
- Wed, 12. Feb 14, 11:23
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3191403
Paul another thing I've noticed is Cadius gave the Tempest model a perfectly good fighter landing bay and 2 launch tubes.....so why have you got it's fighters to dock on its belly? In line with most other M2s in the XRM, the Tempest has external bomber docks, which can also dock fighters. The Tempe...
- Wed, 12. Feb 14, 10:42
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3191403
- Tue, 11. Feb 14, 18:17
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3191403
Hi Paul, back after a break.... playing and loving this mod again, been trying new weapons and ships this time rnd and thought I'd share some observations I've made...loving the fact that the Kyoto can internally dock and launch M6 ships but even though it is simply massive ship it can only dock 12 ...
- Wed, 18. Sep 13, 23:16
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
- Replies: 5969
- Views: 1258367
Killjaeden was just wondering why the Taipan's side turrets don't turn in like the other Split capitol ships side turrets do??? Don't get me wrong its a very powerful ship (and a cracking model....proper 1st class) but just for race consistency thought it would copy the Python, Raptor and Tiger in a...
- Mon, 26. Aug 13, 23:34
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3191403
Hey guys I have recently made an X inspired piece of music, and I was wondering if you wanted to check it out, and if you like it you are more than welcome to use it in your mod. All I would ask is that you credit me somewhere if you do use it. http://soundcloud.com/user9603240/ali-price-the-machin...
- Tue, 30. Jul 13, 15:43
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3191403
Hi Paul, Thanks for your (very!) quick response, and also a lot of thanks for the amazing mod you have created! It really makes the game a lot better in my opinion! 1) and 2) are clear now - I didn't know PBC's were not meant to be fired continuously. 3) I guess I didn't formulate my question clear...
- Wed, 24. Jul 13, 15:46
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
- Replies: 5969
- Views: 1258367
Good work Killjaeden ( and the rest of the guys) with the new patch.....really well thought out mod and feels complete, just 2 small graphical glitches that i have come across while playing. 1. The Fenrir textures just arn't correct.....just seem to shift colour and brightness when the vessel moves....
- Mon, 22. Jul 13, 15:14
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3191403
Hi Paul.... Meant to mention this last week, anyway i remember reading earlier in the thread that you will be beefing up the Z to make it more similar to the Valhalla....which is good......but can i suggest that its speed needs to be cut down to balance it out as well. The other thing is after plent...