paulwheeler wrote: Ammo based weapons have been converted into standard energy weapons and rebalanced to compensate.
a question about this.
projectilecannons fire without ammo now? so the fabrics which produce ammo for them are useless? is it correct that the info shows they make 70 hull damage and 0 shield damage? doesnt that mean they are useless?
The ammo fabs were left in to avoid any unforseen consequences for the economy.
0 shield damage means it bypasses the shields - this is the Mass Driver and it does this in vanilla as well.
Question. Does this mod allow for the player (me) to make more money with a more active role in doing missions/combat? I always find that vanilla emphasizes trade too much and that combat is very difficult to start out with.
paulwheeler wrote:
0 shield damage means it bypasses the shields - this is the Mass Driver and it does this in vanilla as well.
And an Argon Nova or Centaur carrying those things can be a *really* nasty surprise if you weren't expecting it - though not as much as the freighter with a CFA
Not that I mind, it just teaches me to be more careful about who to pick on first. Hell of a lot better than the vanilla system of "everyone has PBGs or PBEs."
I do like that the Xenon Rogue start seems to be more difficult now than I remember it being in 1.24b. Always bothered me that every race would be neutral to a rogue Xenon at the start of a game...now I just have to figure out if I actually can raise my standings with those who shoot on sight...or if I'm stuck dealing with the Teladi and Boron...
Edit: Hmm, after giving the first couple of pages of this thread a looking over, I can't seem to find what I'm looking for...and this thread is soo long...
I'm looking for something to help me compare ships in XRM to eachother, so I can determine which ones I want for my various fleets. For exampe, in Vanilla (and perhaps even previous versions of XRM), I'd choose the Mistral as my TS due to it's extra turrets and the fact it was the fastest TS in the game (Vanilla). Granted, it didn't have the largest hold, but it had the highest chance of getting to it's destination unescorted due to it's speed and extra turrets.
Etyneo wrote:
I'm looking for something to help me compare ships in XRM to eachother, so I can determine which ones I want for my various fleets. For exampe, in Vanilla (and perhaps even previous versions of XRM), I'd choose the Mistral as my TS due to it's extra turrets and the fact it was the fastest TS in the game (Vanilla). Granted, it didn't have the largest hold, but it had the highest chance of getting to it's destination unescorted due to it's speed and extra turrets.
Look at the first page "Ship and Weapon Stats for XRM v1.28"
Etyneo wrote:
I'm looking for something to help me compare ships in XRM to eachother, so I can determine which ones I want for my various fleets. For exampe, in Vanilla (and perhaps even previous versions of XRM), I'd choose the Mistral as my TS due to it's extra turrets and the fact it was the fastest TS in the game (Vanilla). Granted, it didn't have the largest hold, but it had the highest chance of getting to it's destination unescorted due to it's speed and extra turrets.
Look at the first page "Ship and Weapon Stats for XRM v1.28"
Derp, how'd I miss that... I just hope that stats are up to date with 1.30d...
Edit: I seem to remember using that in the past...it looks familiar anyway... In any case, it's not the easiest thing to navigate, nor does it seem to have the capability to distinguish between regular M7s and M7Cs, for instance...
Etyneo wrote:
Edit: I seem to remember using that in the past...it looks familiar anyway... In any case, it's not the easiest thing to navigate, nor does it seem to have the capability to distinguish between regular M7s and M7Cs, for instance...
Yes - I find it tricky to navigate as well, not that I don't appreciate the work that went into it. Personally if my perl/web skills were up to it I'd try and convert it to a spreadsheet (via CSV perhaps).
wasdie wrote:Question. Does this mod allow for the player (me) to make more money with a more active role in doing missions/combat? I always find that vanilla emphasizes trade too much and that combat is very difficult to start out with.
Yes, I'm new to the mod.
Yes the bounty system makes combat much more rewarding. All you need is a police licence.
Etyneo wrote:
Edit: I seem to remember using that in the past...it looks familiar anyway... In any case, it's not the easiest thing to navigate, nor does it seem to have the capability to distinguish between regular M7s and M7Cs, for instance...
