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[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.29b (23.05.13)
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freelancer91





Joined: 12 Jul 2011



PostPosted: Tue, 16. Aug 11, 19:17    Post subject: Reply with quote Print

I think it might have happened once at either a showroom or an equipment dock (don't remember since they look the same). I am running on 1.05 and have only observed it on that version. It occurs right as the game would normally be autosaving...

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robalexhall





Joined: 06 Nov 2002
Posts: 351 on topic

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PostPosted: Tue, 16. Aug 11, 19:44    Post subject: Reply with quote Print

Downloading.

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paulwheeler





Joined: 19 Apr 2005
Posts: 7194 on topic
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PostPosted: Tue, 16. Aug 11, 19:45    Post subject: Reply with quote Print

freelancer91 wrote:
I think it might have happened once at either a showroom or an equipment dock (don't remember since they look the same). I am running on 1.05 and have only observed it on that version. It occurs right as the game would normally be autosaving...


Ok. Can you let me know if it happens again? Let me know exactly which station and what other scripts you are running. Thanks.


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freelancer91





Joined: 12 Jul 2011



PostPosted: Tue, 16. Aug 11, 21:08    Post subject: Reply with quote Print

I updated to 1.06 and tried the same thing. I left from the federal argon installation in Far Point Relay to jump to the Strong Arms Weapons Dealer XL in Unknown Sector 3-15. I used autopilot to dock (didn't have a docking computer). I was in a Teladi Raven with a Goner Ranger docked to it.

My mods are:
Autoscan for smugglers by ttl
Cheat Collection Package by Cycrow
Explorer Command Extension by ThisIsHarsh
Explorer Command Extension-Deploy Satellite Network by ThisIsHarsh
Factory Complex Constructor by Dusty
JSON parser library by ThisIsHarsh
Manual Trade Extension by ThisisHarsh
Move to Coordinates by CyCrow
Communities Plugin Configuation by Cycrow
Hotkey Manager by Cycrow
Ware Manager by Cycrow
MARS Turret Control
XRM 1.06
XRM 1.06 HullPack High

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paulwheeler





Joined: 19 Apr 2005
Posts: 7194 on topic
Location: London
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PostPosted: Tue, 16. Aug 11, 21:42    Post subject: Reply with quote Print

Can you try a few other stations? I'm trying to ascertain if its just the one station that has the issue or if it is more of a random freeze.


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Requiemfang





Joined: 16 Jul 2009
Posts: 2371 on topic

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PostPosted: Tue, 16. Aug 11, 23:22    Post subject: Reply with quote Print

Mizuchi wrote:
Requiemfang wrote:
meh... I'll just fuse the roids together and then make some new ones via the cheat menu.


Or use Gazz's Super Tractor Beam script and tow one from another sector. Smile

Failing that, I hear Appallox, Thesus, and Solitas have particularly juicy asteroids in them...

(Not as juicy as the one in Midnight Star, but not bad either!)


Laughing I only see one minor problem... you literally turn those things into sector wreaking balls if you aren't careful where you fly Very Happy

Once used that script to wipe away a whole Xenon invasion that kept blasting my stuff Twisted Evil


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Mizuchi





Joined: 10 Feb 2011

Location: Tokyo, Japan

PostPosted: Tue, 16. Aug 11, 23:42    Post subject: Reply with quote Print

Requiemfang wrote:
I only see one minor problem...




Some would call that a bonus.

(You are one such person. Admit it!)


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Requiemfang





Joined: 16 Jul 2009
Posts: 2371 on topic

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PostPosted: Tue, 16. Aug 11, 23:48    Post subject: Reply with quote Print

Laughing yes I am indeed, I use what I have at hand to deal with "issues" in game Rolling on the floor laughing

Edit: Okay about the Terran OWP

this is the issue the model changes from this



to this fugly looking model after I press the deploy hotkey.




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Hektos





Joined: 27 Aug 2010
Posts: 395 on topic
Location: South Carolina, USA
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PostPosted: Wed, 17. Aug 11, 01:58    Post subject: Reply with quote Print

I know this problem has been stated in the thread before (and I thought it had been fixed), but for the sake of saving time searching the thread (and because I'm lazy xD) I'll ask again.

