[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Out of curiosity, was the Valhalla removed since AP 2.1/XRM 1.24b? I seem to remember it being in the game back then...now I don't see it anywhere in the encyclopedia (even with the whole thing unlocked via the cheat package).
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From what I understand, in order to have only one Valhalla present in the universe it's been assigned to race0 so that another copy won't get spawned for RRF duty. A side effect of this is that it no longer shows up in the encyclopedia.Etyneo wrote:Out of curiosity, was the Valhalla removed since AP 2.1/XRM 1.24b? I seem to remember it being in the game back then...now I don't see it anywhere in the encyclopedia (even with the whole thing unlocked via the cheat package).
Reido
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If true, that might make it easier to capture...less chance of pissing off the Terrans/ATF...Reido wrote:From what I understand, in order to have only one Valhalla present in the universe it's been assigned to race0 so that another copy won't get spawned for RRF duty. A side effect of this is that it no longer shows up in the encyclopedia.
Reido
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That oversized M3 needs to get out of the M6 category...vukica wrote:albion pride seems to be able to fly through other ships...
collision works with stations, asteroids, gates etc.
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No - its the race manufacturer race (set in tships) that is set to race 0. The spawned Valhalla is still Terran owned.Etyneo wrote:If true, that might make it easier to capture...less chance of pissing off the Terrans/ATF...Reido wrote:From what I understand, in order to have only one Valhalla present in the universe it's been assigned to race0 so that another copy won't get spawned for RRF duty. A side effect of this is that it no longer shows up in the encyclopedia.
Reido
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Depends on what game you're playing. In TC missile boats use Litcube's missile boat script. In AP they use vanilla mechanics. In either case i didnt write the script, so im a bit loathed to start editing them.Nicoman35 wrote:Hi paul,
I got a question regarding Missile Boats. I read the post on how they behave in XRM.
There is just one thing. In a sector full of enemy ships, I order 3 missile boats to start off my carrier and attack a target. Like intended, the missile boats also assault other targets on their way. The issue is: They attack enemies the moment they undock. With the consequence, that some missiles turn to an enemy flying somewhere "behind" the carrier. So, the heavy missiles smash into the carrier, inflicting damage to it and, even worse, destroying the missile boats just starting.
Could a security delay not fix this? Something likeCode: Select all
while $Missile.Boat -> is starting = wait 2000 ms end
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Perhaps they didn't feel like taking the time to make a collision mesh for something that was only going to appear once or twice, and not be something the player could aquire...paulwheeler wrote:Egosoft must have forgotten to add a collision box to the model - the XRM doesnt change it.
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well, player can aquire it in xrm.Etyneo wrote:Perhaps they didn't feel like taking the time to make a collision mesh for something that was only going to appear once or twice, and not be something the player could aquire...paulwheeler wrote:Egosoft must have forgotten to add a collision box to the model - the XRM doesnt change it.
so.... there you go.
Split say NEED MORE FIREPOWER!!
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Yes, but only through mods or cheating. It was never something the player was supposed to be able to acquire in vanilla. Thus I can see why a collision mesh may have been skipped.
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I am playing TC. And I changed that in my XRM version. It's only 4 additional lines of code in the script Lib.Cmd.Turret.Barrage. Say the word if you want to have my version.paulwheeler wrote:Depends on what game you're playing. In TC missile boats use Litcube's missile boat script. In AP they use vanilla mechanics. In either case i didnt write the script, so im a bit loathed to start editing them.
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I've added Military Base Revamp via the Plugin Manager. It shows up in the Plugin Manager and the option to enable Xenon base is in the AL settings.
However, I set the plugin configurations hotkey in controls but it does not open a config menu when pressed. Apparently this means that there are no configurable scripts installed.
Can anybody help me please?
However, I set the plugin configurations hotkey in controls but it does not open a config menu when pressed. Apparently this means that there are no configurable scripts installed.
Can anybody help me please?
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Install required by the script MBRR, JSON library.Hotpot wrote:I've added Military Base Revamp via the Plugin Manager. It shows up in the Plugin Manager and the option to enable Xenon base is in the AL settings.
However, I set the plugin configurations hotkey in controls but it does not open a config menu when pressed. Apparently this means that there are no configurable scripts installed.
Can anybody help me please?
See the topic MBRR script.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Anyone know of a handy chart or other reference that details each ship's hangar slots as to how many of a given type a ship has?
I know that most of the ships XRM adds have this information at the end of their descriptions, but most of the stuff that was present in vanilla does not.
I know that most of the ships XRM adds have this information at the end of their descriptions, but most of the stuff that was present in vanilla does not.
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Trying looking here:
http://forum.egosoft.com/viewtopic.php?t=257062
This was incorporated into XRM and I've found it to be about 95% accurate.
http://forum.egosoft.com/viewtopic.php?t=257062
This was incorporated into XRM and I've found it to be about 95% accurate.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
--Play vanilla!
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