X3 Reunion - Bonus Pack 3.1.07
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- Carlo the Curious
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- FlyingElvis
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5% is the default when you buy a ship. No script in the bonuspack should change the probability.Kor'ah wrote:One thing about this bonus pack I haven't noticed in other versions. All ships missile fire chance is set to 5%.
The only script in BP that does involve missiles is the Missile Defence Mosquito, but whatever changes it does make to perform its function (it ignores your probability), it reverts back when it is no longer needed.
Now it is possible that MDM indeed fires more Mosquitos than before. Changelog for this version says that BigShips start defence a bit earlier. But LX is not a BigShip.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
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I unisntalled BP .6 and installed the .7 version. Now all of a sudden I have billions of credits in my ship accounts and in my HeadQuarters (which is the home to some 20 UTs.) Given that I have a modified game (Goner Trader) which I think should not affect anything (except the legitimacy of my save games), I wonder if anybody else have the same "problem" I have? It is really ruining my games, since there is no longer a challenge.
The only unofficial patch/mod I have is the Goner Trader mod, and it has been working fine for me so far, until I installed the newest bonus pack.
I am going back to BP .6 sine it is really boring to have billions of credits without having to work for it.
Sigh!
The only unofficial patch/mod I have is the Goner Trader mod, and it has been working fine for me so far, until I installed the newest bonus pack.
I am going back to BP .6 sine it is really boring to have billions of credits without having to work for it.
Sigh!
I too have had PHQ related problems post-install. I'm pretty sure they're CAG related so I posted my tale of woe there.VincentTH wrote:I unisntalled BP .6 and installed the .7 version. Now all of a sudden I have billions of credits in my ship accounts and in my HeadQuarters (which is the home to some 20 UTs.) Given that I have a modified game (Goner Trader) which I think should not affect anything (except the legitimacy of my save games), I wonder if anybody else have the same "problem" I have? It is really ruining my games, since there is no longer a challenge...
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Hi all...
Great work on adding other useful commands like "Mobile Mining / Mineral Collection Software", "Defend Position" & "Attack Rocks"...
I would like to report a bug with CLS MKII in Bonus Pack 3.1.0.7. Missile fire probability is getting change to 5% automatically on every ship. If I set it to 0% it will revert back to 5% automatically and another bug is about saving waypoints list to company server.
Configure Intermediate Stops> {5} {0-9} {0} & {5} {0-9} {1} are not working. They given an error beep after the third input is made.
And somehow I can't configure TS ships with even freight pilots to keep on going efficiently. In start they will go fine but after some time their cargo hold will be nearly full with one type of commodity. e.g They have to deliver meatsteak cahoonas to a shield fab but their cargo hold is already full with energy cells that they had to deliver on previous waypoint. But couldn't deliver it because the fab has lowered it's price for ec.
Is there anyway to command CLS MKII pilots to wait before buying a commodity untill it's demand has gone up. i.e they won't make many tours with just 10-15 units of cheap commodity?
Thanks in advance
Great work on adding other useful commands like "Mobile Mining / Mineral Collection Software", "Defend Position" & "Attack Rocks"...
I would like to report a bug with CLS MKII in Bonus Pack 3.1.0.7. Missile fire probability is getting change to 5% automatically on every ship. If I set it to 0% it will revert back to 5% automatically and another bug is about saving waypoints list to company server.
Configure Intermediate Stops> {5} {0-9} {0} & {5} {0-9} {1} are not working. They given an error beep after the third input is made.
And somehow I can't configure TS ships with even freight pilots to keep on going efficiently. In start they will go fine but after some time their cargo hold will be nearly full with one type of commodity. e.g They have to deliver meatsteak cahoonas to a shield fab but their cargo hold is already full with energy cells that they had to deliver on previous waypoint. But couldn't deliver it because the fab has lowered it's price for ec.
Is there anyway to command CLS MKII pilots to wait before buying a commodity untill it's demand has gone up. i.e they won't make many tours with just 10-15 units of cheap commodity?
Thanks in advance
A bit digging and ...
If you do have "CAG Trader Barrier" running on any station (Station Command Slot 10), you have to stop it and then restart it. Simply calling it won't do, as it sees the old script in the desired slot and will not kick that out.
The CAG 3.2.17 used script 'lib.le.trader.lock.cag'
The CAG 3.3.01 uses script 'plugin.com.agent.trader.lock'
=> therefore 3.3.01 ignores barriers set by 3.2.17
This does not explain the CLS problems.
If you do have "CAG Trader Barrier" running on any station (Station Command Slot 10), you have to stop it and then restart it. Simply calling it won't do, as it sees the old script in the desired slot and will not kick that out.
The CAG 3.2.17 used script 'lib.le.trader.lock.cag'
The CAG 3.3.01 uses script 'plugin.com.agent.trader.lock'
=> therefore 3.3.01 ignores barriers set by 3.2.17
This does not explain the CLS problems.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
Only the HQ. Other station restart automatically.jlehtone wrote:If you do have "CAG Trader Barrier" running on any station (Station Command Slot 10), you have to stop it and then restart it. Simply calling it won't do, as it sees the old script in the desired slot and will not kick that out.
Bug in the readme. -> {6} {0-9} {0} & {6} {0-9} {1}maz9009 wrote:Configure Intermediate Stops> {5} {0-9} {0} & {5} {0-9} {1} are not working. They given an error beep after the third input is made.
Lucike wrote:Bug in the readme.
Edit: There has been a change in the interface, which was not properly noticed. Mea culpa
The "reliable source" says:
Replace {2}{X}{Y} in Readme with:Eingabe - {5} {X} {Y}
Der WLS2 Pilot verschiebt aus seiner Wegpunkteliste den Wegpunkt X nach Y.
Eingabe - {6} {X} {Y}
Der WLS2 Pilot speichert seine Wegpunkteliste auf dem Firmenserver oder lädt sie von diesem herunter. (X = 0 bis 9 Speicherplätze; Y = 0 Liste laden; Y = 1 Liste speichern; X oder Y < 0 gesamten Firmenserver löschen)
Input - {5} {X} {Y}
The pilot moves the intermediate stop X to position Y.
Replace {5}{X}{Y} in Readme with:
Input - {6} {X} {Y}
The pilot copies his waypointlist to Company server or reads it from there.
(X = 0 to 9, List storage slot; Y = 0, Get list from server; Y = 1, Save list to server; X or Y < 0, Server is wiped clean)
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