Search found 121 matches
- Thu, 24. Nov 11, 20:54
- 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: 3191335
Well, i dont know if theres anything wrong with the speed of things in the game, i mean i like fast fighters, yeah, but i dont think all the speeds need to be increased or such, plus the AI and speed doesnt really mix, :P i'll be honest though, i cant say how id feel 100% about it till it was tested...
- Thu, 24. Nov 11, 14:23
- 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: 3191335
You mean it's too fast for it's own good? Maybe, but like you said, im good with that, the speed is awesome and makes it 'special' but lets compare: Dragon: 7.7mil Speed: 241 Acceleration: 22 Steering: 17 2x 200mj sheilds Turrets: front Dragon Sentinel: 11.7mil Speed: 228 Acceleration: 22 Steering:...
- Thu, 24. Nov 11, 10:49
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [REQ] eXscriptor users: feature requests and criticisms
- Replies: 41
- Views: 2361
Firewrath: the answer to your first question is that an install is needed for the data to convert an MSCI script into words, as it's stored as almost purely numbers. last time i released a beta i discovered a few people wanted to use it without an install, so now you just need the basic files - the...
- Thu, 24. Nov 11, 10:32
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: What changes can be made to a ship with scripting?
- Replies: 7
- Views: 887
Awesome, Thanks for the info. Im going to try to get this going tonight. ^-^ (so glad this thread has stayed on topic, ;)) but as such, :P is there any like 'behind the scenes' numbers i can alter that would have some effect on ships or how well they fight? (i was thinking about altering the ship fi...
- Thu, 24. Nov 11, 10:14
- 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: 3191335
So i had some time to mess around today, the whole renaming thing didnt work from inside X3TC either, sooo idk, but meh, :P Anyways, (still in 1.12) the Drake needs an upgrade. Like seriously. i Love the speed it has but it had trouble with a Demeter that had HEPTs in its turret, not like 'omg it al...
- Wed, 23. Nov 11, 10:23
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Options for missile objects
- Replies: 12
- Views: 433
Just curious, but what about like an M5 type ship or drone that turns into a SQUASH mine? then you wont have to script it damage or anything, just modify the mine to do the damage you want, and add more in for different missiles, if you can spawn a mine at the ships coordinates anyways, ...idk, just...
- Wed, 23. Nov 11, 10:13
- 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: 3191335
You can't rename the scripts in windows as there is a reference to the name in the script itself too and these must correspond. You have to rename them in the script editor or exscriptor. Huh. Did not know that, i could have swore thats how i did it the first time... and when i try to load it in ex...
- Wed, 23. Nov 11, 09:52
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [REQ] eXscriptor users: feature requests and criticisms
- Replies: 41
- Views: 2361
Well my biggest problem with 'eXscriptor' is that its Tied to my X3TC install and i cant just open and save a script unless i point it at an install, meaning like i cant use it on a PC without X3TC installed. (I'll admit i didnt try it a Lot, just a couple times before i pointed it my installed like...
- Wed, 23. Nov 11, 09:25
- 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: 3191335
Ok, ive got some trouble with patching. i finally had time to start up X3TC tonight and i figured id update to 1.13 since i didnt have That long, ...so i renamed the patch script to 'setup.<scriptname>' and ...nothing. it wont run, it wont show up on the script list in the editor, if i rename it to ...
- Mon, 21. Nov 11, 19:51
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: starting ship rewrite and ship harpoint editor
- Replies: 9
- Views: 439
Re: starting ship rewrite and ship harpoint editor
I know the pain of the tutorial links. Trust me. For scripting you basically follow them back to links for X2, even though the scripting engine has changed and X2 scripts wont work in X3TC. I've had to learn what little i know from asking question in the forum and reading the default game scripts. B...
- Mon, 21. Nov 11, 15:32
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: What changes can be made to a ship with scripting?
- Replies: 7
- Views: 887
Just want to comment on this Real quick here, i'll look at the other stuff in more detail when i get time later, But for now: Anyways, Ive Always wanted to convert marines into pilots*, having the marine skills changing things with the ships they fly. (*How? ...I dont know yet, but if im going to do...
- Mon, 21. Nov 11, 08:16
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: What changes can be made to a ship with scripting?
- Replies: 7
- Views: 887
What changes can be made to a ship with scripting?
I know, I know, its been asked before, but after searching and trying google, I just cant find it. -_- I had time to mess with this leveling pilots thing thats been talked about lately and while I understand basic localvars for ships, im kind of at a loss for pilots, So I thought Id look into that, ...
- Sun, 20. Nov 11, 06:49
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Leveling Pilots?
- Replies: 32
- Views: 1893
Well i havnt seen or tried those scripts, but i Would love to see a straight and working convert of TCFP, ADS is nice and CODEA is ok, but i still like TCFP from X3R, (Specially if the fighter base / tender works! :P) Anyways, i'll throw up a comment on what ive been messing with, setting up a new s...
- Wed, 16. Nov 11, 09:14
- 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: 3191335
Just want to say two things here real quick, ^-^ I agree. What's the point of all these fancy ships for sale that XRM provides if all you're going to do is fly around in an M3 on your own? Because its the easiest / quickest / funnest* thing for me to do in the little time i get to play, :P (*for me ...
- Sun, 13. Nov 11, 14:52
- 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: 3191335
hrm, well i watched it from the time it launched its fighters and it just floated around a sector doing nothing till a Ray finally chased it down and killed it, so i figured it was like if i unloaded the weapons from a ship and told it to attack, they just roam around instead of firing off missiles,...
- Sun, 13. Nov 11, 06:21
- 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: 3191335
i forgot to add this in my last post about the TMs,... I fricken Love the Kha'ak TM, that thing is awesome, from the way it looks to the way it holds the fighters, I want one. Its actually a good example of a carrier TM vs the other races with a more military type TM, trading weapons for speed/hange...
- Sat, 12. Nov 11, 10:51
- 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: 3191335
About TMs, i would Love to see an M6 version with like M4/M3 only weapons, a Lot of turrets (only 4 guns on the front though, i mean, it should be a defensive ship) and decent speed / shielding, but holding around 10 ships, right now you about Have to get an elephant (which is now slow -_-) or like ...
- Thu, 10. Nov 11, 17:06
- 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: 3191335
I could explain how I've managed it, but then I'd have to kill you! :P Hrm. If youve done this without scripting, i'll be impressed, :P (idk if 'jumpable gate' is a gate flag you can set, and even if it is, jumping to just one gate in a sector would be 'odd') Otherwise, you could have replaced the ...
- Thu, 10. Nov 11, 15:36
- 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: 3191335
- Thu, 10. Nov 11, 14:17
- 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: 3191335
imo, any sector with a shipyard (mebey not PAR ones), should get jump gates, Or, if possible, a 'jump beacon', i know theres scripts that add them. That way you could pick which individual sectors can be jumped to, instead of which gate pair,
also, i will say i do agree that missions will be a pain,
also, i will say i do agree that missions will be a pain,