Ok, ive got some trouble with patching.
i finally had time to start up X3TC tonight and i figured id update to 1.13 since i didnt have That long, ...so i renamed the patch script to 'setup.<scriptname>' and ...nothing. it wont run, it wont show up on the script list in the editor, if i rename it to 'setup.patch.xml' it Still doesnt show up or run. I Can run it normally with the original name using the script editor though, so to me it was mostly a puzzle of why it didnt run after i renamed it. ^-^
Anyways, idk Why but yeah, spent the whole 30-45min i had just trying to get this to work or figure it out. Renaming the 1.11 to 1.12 patch worked just fine. So right now im between just staying with 1.12 or starting a new game,... (Yes, i really mind the script editor That much, im picky,
)
And Yes, Paul, i know this isnt how im supposed to update my game,
but i actually had an idea for patching the game that Should work if youd implement it? (Please? ^-^)
and it wouldnt take much more editing then what you spend on the popup message saying "XRM 1.XX is now installed."
Under that, if youd add the question: "Are you updating a save from 1.XX to 1.XX?" with a 'Yes' and 'No' button. 'Yes' pointing to 'START call script 'temp.xrm.patch.1.XX.to.1.XX' '
(Not Exact code there as i cant remember it off the top of my head and im currently on dialup with none of the MSCI references to look at)
and 'No' pointing to 'end' or 'return' or whatever,
Then with every new release, all youd have to do is change the numbers in the 'start' line to match the new patch numbers, ...which is pretty much what you do with the message box saying what version is installed anyways. ^-^
(updating from older saves would still use the script editor, but since thats more of a process anyways, im good with that.)
And about the Kha'ak TM. I lean towards the 'keep it unarmed' side of this, or just give it a very light rear turret for the odd missile shot at it.
(Though if you gave it a bottom/middle turret with a wide range of motion, that should work too, the underside is pretty open, so a turret on missile defense should have good coverage there)
To me it more or less defines the 'Transport' side of a TM, as someone in this thread said before, its a Transport Carrier (TC) rather then a TM, its actually a 'class' id Very Much like to see all the races have, ^-^