Terran Revitalization Project (TRP) - 11/26/2013 - Stealing Logi 1.4 FR
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
None at the moment, I removed all scripts and mods and will be doing a reinstall of everything, after I removed the TOA script and the larger gate mod it didn't fix anything, somehow it caused a immediate freeze up upon a new start a 1 minute after I started a new game, it could be something else but I don't know what
There was an issue in versions 1.0-1.1 that caused freezing because some gates didnt point to the right destination. When the ships started getting caught in endless path finding, it did bad things. As far as I know, versions 1.2 and 1.3 dont have a freezing issue, and 1.3 took out the five to ten second lag on a new game start. I haven't tested the Large Gate mod with this script.
I currently have TOA and LargeGates running in perfect harmony. Terran Space has zero traffic jams and is still overrun with traders compared to Commonwealth sectors. The large gates allow the traders and patrols a lot more freedom to get through it seems.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
Just confirmed that there is still a duplicate Solar Plant L Alpha in Neptune even with the new file. Though at least this time there is only one rather than 8. This one on it's own wasn't exploding though, whereas the others were reducing it to a slideshow.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
There should be two, one that is north of the west gate, and one that is south of the west gate. The issue in 2.0 was that the one south would constant spawn on top of each other every time the AL plugin checked for the presence of each added station.
The one north of the gate exists in the vanilla game. Although, I do seem to remember moving the one south a bit more in that direction because of player feedback.
The one north of the gate exists in the vanilla game. Although, I do seem to remember moving the one south a bit more in that direction because of player feedback.
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One idea with USC Merchant Marines:
Terran economy needs much stimulation to be self-sufficient. Maybe increasing number of these traders would be in place.
Together with small addition - after gaining certain trade and terran rank, USC would offer player contract to be their supplier. So these traders would dissapear and player only would have many chances to make big money inside terran sectors.
Also, cooperation with Lucike's EST would be great.
Terran economy needs much stimulation to be self-sufficient. Maybe increasing number of these traders would be in place.
Together with small addition - after gaining certain trade and terran rank, USC would offer player contract to be their supplier. So these traders would dissapear and player only would have many chances to make big money inside terran sectors.
Also, cooperation with Lucike's EST would be great.
Teladi, Ferengi and Jawa enter bar.
Barman goes: "I am not buying that junk!"
Barman goes: "I am not buying that junk!"
Should be, but it isnt. Its one of the small cosmetic issues Ive never figured out when placing stations.TrixX wrote:Thing about the second one is that it's a clone of the first (SPP L Alpha), shouldn't it be SPP L Beta?
There is a running debate if more or less traders are needed in Terran Space. In the TRP development thread, I propose that the types and speed of stock Terran Traders are whats causing the economy to collapse. The maker of the X3:Unleashed Mod is looking at other variables, but rest assured Im still taking my own hard look at it.J.I.Gorkij wrote:One idea with USC Merchant Marines: Terran economy needs much stimulation to be self-sufficient. Maybe increasing number of these traders would be in place.
I must say that with the Baldric Super Freighters from the Xtra Ships pack it would solve a whole shed load of freight issues. Larger capacities for things like ecells and ore would prevent the need for 5 million Baldrics running about.
Though I am getting an interesting glitch regarding Terrans using Argon freighters at the moment. Not game breaking but immersion breaking at least. Underlines the need for the large capacity haulers though.
Though I am getting an interesting glitch regarding Terrans using Argon freighters at the moment. Not game breaking but immersion breaking at least. Underlines the need for the large capacity haulers though.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
Terran Marines v1.0 - Creates a Terran Marine Barracks in Heretic's End that trains bona fide Terran Marines. HOO-RAH! Additionally, you can now train your fresh recruits at the Terran Military Bases in Terran Core Space.
??? Terran Pirate Base 1.2 is still under development, but I plan to have Terran Mercs available there as well. Please see the TRP Development Thread for details.
??? Terran Pirate Base 1.2 is still under development, but I plan to have Terran Mercs available there as well. Please see the TRP Development Thread for details.
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