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[Script] Friendly Pirates
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abinas





Joined: 28 Aug 2011



PostPosted: Thu, 1. Sep 11, 13:51    Post subject: Reply with quote Print

I just now found this mod, it is exactly what I wanted. I am using XRM and it added a pirate start, well kinda.. the pirates weren't all friendly and the scan thing worked ok until it was a defense platform that stayed red Embarassed

So I for one will welcome anything that makes playing as a pirate more fun and immersive , if you can improve on this I think it would be super Smile and thanks for making this.

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Dank7430



MEDALMEDAL

Joined: 29 Dec 2009
Posts: 341 on topic
Location: Scotland, Glasgow
Thank you for registering your game
PostPosted: Sun, 6. Nov 11, 20:40    Post subject: Reply with quote Print

does this conflict with improved races mod?


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The X-TC isn't just a game; it's a f**king nervous breakdown!!!
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Borgholio





Joined: 28 Jan 2010
Posts: 14 on topic

Thank you for registering your game
PostPosted: Tue, 3. Apr 12, 03:55    Post subject: Reply with quote Print

I'm having a problem with this script. While it seems to work fine for the most part, it seems that in some cases, newly generated pirate ships are not being turned blue fast enough. This results in them being attacked by the M2s I have set guarding gates to Xenon sectors. My pirate faction is dropping due to this and it's rather annoying. Help?

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