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jack775544

Joined: 13 Dec 2011 Posts: 771 on topic Location: On the bridge of a Xenon CPU ship (Australia)

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Posted: Sun, 17. Jun 12, 01:43 Post subject: |
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Look in the zip.
If there is a CAT/DAT pair in there extract it to the addon directory and rename it to the highest number.
If it just has a couple of other directory's in there extract it and it will run without further interaction.
_________________ SDS: Ship Diagnostics Software
"The greatest trick the devil ever pulled was convincing the world he doesn't exist" - Charles Baudelaire |
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ProdigyToby
Joined: 13 Jun 2012
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Posted: Sun, 17. Jun 12, 01:55 Post subject: |
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Ah I see, thanks for the clarification. This community is pretty awesome, very helpful.
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zhukov032186
Joined: 18 Feb 2012 Posts: 114 on topic

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Posted: Sun, 17. Jun 12, 18:08 Post subject: |
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Remember to read the OP for mods, an oft neglected item that usually answers 90% of questions individuals might have. Any negativity from forum members is usually related to people NOT doing that.
*not directed at you specifically, just commentary on
"This community is pretty awesome, very helpful."

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ProdigyToby
Joined: 13 Jun 2012
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Posted: Tue, 19. Jun 12, 23:39 Post subject: |
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Hello again guys, need some suggestions with something else. I'm trying to figure out a way to increase the damage of all turrets in the game by a percentage, or even just the damage in general, reason being that I find smaller dogfights take alittle too long in my opinion, smaller turrets do very little damage to other fighters so they require alot of focus, and I find that the AI struggles alot because of this, im looking for a way to change that and I think increasing the damage of smaller turrets would help, but im willing to increase the damage across the board of all weapons if necessary if I have to use a script, thanks again!
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zhukov032186
Joined: 18 Feb 2012 Posts: 114 on topic

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Posted: Wed, 20. Jun 12, 04:01 Post subject: |
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Only way to increase the damage of weapons reasonably is to use X3 Editor 2 to modify the weapon stats.
Since you're using XRM, it's worth asking if you are using one of the hull packs? You know what they do is increase the durability of ships, right? There are three: low, medium, and high. You don't have to use any of them, however, and just use "default" hull values, which are the least.
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ProdigyToby
Joined: 13 Jun 2012
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Posted: Wed, 20. Jun 12, 13:18 Post subject: |
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No I'm not using a hull pack, I'll check out that editor and see if I can learn how to use it, might be useful for a whole lot of others things. Does XRM change the compatibility of certain turrets? I checked a website database and it says a split python should be able to equip Gauss cannons, but in game it doesn't show Gauss cannons as being compatible, only ion shard.
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ProdigyToby
Joined: 13 Jun 2012
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Posted: Fri, 29. Jun 12, 20:50 Post subject: |
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Hey im going to bump my own thread here instead of bothering the forums with a newer one, but I have a question about fleets.
Is there an easy way to manage multiple fleets? I have a couple of patrols, and another unit that warps in to protect traders, and a regular fleet and its very hard to manage all this, I have already organized the property list but its still not very efficient, and wings are a nightmare. I use XRM.
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Jackspider
Joined: 12 Feb 2009 Posts: 39 on topic Location: Scottish Borders

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Posted: Tue, 24. Jul 12, 19:21 Post subject: |
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Hey, I found the CODEA script to help manage fleets to be very good. Its quite complex to an Xnoob like me and iv no idea if it works with XRM (downloading now, cant wait)
I'm not sure of any other offerings. I would love to know some myself. Fleet management particularly later in the game when they get big or numerous or both can be a nightmare.
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