Search found 2034 matches
- Fri, 27. Aug 10, 15:54
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] CB's HUD Mod V1.6 [06.10.10]
- Replies: 58
- Views: 12898
Got some more stuff ready and just going to test a no-box version :) Edit: Right I think the no box version is working, gonna hit the sack, sent the updates to you Chestburster :D Bit of a change plus a scratch made target reticle. May need to thin it out a bit but the lead circle (also scratch made...
- Fri, 27. Aug 10, 13:21
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] CB's HUD Mod V1.6 [06.10.10]
- Replies: 58
- Views: 12898
- Thu, 26. Aug 10, 03:03
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] X-Tra Ship/Station Pack - [V1.94 Available 3/9/2011]
- Replies: 6374
- Views: 914756
True the problem is thought that they could be so much better than the current versions even to the point they could still join into bigger craft if the scripting supports it. They just look a little too simplistic, though technically it should allow for large numbers, but X3 is more CPU intensive t...
- Wed, 25. Aug 10, 23:44
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] X-Tra Ship/Station Pack - [V1.94 Available 3/9/2011]
- Replies: 6374
- Views: 914756
- Wed, 25. Aug 10, 17:37
- Forum: X Trilogy Universe
- Topic: [TC] Have a Laugh at me
- Replies: 14
- Views: 1001
LOL the OP didn't just go through a gate, he jumped into the sector with the gate as a base point for the jump. Just as a Xenon P came through the same gate!!! Worst I had was when I was hightailing it near the start of a game in my Valkyrie (XtraShips + some other mod allowed then from USC Mars Spa...
- Tue, 24. Aug 10, 18:05
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
- Replies: 6049
- Views: 584410
@ Varek Wraith LOL it's a bit like the bloke from the Vicar of Dibley: No, no, no, no no, no, no no, no, no no, no, no, *boom*, err yes... As for the stupid AI, can't it be capped speed wise when following? Like checking max available speed of the target, then capping speed to that unless defending ...
- Tue, 24. Aug 10, 00:00
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [3.2/2.5 MOD] X3TC Naval Shuffle 1.3.3.3/1.1: Now reasonably AP compatable
- Replies: 524
- Views: 159573
I was wondering if there was a way that the Battlestar Ships and the XtraShips mod could work in with Naval Shuffle too. The ships that are added certainly add atmosphere and fulfil missing roles in a lot of the fleets, not to mention the Baldric Super Freighter :) Trouble is they are still set to e...
- Mon, 23. Aug 10, 23:33
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
- Replies: 6049
- Views: 584410
Thanks for the replies, sorry I wasn't very eloquent in how I worded it as it came out as a bit of a rant :roll: I probably should have a look at how to alter all the ships myself so I can try to balance them a bit closer to my liking then. Gotta say though SRM is shed loads better than the vanilla ...
- Mon, 23. Aug 10, 10:59
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
- Replies: 6049
- Views: 584410
That's one question I've been meaning to ask, why is the game so disparate with the fighters vs the mid to large cap ships? Fighters should be a lot faster even the lumbering M8's. The heavier focus fire missile fighters (non turreted) should have low turning speeds, but still have reasonable forwar...
- Thu, 19. Aug 10, 15:55
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Terran Revitalization Project (TRP) - 11/26/2013 - Stealing Logi 1.4 FR
- Replies: 692
- Views: 192263
I think the key to Terran trading is faster, more selective traders. Wouldn't that just equate to changinge 50% of the traders from Baldrics to Scarab's instead? I'm a little new to the logistics of the traders in the game, but aren't the majority "Free Traders" rather than corporate owned ones? If...
- Thu, 19. Aug 10, 15:36
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
- Replies: 6049
- Views: 584410
First of thanks for such a great mod. Installed it finally today (after much cursing and swearing at the fiddle with X3's mod system) and it's really well balanced. Just wondering if you are updating to support 1.8 of Xtra Ships as it has a fair few added in between 1.78 and 1.8. Also I run RFF and ...
- Thu, 19. Aug 10, 05:31
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] X-Tra Ship/Station Pack - [V1.94 Available 3/9/2011]
- Replies: 6374
- Views: 914756
- Wed, 18. Aug 10, 17:23
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] X-Tra Ship/Station Pack - [V1.94 Available 3/9/2011]
- Replies: 6374
- Views: 914756
- Wed, 18. Aug 10, 15:36
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] X-Tra Ship/Station Pack - [V1.94 Available 3/9/2011]
- Replies: 6374
- Views: 914756
I dunno if it's been mentioned but since you are fleshing out the USC and Terran fleets a lot, I was wondering if a few new fighters would be a good idea. Personally I actually find the TC setup of fighters pretty frustrating. M5's just need to bump into something solid to die, whereas the M3 and M4...