SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Sub/Naval & General Games Discussion (https://www.subsim.com/radioroom/forumdisplay.php?f=177)
-   -   X3 (https://www.subsim.com/radioroom/showthread.php?t=177312)

Spike88 11-28-10 10:16 PM

Quote:

Originally Posted by CaptainHaplo (Post 1543379)
LOL I'd love to share details but I can't. It has been dealt with however, and is much improved. Also, from what I have seen, Gazz's complex creator *or compressor as I call it* does appear to work if you want to continue to use that. Note I say "appear" to work, as I have not tested it with XTC as yet, just seem to recall that being posted somewhere - so I could be wrong.

Will XTC work with ship mods?

CaptainHaplo 11-29-10 01:13 AM

Unknown - but doubtful. There are NUMEROUS new ships and weapons in XTC - and the weapons will be a sticking point for all the "add ship" mods that are there. However, if you look at how X-Tended for Reunion was recieved, and how the community is wanting XTC, you can expect the major mods and ships to get compliant real quick.

Honestly, this is going to blow the old experience of X3TC out of the water. Already I am astounded - not just graphically, but at the depth this game has compared to the original.

If you think how GWX made SH3 a better game, and it did, take that and consider a GWX that made SH3 look like SH4 running all the environment mods, had both atlantic and pacific areas, reworked the AI to something that seemed all too human, fixed almost all the bugs, stuck to "canon backstory", and then topped it with adding every ship, sub, weapon and combat equipment that realistically was used.

Literally, XTC will change the X3 game in the same manner. I fully expect a number of the modders will rush to get their tweaks into XTC compliance.

Seriously - the sheer level of "tweakability" that the mod itself gives is astounding - how they did it without the source code is a great feat.

One mod I do know works because I tested it personally - is the 500km comm mod. Had to take it out for regular testing - but thats one that once the mod is live I will be using. Can't be without it.

Mods like Improved Race Relations, Improved Military Response, etc - all are redundant. The AI has been totally upgraded significantly for all factions. The whole premise of the game makes every group act intelligently, both strategically and tactically.

Let me put it this way. If X3 sucked up your life, go ahead and plan on taking 2 weeks or more off work when its released. As for when that release date is - I can only say it truly is "SOONTM".

Dowly 11-29-10 04:21 AM

Anyone tried the Babylon 5 mod? I seem to have some problems with it (well, I think I have problems). When I start a new game, no matter which start, there doesn't seem to be anything to do. I start in some Minbari sector, but there's no jumpgates nor stations there, only some asteroids. Reading some of the comments on moddb, people are actually playing this mod as it should.

Any idea if mod install might be different on the Steam version? I get the B5 splash screen and stuff, but otherwise I don't think it's working as it should. :hmmm:

PS. Oh and 1.1 alpha is what I have.

EDIT: Nvm, think the installer was corrupt.

Dowly 11-29-10 12:52 PM

Is there a more comprehensive list of new stuff the Lucike's scripts add? The main thread is pretty vague. :hmmm:

Spike88 11-29-10 02:11 PM

Jesus. I've been all over the Universe looking for CIGs.:stare:


Edit: I feel like an idiot. Could have just saved time and gone to the two forges in Red Light.

Spike88 11-29-10 04:56 PM

http://forum.egosoft.com/viewtopic.php?t=162408 Just found this guide full of guides. Good use for newbs.

Crécy 11-30-10 08:16 AM

Quote:

Originally Posted by Spike88 (Post 1543775)
Just found this guide full of guides. Good use for newbs.

A guide which is full of guides. :hmmm:

For newbies, sounds good. That site is most certainly for me then. Maybe I can start playing next year if my computer is fixed by then.

Dowly 11-30-10 10:44 AM

Hmm... I have bit of an trouble with my CAGs. Yesterday, I built an L wheat farm to Menelaus' Frontier and tasked the freighter I was flying at the time to start selling the stock via CAG.

The stock hardly ever went below 5500 units, so today I bought an larger freighter and tasked it to CAG duty for the farm alongside with the earlier freighter. Same settings, stock constantly at ~7000 units, but the new freighter just idles there saying "CAG on standby..." while the earlier freighter keeps on trading. :doh:

Any ideas? :hmmm:

PS. Not a case of missing software AFAIK.

EDIT: Ah, nevermind, the new trader can't sell resources until he is promoted.

