hello, is this for tc, cause i'm using tcBlackArchon wrote:The ingame encyclopedia tells me it can be bought in Red Light, Aladna Hill and Albion Gamma.adb0899 wrote:...
anyone know where i can buy an Argon Advanced Sat. Fac? can't find it
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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XRM 1.30 Voice missing after install ** Macintosh Install **
1. Used fresh App Store install
- Voice working here
- Version 3.2c Build 23
- Mac Pro, OSX 10.10.2
2. Followed instructions for installing XRM
3. Started X3TC
4. Started new game
5. Received communication that XRM 1.30 was installed
6. Communicated with flight trainer, no voice. Music and background fine
Re-downloaded XRM1, XRM2, XRM3 and tried twice more.
Download from store again, voice working again
Any ideas?
- Voice working here
- Version 3.2c Build 23
- Mac Pro, OSX 10.10.2
2. Followed instructions for installing XRM
3. Started X3TC
4. Started new game
5. Received communication that XRM 1.30 was installed
6. Communicated with flight trainer, no voice. Music and background fine
Re-downloaded XRM1, XRM2, XRM3 and tried twice more.
Download from store again, voice working again
Any ideas?
---kent-(-
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- Joined: Tue, 19. Apr 05, 13:33
Re: XRM 1.30 Voice missing after install ** Macintosh Install **
Most likely you have not installed the cat/dats correctly - post a screenshot of your installation folder and ill take a look.bci wrote:1. Used fresh App Store install
- Voice working here
- Version 3.2c Build 23
- Mac Pro, OSX 10.10.2
2. Followed instructions for installing XRM
3. Started X3TC
4. Started new game
5. Received communication that XRM 1.30 was installed
6. Communicated with flight trainer, no voice. Music and background fine
Re-downloaded XRM1, XRM2, XRM3 and tried twice more.
Download from store again, voice working again
Any ideas?
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- Joined: Sat, 17. Dec 11, 01:44
Wasn't there a special sound file made for unix-y operating systems?
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Functions pretty much as any other HQ, the only differences is that some have better repair/build rates and others have better research rates. So you can use them for anything you want really depending on your own asthetic choice.adb0899 wrote:Does anyone know the purpose for an asteroid base? it looks cool but what's it for?
Communications facility?
is there a thread that shows the new stations?
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Hello everyone,
I have come here to ask for a bit of advice with CODEA. I'm playing X3:TC with XRM and a number of other mods installed. Everything works swimmingly together. I wanted to thank everyone who worked on this and many other mods for seriously improving the X3 experience. I'm completely hooked.
I recently acquired an ATF Forseti (M7 "Mini"-Carrier) to begin my foray into the capital class, so I decided to install the CODEA scripts to make management of the fighter bay a little easier. It took a bit to get set up properly, but now I've got two Fenrir as a personal Escort and five Thors on Interceptor duty, as well as a Valkyrie Explorer on Recon.
For a little while I tried the Thors on Attack Fighter duty but they tended to get chewed up whenever they were sent out against anything heavier than an M6. So I have thought about buying a couple of the M3B Norns as a long-range bombardment option against enemy frigates or other capital class ships.
The issue I ran into is that while CODEA provides a "Missile Bombardment" command and automatic missile re-stocking and a whole bunch of other awesome features, it only recognizes M8 class ships as "Bombers," so as far as I can tell the M3B Norns aren't usable for that role. If I set them as Attack Fighters or Patrol they happily wade into close combat despite not being equipped to do so. I'd really rather they hung back with the carrier and lobbed missiles at a capital target of my choice. The CODEA "Bomber" role seems to fulfill all those requirements, but as previously mentioned I don't know if there's any way to assign an M3B as a "Bomber."
Sorry for rambling on, but ultimately my question is this: Is there any way to make CODEA recognize M3Bs as "Bombers," or some workaround that will let me order them to hang back and make long-range missile attacks? I'm fairly new to fleet/fighter management so I may be missing something. Thanks in advance for the help.
I have come here to ask for a bit of advice with CODEA. I'm playing X3:TC with XRM and a number of other mods installed. Everything works swimmingly together. I wanted to thank everyone who worked on this and many other mods for seriously improving the X3 experience. I'm completely hooked.
I recently acquired an ATF Forseti (M7 "Mini"-Carrier) to begin my foray into the capital class, so I decided to install the CODEA scripts to make management of the fighter bay a little easier. It took a bit to get set up properly, but now I've got two Fenrir as a personal Escort and five Thors on Interceptor duty, as well as a Valkyrie Explorer on Recon.
For a little while I tried the Thors on Attack Fighter duty but they tended to get chewed up whenever they were sent out against anything heavier than an M6. So I have thought about buying a couple of the M3B Norns as a long-range bombardment option against enemy frigates or other capital class ships.
