Search found 121 matches
- Sun, 16. Oct 11, 09:36
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Leveling Pilots?
- Replies: 32
- Views: 1893
ok, i Think i Might try this, dont expect anything soon as im learning and have questions. so since this thread was already started this seems as good of a place as any. :P i think i can update the pilot rank in the name with a check after they kill a ship and do like a experience point system, ques...
- Sat, 15. Oct 11, 00:53
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Leveling Pilots?
- Replies: 32
- Views: 1893
it seems it would be easy enough to add the fight skill infront of the name, but im not sure how to keep it updating with the skill, (if i even knew what script set the pilots name in the first place, :P) i imagine the pilots name is set only once, which would set the the skill level in the name to ...
- Fri, 14. Oct 11, 21:55
- 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: 3194388
AI ships have their up, down and rear turrets set to "missile defence" by default. This is in vanilla. The missile defence command will target incoming missiles, or if there are no missiles, it will run the protect ship command. This is the command that MDMk2 improves. (well it actually makes it wo...
- Fri, 14. Oct 11, 16:34
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Leveling Pilots?
- Replies: 32
- Views: 1893
its not really 'tricky' but you have to micromanage it a little more then id like, and theres also like the limited wing size that i posted about in the codea thread, to me, it has a bad habit of sending in a small number of ships into larger group, like if a Codea ship has 10 ships in its hanger, i...
- Fri, 14. Oct 11, 16:20
- 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: 3194388
Going back to the Missiles bit here real quick, in an other threads ( Leveling Pilots? ) Gazz pointed out a script in X3TC that shows they do level in the game by default, But as i was reading that script, i noticed theres also a section under: * missile defence- that has code for a ship to target a...
- Fri, 14. Oct 11, 16:13
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Leveling Pilots?
- Replies: 32
- Views: 1893
wow, i didnt know they gained fight skill in X3TC, here i have been reading over the scripts from TerraCorps Fleet Package (X3R) because i wanted to do something like it, (Codea is good ...but a little complicated for my taste, plus, i loved the 'bases' in TCFP that would hire pilots/buy ships and p...
- Thu, 13. Oct 11, 17:54
- 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: 3194388
I think what put me off codea was all the hiring of pilots and micromanagement etc. Just not my cup of tea. (Bolding is mine.) Stuff like this is why ive wanted to redo/enhance the TerraCorps Fleet Package for X3TC. Setting up a base that auto-hired and promoted pilots for you, bought ships and equ...
- Wed, 12. Oct 11, 23:31
- 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: 3194388
Also, you can't get fighters to shoot down missiles. Quick post here, so just a note, if theres been other other post about this later in the thread, i havnt seen them cause this is as far as ive got. (And since im replying instead of reading, as far as im going to be able to get for the next 6-8hr...
- Fri, 7. Oct 11, 14:43
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [REQ] Friendly to Sector / Enemy to you coloring (is it even possible?)
- Replies: 3
- Views: 424
[REQ] Friendly to Sector / Enemy to you coloring (is it even possible?)
(real Quick idea post here) So this has been bugging ever since the new game i started with XRM, i started as Split, flying around in an Asp i seen that Argons were Red to me, so i thought, logically that means that Argons are enemys to the Split (since ya know, i am one, :P) and i could attack them...
- Fri, 7. Oct 11, 11:41
- 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: 3194388
Anyway... I'm sure that we've done trails to death now. :P Nooooooooooo! it cant die! it just cant! (Wheres that dead-horse emote when you need it, :P) Anyways. Ship Trails. I made a step-by-step guide to removing them using the info from this thread and placed it as a reply to the topic asking how...
- Fri, 7. Oct 11, 11:20
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [HelpFind]NO engine smoke/space dust
- Replies: 39
- Views: 38248
(A Quick note: Doing this will most likely mark your game as MODIFIED . Im not sure and cant test it, but normally any changes like this will do that.) Ok. So. Since this was asked in the XRM thread and Paulwheeler was kind enough to provide some instructions which Jack08 used to show off, ;) I thou...
- Thu, 6. Oct 11, 17:27
- 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: 3194388
Try right clicking on the Mod Manager and choose "run as administrator"... Yes its only ships in TShips. Setting the particle emitters to 0 will only affect ships and nothing else. hrm, windows gave me some BS about a blank password when i know the account doesnt have a password (winXP), and my acc...
- Thu, 6. Oct 11, 15:44
- 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: 3194388
The XRM is what it is - if you want to change something then you'll have to learn to mod like the rest of us did. Having said all that - getting rid of the trails is quite straight forward - but time consuming. - Extract TShips from XRM Part 2 (or if you use a hull pack, extract it from the hull pa...
- Tue, 13. Sep 11, 08:00
- 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: 3194388
Just wanted to pop in and say that i tried the mod and as suspected, it lags for me in bigger fights. (at 10k/s it said it was going to take 7-8 hours to download. Needless to say i found something else to do, :P) I did the Advanced start, went pirate hunting and flew all the way down to Nopileo's M...
- Sun, 11. Sep 11, 13:22
- 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: 3194388
Re: engine trails - they are not easily removed. They have been optimised in xrm... have you actually tried it? No, i havnt, :P (See below) if you havnt tried the mod how do you knw engine trails will cause slowdown? + what graphics card are you using? because having played with SRM/CMOD (and even ...
- Sun, 11. Sep 11, 08:44
- 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: 3194388
since i love to be here and cause issues, ;) is there Any way to disable engine trails? yes, i know the game has them by default, and id kill them there if i could, but Colored engine trails seem to drag my game to a crawl, idk if there was a particle change or something thats doing it or what, but ...
- Thu, 2. Jun 11, 14:51
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Expensive Vanilla Scripts
- Replies: 383
- Views: 30141
Gah! Want. To. Test. >.< but no time. :( (or fraps, but like that would stop me, :P) Anyways, I did notice this and just wanted to post JIC. NOT ACTIVE : Pirate guild & Yaki Armada & Improved Races & Military Base Revamp (And yes, I know it says you're not using them. But still: ) Compatibility: Thi...
- Mon, 16. May 11, 14:36
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Combat pilots for X3 terran conflict
- Replies: 3
- Views: 1754
Well back in Jan. I was looking at doing a remake of the TerraCorps Fleet Package , I was going to see if there was still signal conflicts from signal.killed like there was in X3:R. (hopefully not, because back then only one script could receive that signal and it seemed to be luck of the draw which...
- Fri, 13. May 11, 00:05
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [SCR or MOD] AntiXenonCongaline / NoSwarm: Stop endless Xenon migration.
- Replies: 13
- Views: 2234
So i havnt played X3 in like Months* (Jan/Feb or so, :P) or really ran into this, and im getting a 404 on the links too, (*stupid life *mutters* :P) But if someone is going to redo this script as a fix or something like it, wouldnt it make more sense for the Xenon ships to attack each sector as they...
- Sun, 23. Jan 11, 06:58
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [Script] Litcube's Bounce V1.7: Player Owned Autopilot Fix
- Replies: 683
- Views: 208087
again, quick post, 5hrs sleep, uugh, -_- @Firewrath: Thanks for getting back to me with that. Yeah, no problem, this script, once out and working to your satisfaction, will save a lot of headaches im sure, so im happy to test it out, ^-^ Yeah, currently, Bounce uses the engine's "size" attribute plu...