[SCR] Custom Start v1.4.0 (21-04-14)

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

User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD » Tue, 22. Apr 14, 01:48

Thanks for update.
Installed ready for my next game.
:D

Idleking
Posts: 425
Joined: Tue, 15. Aug 06, 15:47
x3ap

Post by Idleking » Tue, 22. Apr 14, 07:03

Nice Job! :)
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".

gastovski
Posts: 152
Joined: Tue, 3. Dec 13, 11:20

Post by gastovski » Sun, 27. Apr 14, 20:28

Great mod but could you make Xenon Hub for our homebase(completely ours) please?. I want to put my HQ there.

User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD » Sun, 27. Apr 14, 20:53

In AP it does get your name added to the sector :)

But I agree...that was the thing I did not like about vanilla TC.

I think Apricotslice has a script to name it

And there is another script that claims any sector as your own,without repercussions.

GlassDeviant
Posts: 291
Joined: Sun, 4. Nov 12, 12:06
x3tc

Post by GlassDeviant » Fri, 10. Apr 15, 04:58

What does the "Jumps" item at the bottom of the Custom Start window just above "Apply" do?
bibo ergo sum

User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD » Fri, 10. Apr 15, 14:54

Been a long time..


iirc it's the number of sectors distance from your start point that will appear on you universe map

If i am wrong , then I am sure some will correct me

GlassDeviant
Posts: 291
Joined: Sun, 4. Nov 12, 12:06
x3tc

Post by GlassDeviant » Fri, 10. Apr 15, 19:26

Ah, so leaving it at zero means I get everything then, which is what I have been getting.

Thanks.
bibo ergo sum


Post Reply

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