[MOD] Multi-Galaxy-Mod (MG-Mod) [23.02.2011]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
uamadman
Posts: 57
Joined: Sun, 28. Aug 11, 00:46

Post by uamadman » Mon, 19. Sep 11, 07:44

The conflict with mobile ship repairs and this mod is in 8999-lxxx.xml

2008:531 and 2010:531 conflict with graxters 3441-lxxx.xml

The script overwriting graxters is:
plugin.u24.spp.xml


I changed the conflicting entrees in 8999-lxxx.xml IDs from 531 to 1531 and it no longer seems to overwrite the special commands slot.

mad
This was my quest, Now it is yours.

uamadman
Posts: 57
Joined: Sun, 28. Aug 11, 00:46

Post by uamadman » Sun, 25. Sep 11, 06:59

Has anyone been able to get Sector take over to work for the players race either with Improved Races or the STO Script?

IR works and other races can take over sectors but i can not. Are other people having similar issues? If not i'll be chasing all my other mods to see what i broke :x
This was my quest, Now it is yours.

User avatar
TGG
Posts: 1167
Joined: Sun, 19. Oct 08, 00:45
x4

Post by TGG » Tue, 17. Apr 12, 23:18

Hi,
patch 4.5 is released.

gruss
TGG
[ external image ]
TGG ( Terra Ghost Gesellschaft )

DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Post by DarthVain » Fri, 15. Jun 12, 04:21

Is this Albion Prelude compatible?
Another one bites the dust!!

DarthVain

DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Post by DarthVain » Mon, 18. Jun 12, 04:00

Is it also possible to have "Home One" from Starwars included in MG Mod.

Size is approx 3810 metres.

See Here for Size Chart.
Another one bites the dust!!

DarthVain

DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Post by DarthVain » Mon, 18. Jun 12, 04:04

uamadman wrote:The conflict with mobile ship repairs and this mod is in 8999-lxxx.xml

2008:531 and 2010:531 conflict with graxters 3441-lxxx.xml

The script overwriting graxters is:
plugin.u24.spp.xml


I changed the conflicting entrees in 8999-lxxx.xml IDs from 531 to 1531 and it no longer seems to overwrite the special commands slot.

mad
I also have an infinite loop when sectors are taken over and races are trying to build a stations. The script is automatically terminated. Any idea which script cuold cause this?
Another one bites the dust!!

DarthVain

DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Post by DarthVain » Tue, 19. Jun 12, 07:30

Any chances to find out what the latest patch update changes are?
Another one bites the dust!!

DarthVain

Darya
Posts: 177
Joined: Wed, 11. Oct 06, 19:57
x3

Post by Darya » Thu, 21. Jun 12, 10:04

here are some answers from TGG

the mod is not AP compatible.

as for the star wars ship, there are two versions of it, a wale XL and an MC90. they are shown in the pic gallery.

the mod is also not compatible with any other mods. for sector takeover, the player is able to buy out some sectors (enemy and unknown only) for a specific sum. all mentioned in the readme_Yaki_K.

changes in the new version are:
sector control of the federation and the alliance were updated.
small bugs in mini missions fixed.
new produced (or baught) capital ships have the lifesupport for cargo bay now automatically assigned.

i hope that helped

greets

darya
Es gibt Tage, da gelingt uns alles... keine Sorge, das geht vorbei.

DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Post by DarthVain » Fri, 22. Jun 12, 08:25

Darya wrote:here are some answers from TGG

the mod is not AP compatible.

as for the star wars ship, there are two versions of it, a wale XL and an MC90. they are shown in the pic gallery.

greets

darya
Excellent. Thanks Darya. The only thing I found is that on the MC90 only a TS or TP can dock but no ships M3-M5 can dock even though it says it can. (I don't know why).
Another one bites the dust!!

DarthVain

Szynszyl
Posts: 276
Joined: Fri, 2. Jan 09, 20:23
x4

Post by Szynszyl » Tue, 27. Nov 12, 00:17

Are you using with this mod a fighters? I played this mod several versions ago and i think that ships are useless. Something was change in this situation?? Sorry for my not good english.

SirDeathwalker
Posts: 385
Joined: Fri, 6. Aug 10, 03:15
x4

Post by SirDeathwalker » Tue, 11. Dec 12, 18:03

Darya wrote: the mod is not AP compatible.
bummer :(

-any plans to change that circumstance?

SirDeathwalker
Posts: 385
Joined: Fri, 6. Aug 10, 03:15
x4

Post by SirDeathwalker » Wed, 19. Dec 12, 10:29

I cannot seem to dock any ship at a factory of any kind, only trading stations, some ship yards, not even my own factories... It is kinda difficult to conduct trade if you cannot get the cheapest prices... and for the plots requiring docking and trade....

i just dont get an option to dock, even the request is grayed out...
(it just took me this long to try to dock other than the trading station...)

User avatar
TGG
Posts: 1167
Joined: Sun, 19. Oct 08, 00:45
x4

Post by TGG » Sun, 10. Feb 13, 18:31

Hi,
patch 4.9 is released.

gruss
TGG
[ external image ]
TGG ( Terra Ghost Gesellschaft )

Arisk
Posts: 38
Joined: Fri, 4. Jan 13, 10:04
x3ap

life or improved races

Post by Arisk » Sun, 20. Apr 14, 20:36

Can I use life or improved races scripts?

http://forum.egosoft.com/viewtopic.php? ... sc&start=0

Amras Arfeiniel
Posts: 146
Joined: Mon, 19. Jun 06, 10:59
x3tc

Post by Amras Arfeiniel » Wed, 28. May 14, 16:11

Next time, please ask before you rip the content from our B5 mod! ...
Or give at least credit! -.-


Edit: The matter was solved. No ships from the B5 mod are used without permission in this mod. X2-Illuminatus

pave_low
Posts: 40
Joined: Mon, 1. Oct 07, 08:14
x3

The Ships

Post by pave_low » Thu, 2. Jul 15, 20:18

Is there any way you could post the ships individually or in one file in SPK format please?

User avatar
X2-Illuminatus
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 24961
Joined: Sun, 2. Apr 06, 16:38
x4

Post by X2-Illuminatus » Sat, 4. Jul 15, 18:14

I'm pretty sure that TGG already said that he wouldn't do this. For one, this would be a lot of work, as there are so many ships in the MGM. He would also need the permission from the ship creators to distribute their ships that way. Based on the fact that several of them are no longer active, it's unlikely to get them.

If I'm not mistaken, the Package Creator of the Plugin Manager by Cycrow offers the possibility to extract ships from mods and turn them into xsp files. If you want some of the ships from the MGM for your private use, then that would be a possible way of getting them.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!

pave_low
Posts: 40
Joined: Mon, 1. Oct 07, 08:14
x3

Post by pave_low » Mon, 6. Jul 15, 06:24

Yeah, sorry. I didn't read through properly. Doesn't matter anyway, I like this mod.

That said...

It is compatible with Combat Mod 4?

pave_low
Posts: 40
Joined: Mon, 1. Oct 07, 08:14
x3

Post by pave_low » Mon, 6. Jul 15, 13:20

Nevermind I have found it is compatible with Combat Mod 4. And the CMod really adds to the reality of the different roles.

pave_low
Posts: 40
Joined: Mon, 1. Oct 07, 08:14
x3

Post by pave_low » Sat, 9. Jan 16, 14:42

Is there an English Translation for in the game itself, as my ships names and equipment are in a foreign language for the stuff from the mod.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”