[Script] JumpPoint v1.40b (19/10/2011)

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Gundus#
Posts: 3
Joined: Tue, 24. Mar 09, 15:17

Problem with menu jumppoint

Post by Gundus# » Tue, 24. Mar 09, 15:30

Hi!

First, thanks for your work. I installed your "Jumppoint" Script and the necessary mod, i got the jumppoint flashpacks and the menuline under "special" (jumppoint), but there is no further select option.

The insert of the menu, "deploy" etc., is not there. When i select "jumppoint", the computervoice of the game says "computer activated", but nothing happens (i have the flashpacks allready in my ship).

Can there be a problem with the language? My game operates in german.

Is it regular that the flashpacks are named in code? I checked the correct copy of the scripts and haven't found any wrong thing.

I would appreciate your further help.

Bye!

Gundus - Austria

semiliterate
Posts: 357
Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate » Tue, 24. Mar 09, 16:44

the t-files for your game all end in L049, whereas english uses L044. thing is, changing the filename isn't enough, and i don't know what else to do.

so: open the tfiles with, um, something that can read them, and find L044 and change it to L049, then change the filename, is I THINK the procedure.

but i have not done this myself so no guarantees.

Gundus#
Posts: 3
Joined: Tue, 24. Mar 09, 15:17

-

Post by Gundus# » Tue, 24. Mar 09, 19:33

I will try. Thanks.

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BinaryBoy
Posts: 79
Joined: Tue, 14. Oct 08, 19:43
x3tc

Post by BinaryBoy » Tue, 24. Mar 09, 21:09

rename the 8050-L044.xml file to 8050-L049.xml

open the 8050-L049.xml file in notepad and look for the line <language id="44"> it's near the top, change it to <language id="49"> and it should sort the laguage problem

Gundus#
Posts: 3
Joined: Tue, 24. Mar 09, 15:17

Great

Post by Gundus# » Wed, 25. Mar 09, 18:27

Hi!

Thanks a lot. It's working. 8)

Meltdown
Posts: 337
Joined: Wed, 6. Nov 02, 20:31

Post by Meltdown » Mon, 1. Jun 09, 05:54

About to start X3TC, so I'm looking for mods and happened to come across this one.

I have an idea/question.
The X-Universe, as good as it is, has always seemed distinctly... well, flat to me. Two-dimensional. And it's easy to see why, just have a look at any map and you see that sectors are only connected with NSWE gates.

However, since I read here that sectors can support a maximum of six jumpgates, would it not be possible to use a script that destroys existing jumpgates and makes new ones to reorganize the universe in a 3D fashion?

If it was done with some thought, i.e. not just by linking sectors at random, the AI should adapt to the existing paths and gameplay shouldn't be broken, but the universe would become a lot more interesting.

Has anyone ever tried this, or is anyone interested in trying?
Eat, drink and be merry, for tomorrow you may die.

Jeraal
Posts: 726
Joined: Fri, 13. Feb 04, 22:15
x4

Post by Jeraal » Tue, 14. Jul 09, 18:30

File not available?
Brute force and ignorance solves all problems, just not very efficiently.

If brute force isn't working, then you aren't using enough.

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X1000
Posts: 896
Joined: Mon, 22. Jun 09, 16:59

Post by X1000 » Thu, 16. Jul 09, 04:55

Jeraal wrote:File not available?
Same here. :?

Gilliganxl
Posts: 24
Joined: Thu, 2. Jul 09, 05:36

Post by Gilliganxl » Sun, 19. Jul 09, 22:49

does anyone have the file that they can send me cuz his link isnt working.

Gridd
Posts: 80
Joined: Sun, 27. Mar 05, 21:51
x4

Post by Gridd » Mon, 20. Jul 09, 04:13

myself as well, If anyone has it.

Thanks

Gridd

Adanufgail
Posts: 1
Joined: Wed, 16. Aug 06, 23:19
x4

Post by Adanufgail » Mon, 20. Jul 09, 23:26

Ditto. This mod sounds awesome!

Chris0132
Posts: 1463
Joined: Sun, 22. Jun 08, 01:25
xr

Post by Chris0132 » Tue, 21. Jul 09, 15:00

Same here, if possible.

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BinaryBoy
Posts: 79
Joined: Tue, 14. Oct 08, 19:43
x3tc

Post by BinaryBoy » Tue, 28. Jul 09, 17:14

the link should be updated now, sorry for any problems with the download

Chris0132
Posts: 1463
Joined: Sun, 22. Jun 08, 01:25
xr

Post by Chris0132 » Tue, 28. Jul 09, 22:33

Awesome, thanks.

daimond
Posts: 129
Joined: Tue, 22. Nov 05, 18:35
x3

Post by daimond » Sat, 22. Aug 09, 14:24

Where is the OTAS shipyard?
Hurry up and take your time.

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Deadbeat_Spinn
Posts: 6483
Joined: Wed, 19. Nov 08, 20:47
x3tc

Post by Deadbeat_Spinn » Sat, 22. Aug 09, 19:28

daimond wrote:Where is the OTAS shipyard?
The same place as the OTAS HQ.

daimond
Posts: 129
Joined: Tue, 22. Nov 05, 18:35
x3

Post by daimond » Sat, 22. Aug 09, 19:39

I don't know where the OTAS HQ is.
Hurry up and take your time.

avpxdk
Posts: 65
Joined: Sun, 20. Apr 08, 00:20

Post by avpxdk » Sun, 27. Sep 09, 17:58

I really liked the script.
Gave the game a strategic point of view.
I just was wondering if its possible to limit the races going through the game... Or at least tax every non-player ship that goes through the gate.
Tnx!

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Khensu
Posts: 110
Joined: Wed, 28. Oct 09, 09:42
x3tc

Post by Khensu » Tue, 1. Dec 09, 12:29

I want to ask, what is the size of the gate in the cargo and what type is it?

because if its to small then I wont use it because of balance issues... an ST or min an XL cargo and a lot of space should be the min, even if its miniaturized...

because even the smallest gate is bigger then the biggest ship ingame ^^"
Sry for my bad english ^^"

StarCrack
Posts: 235
Joined: Thu, 3. Apr 08, 05:27
x3tc

Post by StarCrack » Tue, 1. Dec 09, 14:15

you need a TL to pack around the gates

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