20-2 Ceo's Wellspring
Also, you did not rename some Unknown sectors to include their coordinates:
17-11
8-16
and the Hub sector.
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apart from a few terran sectors positioned wrongly on the jpeg it looks fine. defo not the issue that the original version had.Teladidrone wrote:Yes, I did re-download part 2 only about 5 hours ago... and I started to install everything into a complete fresh addon folder, too.
EDIT:
This is what mine universe looks like - is this correct or messed up?
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Well spotted. I'll rename one of the duplicate sectors and sort the unknown sector names too. Don't worry, it won't require a restart to fix.Teladidrone wrote:And on another matter... I noticed two sectors with the same name:Is this intentional or did I mess up my install?SpoilerShow12-0 Ceo's Wellspring
20-2 Ceo's Wellspring
Also, you did not rename some Unknown sectors to include their coordinates:SpoilerShow13-8
17-11
8-16
and the Hub sector.
I will probably be keeping the vanilla Kyoto as I quite like it now it has decent engine effects.ShadowGod56 wrote:i hope that paul keeps the original Kyoto or releases the other model as an optional downlode tbh, i think it still stays true to the terren style but is different and adds a new flavor on terren designnap_rz wrote:
the USC need these capitals badly
http://bbs.deeptimes.org/data/attachmen ... sp3b91.jpg ------> replace the vanilla Kyoto
http://bbs.deeptimes.org/data/attachmen ... vrznwk.jpg ------> replace that ship from Nexus Jupiter Incident
The problem with jump beacons is that you have to have a ship or satellite in sector to be able to see them.MutantDwarf wrote:Why is it that Terran space has jump gates in it in AP, anyways? I know they were added in TC because otherwise you couldn't jump into Terran space and that's really annoying, but in AP there are jump beacons, and keeping the TOAs would preserve the game's lore a bit.
I altered the starts and removed the TPC thing as there is no Terran Plot in AP.Mizuchi wrote:Unless AP changed something, ALL (TPC) starts should have the maximum ATF rank set at startup, regardless of the Terran rank.
I can't remember if Hunted Hero is (TPC) or not, though. If it isn't, then you earn ATF reputation via Terran Plot 1.0.
As for new starts, that's totally not going to happen - at least not from me.
The Terrans tend to take the initiative initially, but they don't get reinforcements like the Argon fleet does, so the Argons grind the Terrans down eventually.nap_rz wrote:
report, right now the terran wipe the floor against argon... it's not fair btw that terrans can have 2 fleet (USC and ATF) attacking argon while argon only have, well... argon fleet...
according to the official story, terran space should be attacked by massive AGI fleet, thus the ATF are busy with them... but I haven't seen any massive Xenon attack on sol... instead they aggressively attacked sectors neighbouring their sectors...
You can get rid of them, but they often use the low-poly X2 models so aren't such a hit on frames - plus they add "life".Teladidrone wrote:Civilian ships/taxis - safe to remove?
I usually remove these completely from my game because the only thing they add is... well... lag.
But here you mention in the first post that even civilians have improved jobs - so before I nuke them all: they are not really needed for anything special in XRM now?
incarnyte wrote:Been looking for a mod to spice up AP and this one sounds awesome. There is one problem/question I have though. Do I have to use the part that changes the size of the jump drive to XL? I enjoy flying the fighters and would hate it if I didn't have jump ability in them.
If there is no way to not install that portion is there a way for me to change that one aspect myself?
Deleting entries will work if you restart your game. Deleting them in an existing game, just leaves you with some blank named ships flying around. Eventually jobs will clean them up. Or you can run the temp.xrm.kill.nameless.xml script installed with XRM to get rid of them.Idea wrote:Hi Paul
Allow me first to say this is a great mod and I am completely impressed how you manage to keep this project up and runing by only yourself at this time.Great job![]()
I am starting a new game now in TC and I am trying to set up one thing that is related to jobs file of XRM..Because I want a smooth game I am trying to improve performance of the game by removing the civilians but with no luck.I have tried to remove civilians from the job file using Observer's Jobs editor.I manage to remove them from the game but the number of script tasks remain the same, about 12200-11800 scripts runing.Vanila game has about 8500 scripts.I will instal PG,YA and Phantom corporation and they add more script task to overall number
I am not good with Job editor so my question is: Is deleting job entries in Job file enough to reduce the number of script tasks and for how much does that action reduce the number of scripts runing?
Thanks
Corvettes? Freighters? TPs? etc.Teladidrone wrote: Clearly the "vanilla way" of having spare drives ready in docked fighters wont work anymore - so what's the intended XRM way here?
To make them not useless. They can keep up with a fighter, but they can't turn like a fighter.Teladidrone wrote: And one more question:
Why are the M6 all so damn fast?
Not too sure I am comfortable with this either...