In my game it costs around half million more than basic jumpdrive so IMO it's fair price. Ofc I just restarted the game and my trade rank is low so maybe here is the catch. But one thing - I looked at locations where it can be bought and ...Sorkvild wrote:Why jumpdrive deployment kit costs around 350.000. Normal JD costs 2 millions, I expected JD kit to cost x1.5 at least!
w00t w00t
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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it isn't at Terracorp HQ
i quote my question because i think it was overlooked, im very curious about this
dotoslocos wrote:i have no idea about scripting but im asking myself something:
if the added terran/argon war goes on when those stations are alive and "ends" when they are destroyed, there must be somekind of trigger that "activates" and "ends" the war depending on the stations.
is it possible to get an option to switch this trigger on and off without the station checking?
im asking because an option in eg the AI-Menu (or whatever menu) to de-/activate the war would be awesome.
I haven't installed any extra scripts or mods since 4 months :/ I was only updating the mod only. What should I do now? I'm awaiting instructions.paulwheeler wrote:It is priced more than the standard jumpdrive.
If you're not seeing that then something is wrong. A TWareN conflict is most likely.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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You need to find out where the conflicting TWareN is. Have a look through cat/dats and check your local types folder.Sorkvild wrote:I haven't installed any extra scripts or mods since 4 months :/ I was only updating the mod only. What should I do now? I'm awaiting instructions.paulwheeler wrote:It is priced more than the standard jumpdrive.
If you're not seeing that then something is wrong. A TWareN conflict is most likely.
Are you playing AP or TC?
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No its not possible. At least not without a lot of extra scripting, which I'm not going to do.dotoslocos wrote:i quote my question because i think it was overlooked, im very curious about this
dotoslocos wrote:i have no idea about scripting but im asking myself something:
if the added terran/argon war goes on when those stations are alive and "ends" when they are destroyed, there must be somekind of trigger that "activates" and "ends" the war depending on the stations.
is it possible to get an option to switch this trigger on and off without the station checking?
im asking because an option in eg the AI-Menu (or whatever menu) to de-/activate the war would be awesome.
I lay TC. Mod I have so far besides XRM. Backgrounds for XRM, custom gui, remove floating icons. There is not TwareN inside of these.paulwheeler wrote:You need to find out where the conflicting TWareN is. Have a look through cat/dats and check your local types folder.Sorkvild wrote:I haven't installed any extra scripts or mods since 4 months :/ I was only updating the mod only. What should I do now? I'm awaiting instructions.paulwheeler wrote:It is priced more than the standard jumpdrive.
If you're not seeing that then something is wrong. A TWareN conflict is most likely.
Are you playing AP or TC?
In my 'types' folder there is only TwareT file.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
I think Paul means N as in the Nth dimension or the Nth letter, number. However I have been wrong in the past...
Edit: I refer to my second comment
Edit: I refer to my second comment
Last edited by Vayde on Thu, 9. Feb 12, 15:09, edited 1 time in total.
Still life in the old dog yet...
I can confirm that too. Checked inside xrm part 2 1.17c cat and both TwareN have got different relative value.Antick952 wrote:Ive had the same problem with the JDK being too cheap in TC. Just checked the TwareN file for both TC and AP(in addons) and the price values are different (higher for AP).
Edit: the relative value is 686600 in AP and 86600 in TC (must be a typo)
hm that's sucks...paulwheeler wrote:They will be force-ably undocked when the station jumps.nap_rz wrote:what will happen if I camped (docked) a ship in those jumping secret research stations?
btw, how do you make them jump? I didn't know stations can have jump drive, speaking of mobile stations, maybe you can add Xtended style mobile stations? moving shipyards/SPPs/weapon factories etc?
I have a couple of quick questions that hopefully haven't been answered too many times before (not in the last couple of pages anyway). I'll be using the mod in TC.
1. The installation instructions indicate that to use a hull pack, the reload script needs to be run. If the hull pack is installed before a new game is started, is this still required?
2. The features list indicates a new type of laser tower "to be feared". Does this fear extend OOS also. The standard LTs were considered a bit lame when I was last playing TC.
Thanks
1. The installation instructions indicate that to use a hull pack, the reload script needs to be run. If the hull pack is installed before a new game is started, is this still required?
2. The features list indicates a new type of laser tower "to be feared". Does this fear extend OOS also. The standard LTs were considered a bit lame when I was last playing TC.
Thanks
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Goddammit again!
UPDATE RELEASED v1.17d
------------------------------------
Again this is just a bug fix for TC users.
I have correctly the price of Jumpdrive Deployment Kits.
(yes it was a typo)
You only need to update the Part 2 cat/dat
AP users do not need to install this update - again, it will do no harm if you do.
Its getting a real pain to maintain both sets of files which are ever so slightly different.
Come on you TC users - go buy AP already!
UPDATE RELEASED v1.17d
------------------------------------
Again this is just a bug fix for TC users.
I have correctly the price of Jumpdrive Deployment Kits.
(yes it was a typo)
You only need to update the Part 2 cat/dat
AP users do not need to install this update - again, it will do no harm if you do.
Its getting a real pain to maintain both sets of files which are ever so slightly different.
Come on you TC users - go buy AP already!
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- Joined: Tue, 19. Apr 05, 13:33
1. No - if the hull pack is present when you start the game, the script does not need to be run.strude wrote:I have a couple of quick questions that hopefully haven't been answered too many times before (not in the last couple of pages anyway). I'll be using the mod in TC.
1. The installation instructions indicate that to use a hull pack, the reload script needs to be run. If the hull pack is installed before a new game is started, is this still required?
2. The features list indicates a new type of laser tower "to be feared". Does this fear extend OOS also. The standard LTs were considered a bit lame when I was last playing TC.
Thanks
2. Yes, its substantially more powerful OOS.
I have AP but wtb hub for it.... script us a lovely hub plot paul!
Edit - Oh, that and Avarice ownership has transferred... that was such a beautifully positioned ownable HQ system!
Edit - Oh, that and Avarice ownership has transferred... that was such a beautifully positioned ownable HQ system!
Last edited by Erenar on Thu, 9. Feb 12, 16:58, edited 1 time in total.