In ATF Forseti I'm getting stations that have no name (and instead have numbers, looks almost like coordinates). Did I mess something up? >_<


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Kadatherion





Joined: 25 Nov 2005



PostPosted: Wed, 17. Aug 11, 02:07    Post subject: Reply with quote Print

The same thing as Requiemfang happened to me back when I tried placing a large terran OWP to blockade the Xenon on TUS3. Must have been in patch 1.03 or 1.04, I believe, I actually didn't realize it wasn't intended.
Never tried it again, as the OWPs don't work OOS anyway.


BTW, this evening I finally had a couple of hours to play after several days, and I like what I've seen. The Khaak are back with vengeance (an Advanced Destroyer and two escort frigates spawned in Family Pride, a Carrier with fighter escorts in Rolk's Drift), and man, areas bordering Xenon sectors are really dangerous now!
Another bonus of this new behaviour is that when accepting a Xenon Invasion mission the often somewhat constant flow of common jobs Xenon ships can make it quite hard to complete (especially true in places bordering a cluster of Xenon sectors, like Menelaus' Paradise), as you sometimes can't be fast enough in solo to clean the entire sector before another wing of fighters or an M7 comes through. As such you now often need to call for some reinforcements when doing those missions, making them far less exploitable.

On the other hand, my assets carefully placed in areas which should have been safe but weren't, now indeed are, free of the old constant annoyance of alerts caused by pesky Ls that came out of nowhere.

Great work guys Thumb up

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Requiemfang





Joined: 16 Jul 2009
Posts: 2371 on topic

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PostPosted: Wed, 17. Aug 11, 02:57    Post subject: Reply with quote Print

Kadatherion wrote:
The same thing as Requiemfang happened to me back when I tried placing a large terran OWP to blockade the Xenon on TUS3. Must have been in patch 1.03 or 1.04, I believe, I actually didn't realize it wasn't intended.
Never tried it again, as the OWPs don't work OOS anyway.




oh? so it seems someone messed something up with the models changing eh?

also yeah... Khaak and Xenon are insane in this mod... I LIKE IT because it provides a challenge Twisted Evil


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Mizuchi





Joined: 10 Feb 2011

Location: Tokyo, Japan

modified
PostPosted: Wed, 17. Aug 11, 03:21    Post subject: Reply with quote Print

I had a request via PM for some documentation on the new (and upgraded) game starts, so... I decided to oblige!

Most starts have a decent selection of starting wares installed on them (including weapons and shields), and pretty much all of them have +5 Salvage Insurance, so I won't be listing those for the most part.

All starting ships have full cargo, engine, and rudder extensions these days as well.

I'm not going to list the changes to starting ships, finances, and equipment in the "Vanilla" starts either, as I'd be here all night. :3

Thho, Thhpoilerthhh...

Spoiler

+ Aldran Adventurer +
Starting Ship: Springblossom (M6).
Starting Finances: 25,000 to 50,000
Notable Wares: Docking Computer; 6 x Experimental EMP x; Jumpdrive; 500 x Energy Cells; 2 x 200MJ Shield.
Notable Enemies: Paranid; Pirates.

+ XRM Argon Anarchist +
Starting Ship: Nova Vanguard (M3)
Starting Finances: 25,000 to 50,000
Notable Wares: 6 x PAC; 2 x PRG; 3 x 25MJ Shield.
Notable Enemies: Argon; Pirates.

+ XRM ATF Veteran +
Starting Ship: Thor (M3)
Starting Finances: 50,000
Notable Wares: 8 x EMP; 4 x EMRG; 5 x 25MJ Shield.
Notable Enemies: Paranid; Split; Pirates.

+ XRM Cunning Charlatan (TPC) +
Starting Ship: (e)Xperimental Shuttle (M3+)
Starting Finances: 18,000
Notable Wares: 6 x EMP; 4 x EMRG; 2 x 200MJ Shield; Docking Computer.
Notable Enemies: Terran.

+ Goner Witness +
Starting Ship: True Light Seeker (M6)
Starting Finances: 250,000
Notable Wares: 2 x IOND; 5 x 200MJ Shield; Docking Computer; Jump Drive; Transporter Device.
Notable Enemies: Paranid; Split; Pirate; Yaki.

+ XRM Hunted Hero +
Starting Ship: Verdandi (M3+)
Starting Finances: 25,000 to 50,000
Notable Wares: 8 x EMP; 4 x EMRG; 4 x 25MJ Shield.
Notable Enemies: Paranid; Split; Terran; Pirate.