Spike88 11-30-10 12:40 PM

Quote:

Originally Posted by Dowly (Post 1544166)
Hmm... I have bit of an trouble with my CAGs. Yesterday, I built an L wheat farm to Menelaus' Frontier and tasked the freighter I was flying at the time to start selling the stock via CAG.

The stock hardly ever went below 5500 units, so today I bought an larger freighter and tasked it to CAG duty for the farm alongside with the earlier freighter. Same settings, stock constantly at ~7000 units, but the new freighter just idles there saying "CAG on standby..." while the earlier freighter keeps on trading. :doh:

Any ideas? :hmmm:

PS. Not a case of missing software AFAIK.

EDIT: Ah, nevermind, the new trader can't sell resources until he is promoted.



I had the same thing happen to me. Was bugging Arclight about it trying to find out why, so he told me to check all the settings. Finally he tells me they can sell at Level 1.




Last night I reached Omicron Lyrae from Argon Prime. Took me about an hour at 115m/s With some SETA thrown in. :dead: Would have used jumpdrive, but nothing in that area was charted.

Dowly 11-30-10 12:46 PM

Quote:

Originally Posted by Spike88 (Post 1544254)
Last night I reached Omicron Lyrae from Argon Prime. Took me about an hour at 115m/s With some SETA thrown in. :dead: Would have used jumpdrive, but nothing in that area was charted.

I use a boron Octopus as my main ship until I can gather enough money to buy something big. Sucks at everything else than speed, 427m/s max speed and costs only 60k or so. Very nice ship to fly around with. :up:

BTW, how does Travel Drive differ from Jump Drive?

Spike88 11-30-10 01:41 PM

Quote:

Originally Posted by Dowly (Post 1544259)
I use a boron Octopus as my main ship until I can gather enough money to buy something big. Sucks at everything else than speed, 427m/s max speed and costs only 60k or so. Very nice ship to fly around with. :up:

BTW, how does Travel Drive differ from Jump Drive?



I have a M5 that I need to outfit with Navigator Software and send out to explore the known universe. But I didn't know where it(the software) was until After I made the voyage.


I'm unsure of what Travel Drive is/does. Haven't seen it in my game, and a wares search brought up zero results.

The jumpdrive costs about 110K, and then requires Energy cells for each jump. The farther the Jump the more energy required. After you have the requirements, you tell your ship to Jump via Navigation Menu in the Control Console. You'll be asked which sector you want to jump to, and then which gate you want to come out of. You can use it from anywhere in the sector. So for example you could be 1000KM away from the nearest gate. Once you have selected your destination the ship will come to a complete stop. You get a countdown, which sounds awesome, as the Jumpdrive "charges". You'll then see the little vortex thing you get when flying from sector to sector and instantly come out of the gate you had chosen.

It's far superior than normal flying for crossing large distances, but it does have the drawbacks that it requires Energy cells, it requires you to stop(which may be a problem if you're fleeing from something), and you need to have mapped out the Exit portal. Also, most gates in the Terran sector are "Trans-gates" so you can't select them as your destination. Save for the gate in Asteroid Belt, and another in Saturn.

Arclight 11-30-10 01:45 PM

Don't need to stop to use jumpdrive. ;)

Spike88 11-30-10 01:49 PM

Quote:

Originally Posted by Arclight (Post 1544285)
Don't need to stop to use jumpdrive. ;)


My ship stops. :hmmm:

Dowly 11-30-10 01:54 PM

@Spike88

Yes, I have played X3 before, so I am well aware of what Jump Drive does. ;) Travel Drive comes with the Lucike's script collection, hence you don't see it in your game. Very hard to find info about it. :shifty:

BTW, the Lucike's collection adds jump beacons, which AFAIK, allow you to jump right to them, instead of gates. :up: They are like satellites, have to buy then first from the JB factory.

Spike88 11-30-10 02:11 PM

Quote:

Originally Posted by Dowly (Post 1544293)
@Spike88

Yes, I have played X3 before, so I am well aware of what Jump Drive does. ;) Travel Drive comes with the Lucike's script collection, hence you don't see it in your game. Very hard to find info about it. :shifty:

BTW, the Lucike's collection adds jump beacons, which AFAIK, allow you to jump right to them, instead of gates. :up: They are like satellites, have to buy then first from the JB factory.


Just making sure. :O:
The only mod/script I'm looking at is this one:
http://forum.egosoft.com/viewtopic.php?t=217470

Lets you recall drones. Although I'm not sure on whether or not I like the added features. *besides the drones*


All times are GMT -5. The time now is 11:25 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.