
I am not ready yet to fiddle with and alter mods yet; I need to do more reading first. I guess I am going to have to go with the original version.

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I will check that. It won't cause any problems as you start in Argon Sector 148, so its instantly discovered anyway.Black147 wrote:Paul: I think there´s a typo in the start MD file:
InThe above sector does not exist. I suspect you meant x="14" y="8" - which is Argon sector 148.Code: Select all
<do_when value="{player.gamestart}" exact="101" comment="Argon Peacekeeper"> [...] </cargo> <map> <sector x="14" y="18"/>
Play one of them at length. Once you've made some progress in the game you'll get some perspective on the exact useful/lessness of your starting equipment. For example:Yushatak wrote:It feels like I'm cheating with several of the XRM starts.
Fly it for awhile. You'll learn that it is far from loaded.I can pick the freebooter and start with a loaded Carrack.
there was amod i found which runs a script once why you start a new game. it was simply called custom start. It lets you swap the player ship (changes and then deletes the old), it lets you add additianal ships. gives you the option to fill any carriers, lets you edit your credits, reputation, also gives the option to reveal sectors , all sectors or every sector within a specified number of jumps. there are a few more handy options aswell. Its 100% compatable with xrm and ap. Just select one of the boron starts and then edit the start with the script (it runs automaticly but only once at game start)Texhnolyzed wrote:Are there any additional Boron starts out there that are compatible with this mod and Albion Prelude? I looked in the "List of mods and stuff" thread, but the only one I found was in "X3TC Vanilla Malt Gamestarts 1.1", but that one doesn't really help.
Not if you actually read the main posts. Instructions on how to deploy OWPs are there and also in the xrm special features pdf file included with part 2.Mysterius wrote:No... But now yes!jack775544 wrote:Did you activate it using the hotkey?
Thank you!
For those of you who encounter the same problem in the future, it is the "Xtra Cadius OWP activate" hotkey in the controls configuration menu.
I've searched before and found nothing about it... There are some hard to find features in XRM.
Teleth wrote:The Infinite loop error I was talking about, I got it again. This time I just happen to save right before it so I had time to actually read the msg. Here is what is says:TestUnknown wrote: I should mention I'm pretty sure I didn't fix the bug in question, as I have never encountered it.I am not sure what the numbers after the script name meant. So I may not be looking at the right place, but this loop here looks very resource intensive:Infinite loop detected, script is terminated!
al.LitQB.PhanCorp.Task.GuardSector:63:0:0:390889050:0: hidden goto label -1610602487
RefObj: TandiTech Sector Guardian M1 Raptor (M1IR-18) , env=Gunne's Crusade
It doesn't have a wait statement inside and it loops as long as I am in the sector. Calling '!fight.attack.enemiesrange.land' on the same fighters over and over again.Code: Select all
while $EnemyEnv == [SECTOR] $Fighters = [THIS]->get ship array from sector/ship/station $FighterCount = size of array $Fighters $Pos = [THIS]->get position as array while $FighterCount dec $FighterCount = $FighterCurrent = $Fighters[$FighterCount] START $FighterCurrent->call script '!fight.attack.enemiesrange.land' : station=[THIS] range=30000 arefpos=$Pos noidle=[TRUE] end = [THIS]->call script '!fight.attack.object' : victim=$Enemy follow=[FALSE] onlyShields=[FALSE] $Enemy = [THIS]->find nearest enemy ship in range: class=null $EnemyEnv = $Enemy->get environment end
As for how to make it better, I am thinking add a variable $Enemy.last to keep track of the last enemy targetted, if it is the same as the closest one (line 67), wait 10 seconds to avoid issuing the same !fight command again. If it is different, issue the !fight commands again and wait 1 second. What do you guys think?
I thought you had to activate them with a special command.Ragemaster9999 wrote:I cant seem to get lasertowers to work... I jet them into space and they seem to have a timer of 10 minutes. I thought these were fixed installations... also, they spawn with shields at 0, and slowly regen.... and have 0 total turret energy, so they are unable to shoot anything. They do track enemy targets, but I presume no firing of lazors due to no energy...
Am i using laser towers correctly?