Yes - I find it tricky to navigate as well, not that I don't appreciate the work that went into it. Personally if my perl/web skills were up to it I'd try and convert it to a spreadsheet (via CSV perhaps).
The advantage of the current system is that its all scripted. I just drop the types files in and it generates the stats. Keeping track of a standard spreadsheet with all the changes the xrm makes is a headache.
Etyneo wrote:
Edit: I seem to remember using that in the past...it looks familiar anyway... In any case, it's not the easiest thing to navigate, nor does it seem to have the capability to distinguish between regular M7s and M7Cs, for instance...
Yes - I find it tricky to navigate as well, not that I don't appreciate the work that went into it. Personally if my perl/web skills were up to it I'd try and convert it to a spreadsheet (via CSV perhaps).
The advantage of the current system is that its all scripted. I just drop the types files in and it generates the stats. Keeping track of a standard spreadsheet with all the changes the xrm makes is a headache.
It wouldn't be so bad if my tilt wheel would let me scroll side to side as it does in other places...having to scroll all the way to the bottom of a page and then use the scrollbar is a bit 20th Century...
wasdie wrote:Question. Does this mod allow for the player (me) to make more money with a more active role in doing missions/combat? I always find that vanilla emphasizes trade too much and that combat is very difficult to start out with.
Yes, I'm new to the mod.
Yes the bounty system makes combat much more rewarding. All you need is a police licence.
Excellent. Was going to download this mod and a few other recommended scripts ASAP. I've tried so hard to get into X3 TC and X3 AP but each time I fell pray to the over complexities and the focus on trading. This mod seems to add a lot of stuff that makes the game world much more logical and easier to get into while adding depth.
I seem to be having an issue with the Griffon Sentinel where the pilot's view is somewhere inside the ship model. Additionally, I can't fire the main guns, switch to turret views, or manually fire turrets.
I'm wondering if this is a known issue, or may be the result of me merging the XRM TFactories with Litcube's Saturn Complex Hub's TFactories...
I've tried it both with and without the XRM cockpit mod installed and that makes no difference.
Edit: Additionally, I've noted a bunch of Mammoths in various parts of the Universe. Some are Khaak, some are Pirate, some are race Recon ships (Split Recon Mammoth, for example). I'm going to assume this is not normal behaviour and I should examine a script conflict somewhere...
Edit2: I'm going to assume that XRM reworked the Stock Market...as I can't seem to make any headway at the one in Seizewell...
paulwheeler wrote:The "object.sector.name@L2M183 Offer.1L0m83" bit looks like a mission director script to me, so it cant be killed from the in game script editor. L2M183 looks like the kind of ID Egosoft uses in plots and missions.
Thanks Paul I figured it out. I had a mission called dual convoy that I ignored and never completed. Somehow the pirates that spawned were coming after me instead of the trade transporter i was assigned to protect. Once i cancelled this mission, no more yaki.
How do I make the plugin manager find the game directory so I get it on the list if I copy the steam contents to a new folder (don't want steam updating the game)? Plugin only finds my XTC steam folder.
DrBullwinkle wrote:Well, first of all, ships crashing into things on autopilot is normal. That is not a sign that you have a bad installation.
From your description, it sounds as though you may have added the ship *types* to your game, but perhaps you forgot to actually create one of your new ships? The usual way to do that is to use the Cheat Package to "create ship" of your new type. If your new ship is added correctly, then you will be able to see its name on the Cheat Package "Create ship" menu.
Also, if you link the instructions that you used, and tell us which ships you are trying to install, then people will be able to comment on whether you have everything you need.
I simply used the plugin manager to add the xsp file, enable it and that is it.
The ship's I'm trying to install are some of the Star Wars, BSG and Star Trek ships that are in the thread http://forum.egosoft.com/viewtopic.php?t=274276
Mostly the ones made by DeadlyDa, Balogt and Cycrow
I did install the cheat package to try to spawn the ships but I simply cannot find them in the list of ships, at all, I can sometimes see the ships on the loading screens but that's about it.
