Litcube's Universe

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

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mauley
Posts: 9
Joined: Sun, 29. Jan 17, 12:06
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Post by mauley » Thu, 11. May 17, 23:11

Litcube wrote:
mauley wrote:I made the mistake of creating those SCh's to generate income and left it on SETA for hours when I went to work. After that I realised..
In my tests, leaving it on SETA will not break the game.

Then I have no idea what I ahve done to it but I have restarted now with frsh game. Loving the mod by the way. It brought me back to X3 after a long time away.

jacobsrem
Posts: 7
Joined: Tue, 4. Apr 17, 16:42
x3ap

Post by jacobsrem » Thu, 11. May 17, 23:40

Hi, all

First time posting on this great mod. I'm having a strange issue...

I cant find the Station agent software ANYWHERE in the universe... it shows up in the encyclopedia but no equipement docs, headquaters, etc sell it..

I followed the instruction details on installing the mod to the letter and everything else seems to be working fine.. just no STA to be bought, am I missing something simple here?

Thanks!

Sirrobert
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Joined: Wed, 21. Aug 13, 13:55
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Post by Sirrobert » Fri, 12. May 17, 01:41

Station Agent Software is for sale in every Equipment Dock in the universe.
If it's not there, something is wrong.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

Pind
Posts: 100
Joined: Tue, 3. Mar 15, 13:32
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Post by Pind » Fri, 12. May 17, 10:20

Really minor feature request:

1) Automatically rename SCH to <Product Name> @ SCH 100 XXL 001
2) Remove "@" from courier command text, so it would read: "Moving to Load Cloth Rimes @ SCH 100 XXL 001"

jacobsrem
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Post by jacobsrem » Sat, 13. May 17, 04:22

Sirrobert wrote:Station Agent Software is for sale in every Equipment Dock in the universe.
If it's not there, something is wrong.

Ok then something is wrong any clues on how to fix it? :cry:

Sirrobert
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Post by Sirrobert » Sat, 13. May 17, 09:15

jacobsrem wrote:
Sirrobert wrote:Station Agent Software is for sale in every Equipment Dock in the universe.
If it's not there, something is wrong.

Ok then something is wrong any clues on how to fix it? :cry:
Did you try to reinstall your game? Remember to use a clean game to install on. Absolutely no mods of any kind to have ever existed on the game.
If needed, delete everything and download the game fresh.

Keep the game outside of the Steam folder to make sure steam updates can't mess with it.

Also: No bonus pack.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

Pind
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Joined: Tue, 3. Mar 15, 13:32
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Post by Pind » Sun, 14. May 17, 07:28

Do mining fleet carriers and tug ships utilize the Docking Transporter Extension, or it is useless on them?

Sirrobert
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Post by Sirrobert » Sun, 14. May 17, 10:19

Tugs definitely use it. But TM ships already have it by default.
Not sure about mining ships, since I'm never in sector to see them. They use regular transporter beam though, so there's no need to dock.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

dreamer2008
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Joined: Sat, 24. Dec 11, 11:14
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Post by dreamer2008 » Mon, 15. May 17, 17:09

I want to start playing Litcube's more seriously in the coming weeks, and I know it will keep me busy for months. Is there any major update planned in the meantime, to know if I should wait for it before I start?

Sorry if this has been asked/answered before.

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Litcube
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Post by Litcube » Mon, 15. May 17, 17:10

dreamer2008 wrote:I want to start playing Litcube's more seriously
Depends on how seriously. How seriously are we talking?

Sirrobert
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Post by Sirrobert » Mon, 15. May 17, 17:30

9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris

dreamer2008
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Post by dreamer2008 » Mon, 15. May 17, 19:01

Sirrobert wrote:Super serial
That and this

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Litcube
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Post by Litcube » Mon, 15. May 17, 19:02

In that case you are safe to start LU. Even if there was a patch, I don't recall any patches requiring anyone to restart.

dreamer2008
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Post by dreamer2008 » Mon, 15. May 17, 19:05

Litcube wrote:In that case you are safe to start LU. Even if there was a patch, I don't recall any patches requiring anyone to restart.
Awesome, thank you! :)

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Joubarbe
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Post by Joubarbe » Mon, 15. May 17, 21:37

And if you don't know that already, LU has this great feature of "export your savegame, import it to a new game". Unlike many old games, like... STALKER. Oh god I hate patches in that game.

TestUnknown
Posts: 55
Joined: Fri, 6. Apr 12, 01:40

Post by TestUnknown » Tue, 16. May 17, 01:01

Possible bug:

Code: Select all

$laser.energy = get laser energy of type: laser type={Gamma Kyon Emitter}
returns 17 instead of 2,989. 17 is the laser energy for "Unused" laser and the Repair laser.

TestUnknown
Posts: 55
Joined: Fri, 6. Apr 12, 01:40

Post by TestUnknown » Tue, 16. May 17, 01:16

Does shield recharge rate depend on ship type or on the shield used? If it depends on the ship and not on the shield used, is there a custom command like the one before but returns the shield recharge rate of the ship instead of the shield?

Code: Select all

<<RetVar>> get shield recharge rate of type: shield type=<<Var/Ware>>

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Zaitsev
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Post by Zaitsev » Tue, 16. May 17, 07:29

TestUnknown wrote:Does shield recharge rate depend on ship type or on the shield used?
Both. Since LU render all other factors irrelevant the recharge rate depends on total installed shield capacity and the ship's power generator, which varies with ship class and race of origin.
I'm sorry, I can't hear you over the sound of how awesome I am :D

DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed

Shepp
Posts: 196
Joined: Fri, 20. Feb 04, 22:20
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Post by Shepp » Tue, 16. May 17, 18:21

TestUnknown wrote:Possible bug:

Code: Select all

$laser.energy = get laser energy of type: laser type={Gamma Kyon Emitter}
returns 17 instead of 2,989. 17 is the laser energy for "Unused" laser and the Repair laser.
Which script are you seeing this?

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Litcube
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Post by Litcube » Wed, 17. May 17, 00:08

TestUnknown wrote:Possible bug:

Code: Select all

$laser.energy = get laser energy of type: laser type={Gamma Kyon Emitter}
returns 17 instead of 2,989. 17 is the laser energy for "Unused" laser and the Repair laser.
Hm. Possibly a bug here.

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