+ XRM Formidable Freebooter (TPC) +
Starting Ship: Carrack (M7)
Starting Finances: 250,000
Notable Wares: 6 x CIG; 8 x EBC; 4 x FLAA; 5 x 1GJ Shield; Advanced Firewall Software; Cargo Bay Shielding; Docking Computer; Hull Polarising Device.
Notable Enemies: Argon; Boron; Paranid; Split; Terran.

+ XRM OTAS Operative (TPC) +
Starting Ship: Sirokos (M6+)
Starting Finances: 20,000 to 25,000
Notable Wares: 18 x PRG; 2 x 200MJ Shield; Advanced Firewall Software; Cargo Bay Shielding; Docking Computer; Hull Polarising Device.
Notable Enemies: Paranid; Pirate.

+ XRM Paranid Prospector +
Starting Ship: Demeter Miner (TS)
Starting Finances: 25,000 to 75,000
Notable Wares: 2 x Mining Laser; 1 x 200MJ Shield; Docking Computer; Mineral Scanner; Ore Collector.
Notable Enemies: Argon; Pirate.

+ XRM Surreptituous Smuggler (TPC) +
Starting Ship: Iguana Vanguard (TP+)
Starting Finances: 23,450
Notable Wares: 6 x PAC; 2 x 200MJ Shield; Advanced Firewall Software; Cargo Bay Shielding; Docking Computer; Hull Polarising Device.
Notable Enemies: Argon; Paranid.

+ XRM Terran Tourist (TPC) +
Starting Ship: Vulture Super Freighter (TS)
Starting Finances: 500 to 5,000
Notable Wares: 2 x FLAA; 2 x 200MJ Shield; Hull Polarising Device; 500 x Pirate Sidearms; 1,500 x Space Fuel; 1,000 x Space Weed.
Notable Enemies: Terran.

+ XRM Xenon Rogue (TPC) +
Starting Ship: Xenon PX (M6+)
Starting Finances: 0
Notable Wares: 9 x HEPR; 10 x GPE; 4 x 200MJ Shield; Advanced Firewall Software; Cargo Bay Shielding; Docking Computer; Hull Polarising Device; Software Signature Scrambler.
Notable Enemies: Argon; Paranid; Terran.

+ XRM Yaki Ronin (TPC) +
Starting Ship: Appallox (M6+)
Starting Finances: 25,000 to 75,000
Notable Wares: 8 x HEPT; 10 x PAC; 2 x 200MJ Shield; Cargo Bay Shielding; Software Signature Scrambler.
Notable Enemies: Argon; Boron; Paranid; Split; Pirate.

+ XRM Advanced Start (TPC) +
Starting Ship: Vidar (M6)
Starting Property: 2 x Baldric (TS); 1 x Katana (TP); 1 x Cutlass (M3+); 1 x Sabre (M4); 4 x Rapier (M5).
Starting Finances: 1,000,000
Notable Wares: 10 x EMP; 4 x ERMG; 4 x 200MJ Shield.
Notable Enemies: None.
Spoiler



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Last edited by Mizuchi on Thu, 18. Aug 11, 18:49; edited 1 time in total
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Silvanus



MEDALMEDALMEDAL

Joined: 30 Sep 2010
Posts: 7 on topic

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PostPosted: Wed, 17. Aug 11, 07:51    Post subject: X Plugin Manager Reply with quote Print

I just noticed an issue with the SPK versions of your mod. The "/" in the author section is makes X-Plugin Manager unable to disable your mod since it appears to name the disabled versions as "<TYPE>_<VERSION> <NAME> <AUTHOR>_<FILENAME>" and since "/" is an invalid filename and X-Plugin Manager doesn't do anything with it, it fails to disable the cat & dat files.

Other than that it works very well, and looks like it will be a very nice mod to use.

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Requiemfang





Joined: 16 Jul 2009
Posts: 2371 on topic

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PostPosted: Wed, 17. Aug 11, 08:02    Post subject: Reply with quote Print

Just Curious now... what purpose does the Mobile Research Vessel serve besides a nice cap target with lots of missiles inside it's hold and potential slave/passengers Laughing


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Sorkvild



MEDALMEDALMEDAL

Joined: 08 Jun 2006
Posts: 2066 on topic
Location: my crashed M6 somewhere in Skyrim
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PostPosted: Wed, 17. Aug 11, 08:31    Post subject: Reply with quote Print

Requiemfang wrote:
Just Curious now... what purpose does the Mobile Research Vessel serve besides a nice cap target with lots of missiles inside it's hold and potential slave/passengers Laughing


That's just a regular TL with a fancy name. Looks good in space Wink


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