[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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Yes, it's great Just tested.
But I think that not all ships are on that list. For sure several ATF are missing. But anyway it's very usefull.
BTW Restarted game with Advanced Universe Pack anyway. Screw Hub Plot It's much more interesting if you can't jump anywhere you want. Now is a lot of thinking where to build factories, where to send patrols and many more issues to handle.
But I think that not all ships are on that list. For sure several ATF are missing. But anyway it's very usefull.
BTW Restarted game with Advanced Universe Pack anyway. Screw Hub Plot It's much more interesting if you can't jump anywhere you want. Now is a lot of thinking where to build factories, where to send patrols and many more issues to handle.
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There are two reasons for that:rmazurek wrote:Yes, it's great Just tested.
But I think that not all ships are on that list. For sure several ATF are missing. But anyway it's very usefull.
...
1. You aren't using the latest script version of 1.2.1. The first version 1.0 had a bug which prevented all ATF ships from appearing in the ship browser.
2. If you haven't set the "Spoiler mode" in the script, it will show you only ships you have already seen in your game.
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Both PHQ plots are in XRM. To start the Terran PHQ plot (Operation Loose Ends), you have to dock at a USC station in 'The Moon' in the east of the sector - and you must have enough reputation with the Terrans.
The Commonwealth PHQ plot can be started at the NMMC headquarters.
Basically the prerequisites for starting the plots haven't changed compared to AP vanilla.
The Commonwealth PHQ plot can be started at the NMMC headquarters.
Basically the prerequisites for starting the plots haven't changed compared to AP vanilla.
BlackArchon wrote:There are two reasons for that:rmazurek wrote:Yes, it's great Just tested.
But I think that not all ships are on that list. For sure several ATF are missing. But anyway it's very usefull.
...
1. You aren't using the latest script version of 1.2.1. The first version 1.0 had a bug which prevented all ATF ships from appearing in the ship browser.
2. If you haven't set the "Spoiler mode" in the script, it will show you only ships you have already seen in your game.
ad 1. For TC there is 1 download I have found and it is called Final Version for TC. Maybe it is not the latest version but another are labeled to be for AP.
ad 2. I have all terran sectors discovered with satellites and have already several ATF ships.
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- Joined: Wed, 4. Feb 04, 17:37
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- Posts: 1016
- Joined: Wed, 4. Feb 04, 17:37
I mean what are differencess between this 2 station types. Is it different cargo space, different abilities? For example, HQ from the plot is kind of shipyard, you can buy blueprints and produce ships. Does OTAS HQ has the same ability?
Asking because not sure if it is worth buying.
(If there is no description - no problem, I can create one with cheats and check what it is exactly)
Asking because not sure if it is worth buying.
(If there is no description - no problem, I can create one with cheats and check what it is exactly)
Hello
You can get corporate HQ only doing one of the plot. HQ from the plot is one big storage
If you install "Enhanced Equipment Docks" you can buy few OTAS stations, but not HQ.
Vanilla buy able type HQ is only:
Headquarters
Orbital Headquarters (a.k.a Terran Headqurters) and
Asteroid Base
Q: Where you can buy OTAS HQ?rmazurek wrote:(...) Does OTAS HQ(...)
Asking because not sure if it is worth buying.
(...))
You can get corporate HQ only doing one of the plot. HQ from the plot is one big storage
If you install "Enhanced Equipment Docks" you can buy few OTAS stations, but not HQ.
Vanilla buy able type HQ is only:
Headquarters
Orbital Headquarters (a.k.a Terran Headqurters) and
Asteroid Base
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- Joined: Tue, 19. Apr 05, 13:33
Paul, I gotta ask you something. What kind of name does a custom script needs so that it will be automatically run once only on a "start new game"(any game start) without enable the script editor?
I just start learning scripting after all these years play X3. I made some custom ships. And my first script will spawn a shipyard in a sector, then add all my custom ships into it, so that I don't need to painfully add them(I've got quite a few ships mixed XRM) through the cheat script everytime I start a new game.
Or should I make my script spawn the shipyard everytime I load my save?
I just start learning scripting after all these years play X3. I made some custom ships. And my first script will spawn a shipyard in a sector, then add all my custom ships into it, so that I don't need to painfully add them(I've got quite a few ships mixed XRM) through the cheat script everytime I start a new game.
Or should I make my script spawn the shipyard everytime I load my save?
- X2-Illuminatus
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If your game is already set to modified, which is the case when you're using the XRM, then any "init.", "al." and "setup." script will run on every gamestart / game load (in that order). Setup scripts are the preferred method of initialising/starting your own script. Beware though that all setup scripts are executed after each other, so you shouldn't include long waits. If your setup script is rather complex, it is better to split it up into a basic script just loading text ids, registering commands or hotkeys (whatever is needed) and calling a second script, which does the rest of the work.
Then on further gamestarts, you check wether the shipyard is still there. If it is, you do nothing. If it isn't, you re-create the shipyard and add the ships again.
You should spawn the shipyard and add the ships once.Spectre01 wrote:Or should I make my script spawn the shipyard everytime I load my save?
Then on further gamestarts, you check wether the shipyard is still there. If it is, you do nothing. If it isn't, you re-create the shipyard and add the ships again.
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Neuauflage der fünf X-Romane als Taschenbuch
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Thanks for the pointer! I haven't thought like that before.X2-Illuminatus wrote: You should spawn the shipyard and add the ships once.
Then on further gamestarts, you check wether the shipyard is still there. If it is, you do nothing. If it isn't, you re-create the shipyard and add the ships again.
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