Search found 8132 matches
- Sat, 20. Jun 15, 11:30
- 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: 3194250
- Sun, 7. Jun 15, 19:51
- 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: 3194250
- Sun, 31. May 15, 11:07
- 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: 3194250
Hi All, thx for this fantastic mod BUT I have a question for the modders: It's possible to win the war ( Argon/Terran ) and stop the invasion from Xenon/Khaack ( btw nice ships ) and Pirates if I destroy they shipyard ( and relative HQ? Not sure about Argon Terran war - I'm using No War Plugin. Reg...
- Sun, 31. May 15, 11:02
- 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: 3194250
Re: Cockpit issues and possible glitch
Hi all, Just installed XRM and looking good so far. 1) Trinity Corp HQ in sector of the same name is called (1000,1043) (17,6161) in the sector map. Has my install of XRM glitched out or is this a known bug? Obviously I do not want to continue in my current save if I should re-install. 2) Tried out...
- Mon, 18. May 15, 10:07
- 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: 3194250
Paul, a few pages before we discussed some occasions where AI ships aren't well equipped. I just had another such observation: There was a Split Military Ocelot (and some escorts) in Family Njy attacking a damaged Xenon K. The Ocelot only used Ion Shard Railguns - with the exception of the back tur...
- Mon, 11. May 15, 14:43
- 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: 3194250
Paul, I really like the much slower reputation progress in Litcube's Universe. I don't have to do only a few missions for a race and they like me - I have to constantly working on my reputation before I'm allowed to buy the bigger ships and stations. Is there any chance to have such a mechanism in ...
- Sat, 9. May 15, 00:55
- 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: 3194250
I have been having several issues after installing the mod... 1. At the start of a new game i get a message from the "Federal Argon Military Command" that says "=TextIdNotFound=" 2. I started a new game as the ATF Veteran and several starting stations have names with numbers and special characters....
- Sat, 18. Apr 15, 10:06
- 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: 3194250
- Fri, 17. Apr 15, 23:41
- 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: 3194250
- Fri, 17. Apr 15, 20:58
- 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: 3194250
- Wed, 15. Apr 15, 22:20
- 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: 3194250
Re: XRM need help
Please post a screenshot of your installation folder and I'll see if I can spot the problem.Enterprise1959 wrote:I install the xrm but it not working now new ship i down load it 3 time no go what i'm doing wrong thx
- Mon, 13. Apr 15, 10:32
- 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: 3194250
Paul, what do you think of the idea to add some ships to the Yaki and Pirate shipyards? I've edited my x3universe.xml and added for both Yaki shipyards the Fujin Explorer, the Chokaro, the Ryu, the Hoshi and the Akuma. The five Pirate shipyards now sell all pirate-specific ships greater than fighte...
- Mon, 13. Apr 15, 10:23
- 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: 3194250
... Also, when a Komodo, or a Taipan gets spawned with ISR/PALC layout - it´s plain useless. ... I also noticed that some ships are spawning with... non-optimal weapons. Xenon capital ships without QSCs? Seen that. This is especially a problem if you use MARS or Smart Turrets, like I do. Unfortunat...
- Sun, 12. Apr 15, 10:40
- 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: 3194250
"Credits Received" were always in XRM (north of "Void of Opportunity" - originally "Unknown Sector" in Vanila), but due to map changes in patch 3.0(?) and additional plots (another player sector) its location were changed. Yes I noticed that aswell by now, however there are 2 Credits Recieved Secto...
- Wed, 1. Apr 15, 23:13
- 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: 3194250
What could be done is reducing the amount of hull repair per shot. I balanced these repair ships before they were automated. Now they are essentially fire and forget, maybe they need readdressing. There already is special bounties for certain stations/ships. For instance, the Khaak queen has a speci...
- Tue, 24. Mar 15, 15:47
- 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: 3194250
If somehow my normal XRM job file got replaced by an other mod (I'd guess LIFE mod) can I just override it with the file inside the XRM Cat files? Or will doing this mid game explode my universe? No - all the addon scripts do not use jobs to spawn ships. The jobs system is what base X3 uses to popu...
- Sun, 22. Mar 15, 21:48
- 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: 3194250
- Sun, 22. Mar 15, 21:47
- 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: 3194250
Well I'd put my money on a problem with one of those scripts. XRM ships are spawned by jobs - this means there are strict limits on the number of ships present in the universe at any one time. A job has a specific number of ships - it cannot spawn more until one gets destroyed. You will have the exa...
- Sat, 21. Mar 15, 09:58
- 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: 3194250
OK trying to see if this is normal or not. My game has been starting to come to a crawl, I think one of the problems is the MASSIVE amount of trade ships I see in some sectors. I swear one sector had 50+ "Terran heavy load transporters". Is it normal for the universe to just me slam full of traders...
- Sat, 21. Mar 15, 09:57
- 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: 3194250
Hey guys, Two questions if i may, I seem to have a script problem of what i have read on the forum. When i go to USC shipyard i can see various entries of zzPLACEHOLDER GAZZ and a ReadText17-12001 I have searched and found this post with the same problem : http://xudb.pl/topic/2498-patch-30-dla-alb...