Search found 8132 matches

by paulwheeler
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

Just change sectors and it will be fixed. You just need the cockpit scene to be reloaded .
by paulwheeler
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

The mod contains two versions of each game file - one for TC and one for AP (in the addon folder). Make sure you're editing the right one.
by paulwheeler
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...
by paulwheeler
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...
by paulwheeler
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...
by paulwheeler
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 ...
by paulwheeler
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....
by paulwheeler
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

Yes it is used. Its been renamed the Komodo.
by paulwheeler
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

No there wont be more ships. Its mostly fixes and optimisations.
by paulwheeler
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

Btw - these optimised models will be included with the next update - coming soon (TM).
by paulwheeler
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

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
Please post a screenshot of your installation folder and I'll see if I can spot the problem.
by paulwheeler
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...
by paulwheeler
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...
by paulwheeler
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...
by paulwheeler
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...
by paulwheeler
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...
by paulwheeler
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

Rutka wrote:Paul hello want ask next update?
I'm afraid its not ready yet. I hope to find time to complete it at some point in the not too distant future - but I cannot promise anything.
by paulwheeler
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...
by paulwheeler
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...
by paulwheeler
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...

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