DrBullwinkle wrote:Well, first of all, ships crashing into things on autopilot is normal. That is not a sign that you have a bad installation.
From your description, it sounds as though you may have added the ship *types* to your game, but perhaps you forgot to actually create one of your new ships? The usual way to do that is to use the Cheat Package to "create ship" of your new type. If your new ship is added correctly, then you will be able to see its name on the Cheat Package "Create ship" menu.
Also, if you link the instructions that you used, and tell us which ships you are trying to install, then people will be able to comment on whether you have everything you need.
I simply used the plugin manager to add the xsp file, enable it and that is it.
The ship's I'm trying to install are some of the Star Wars, BSG and Star Trek ships that are in the thread http://forum.egosoft.com/viewtopic.php?t=274276
Mostly the ones made by DeadlyDa, Balogt and Cycrow
I did install the cheat package to try to spawn the ships but I simply cannot find them in the list of ships, at all, I can sometimes see the ships on the loading screens but that's about it.
I have a feeling that a TShips merger may be needed to resolve this...perhaps someone could point him to instructions?
In the event you find instructions on your own, you'll likely need to take the TShips file from XRM (I think it's contained in the Part 2 .cat) and combine it with the one that came with whatever ship mod you're referring to. You'll need X3 Editor 2 or something similar to extract the files in question from the .cat files. I'm too tired to go in depth on this, though. I suspect there's a thread with general instructions for merging TShips, TFactories, or other Tfiles that should help you.
XSP ships cannot be added to the XRM via the plugin manager. Its not ttships - its all the other files like components, dummies etc. You need to manually merge the ships into the xrm.
Etyneo wrote:I seem to be having an issue with the Griffon Sentinel where the pilot's view is somewhere inside the ship model. Additionally, I can't fire the main guns, switch to turret views, or manually fire turrets.
I'm wondering if this is a known issue, or may be the result of me merging the XRM TFactories with Litcube's Saturn Complex Hub's TFactories...
I've tried it both with and without the XRM cockpit mod installed and that makes no difference.
Edit: Additionally, I've noted a bunch of Mammoths in various parts of the Universe. Some are Khaak, some are Pirate, some are race Recon ships (Split Recon Mammoth, for example). I'm going to assume this is not normal behaviour and I should examine a script conflict somewhere...
Edit2: I'm going to assume that XRM reworked the Stock Market...as I can't seem to make any headway at the one in Seizewell...
Well firstly, if its called "Griffon Sentinel" something is wrong with your XRM installation. Thats its vanilla name. In the XRM its simply called "Griffon". I expect you have a Tships conflict from another mod you have installed. Youll need to restart your game once you have fixed the problem.
paulwheeler wrote:XSP ships cannot be added to the XRM via the plugin manager. Its not ttships - its all the other files like components, dummies etc. You need to manually merge the ships into the xrm.
OK, so there is a way to have custom ships, that's good news.
More or less yes, Sanchez, but it's definitely not foolproof, depending on the ship (and its components/dummies especially).
What I usually do is let the plugin manager create its tships/dummies/components by installing the xsp, then MANUALLY copypaste the new entries in a modified version of XRM's ones, and finally uninstall what the PM has created. Still some tinkering with the new ship(s) might be in order, to avoid conflicts with turret/component dummies, and to prevent things from getting messy in general.
For that very same reason it's wise to unpack the xsp and manually place the objects dir in a cat/dat of our own, so we can track - by comparison - if there's any duplicate entry that would overwrite something from XRM (which might have the same name, but still be different as it might come from another mod but tweaked to better suit XRM), which should be avoided (or anyway playtested).
In any case don't, don't, don't overwrite XRM's files, always make a separate, dedicated cat/dat.
Also, no need to leave the tships built by the PM in, the cat/dat storing our merge is enough.
Obviously, new ships won't have a name without a t file (usually generated by the PM too). I usually do that manually too, but that's mainly because I want Betty to be able to say the ship's name (which doesn't happen with most xsps for obvious reasons), so I always rename them to some string already existing, but unused, in the game files.