The issue I ran into is that while CODEA provides a "Missile Bombardment" command and automatic missile re-stocking and a whole bunch of other awesome features, it only recognizes M8 class ships as "Bombers," so as far as I can tell the M3B Norns aren't usable for that role. If I set them as Attack Fighters or Patrol they happily wade into close combat despite not being equipped to do so. I'd really rather they hung back with the carrier and lobbed missiles at a capital target of my choice. The CODEA "Bomber" role seems to fulfill all those requirements, but as previously mentioned I don't know if there's any way to assign an M3B as a "Bomber."
Sorry for rambling on, but ultimately my question is this: Is there any way to make CODEA recognize M3Bs as "Bombers," or some workaround that will let me order them to hang back and make long-range missile attacks? I'm fairly new to fleet/fighter management so I may be missing something. Thanks in advance for the help.
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Not possible unless you go in to the scripts for CODEA and start changing things there. M3B are something added by XRM and CODEA is a separate entity.KestrelM1 wrote:Hello everyone,
I have come here to ask for a bit of advice with CODEA. I'm playing X3:TC with XRM and a number of other mods installed. Everything works swimmingly together. I wanted to thank everyone who worked on this and many other mods for seriously improving the X3 experience. I'm completely hooked.
I recently acquired an ATF Forseti (M7 "Mini"-Carrier) to begin my foray into the capital class, so I decided to install the CODEA scripts to make management of the fighter bay a little easier. It took a bit to get set up properly, but now I've got two Fenrir as a personal Escort and five Thors on Interceptor duty, as well as a Valkyrie Explorer on Recon.
For a little while I tried the Thors on Attack Fighter duty but they tended to get chewed up whenever they were sent out against anything heavier than an M6. So I have thought about buying a couple of the M3B Norns as a long-range bombardment option against enemy frigates or other capital class ships.
The issue I ran into is that while CODEA provides a "Missile Bombardment" command and automatic missile re-stocking and a whole bunch of other awesome features, it only recognizes M8 class ships as "Bombers," so as far as I can tell the M3B Norns aren't usable for that role. If I set them as Attack Fighters or Patrol they happily wade into close combat despite not being equipped to do so. I'd really rather they hung back with the carrier and lobbed missiles at a capital target of my choice. The CODEA "Bomber" role seems to fulfill all those requirements, but as previously mentioned I don't know if there's any way to assign an M3B as a "Bomber."
Sorry for rambling on, but ultimately my question is this: Is there any way to make CODEA recognize M3Bs as "Bombers," or some workaround that will let me order them to hang back and make long-range missile attacks? I'm fairly new to fleet/fighter management so I may be missing something. Thanks in advance for the help.
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when were are on hotkeys right now...
no i did not read the whole 1751 pages, but even google didn't helped me out.
where can i find the new hotkeys added due xrm?
in control i can't find something like the military network
there are several new entrys ( military transport, mefos, advanced jump, ware logistic...) but nothing new looking like from xrm (owp/network..)
what went wrong?
no i did not read the whole 1751 pages, but even google didn't helped me out.
where can i find the new hotkeys added due xrm?
in control i can't find something like the military network
there are several new entrys ( military transport, mefos, advanced jump, ware logistic...) but nothing new looking like from xrm (owp/network..)
what went wrong?
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goeffel wrote:when were are on hotkeys right now...
no i did not read the whole 1751 pages, but even google didn't helped me out.
where can i find the new hotkeys added due xrm?
in control i can't find something like the military network
there are several new entrys ( military transport, mefos, advanced jump, ware logistic...) but nothing new looking like from xrm (owp/network..)
what went wrong?
That sounds as if you have not installed the scripts correctly. Copy the contents of "scripts_ap" or "scripts_tc" from part 2 to your "scripts" folder.
You will need to restart your game.
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Oh no not again :/ just made it to an m6 now.
So copy them there again and after that run the plugin manager. and colse it again?
After that coping the scripts from mefos p2p military transport and the script libary shouldnt be a problem? And at last install the energie cell generator via plugin manager.
This order is right? Then i'll try this evening.
Thanks
So copy them there again and after that run the plugin manager. and colse it again?
After that coping the scripts from mefos p2p military transport and the script libary shouldnt be a problem? And at last install the energie cell generator via plugin manager.
This order is right? Then i'll try this evening.
Thanks
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- Joined: Mon, 23. Feb 15, 15:48
Well hey, it worked! I modified CODEA's check to allow M3s with missile racks to be added to the Bomber role.KestrelM1 wrote:I figured that was the case. Thanks for the reply. I will try modding the script and hopefully not break everything
My four Norns flew out in perfect formation and obliterated a truly deserving Xenon J. The poor bastard barely knew what hit it.
I'd be happy to share the modified script if anyone is interested. I can't promise it's bug free, but it works as far as launching M3Bs on Bombardment missions and recovering them afterwards.