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[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]
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expnobody





Joined: 17 Nov 2010



PostPosted: Fri, 23. Dec 11, 22:04    Post subject: Reply with quote Print

Xenon Sector doesnt look like can ever be capture..it keep spawning M7s and M3s..


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nap_rz





Joined: 25 Dec 2005
Posts: 1105 on topic

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PostPosted: Tue, 27. Dec 11, 16:32    Post subject: Reply with quote Print

is the author of this mod considering moving this mod to AP?

btw, how are the khaaks in this mod? I notice the lack of mention of these bugs in the 1st page, do they invade? become more aggressive?

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Black_Bird





Joined: 06 Nov 2002
Posts: 1131 on topic
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PostPosted: Thu, 29. Dec 11, 18:55    Post subject: Reply with quote Print

Good evening,

I'm using the Millitary Base Response rrevamp-Mod and got a problem with a plot. more precisely the "New Home" Plot, where you get your own sector. I'm stuck in the very first mission, where i have to jump to Dannas Change, to examine Xenons ships.

The problem is, neither the Xenon Deca nor her escort ships are visible.
Is there any possibility to play the Plot anyway?
Or do i have to start from the beginning again?

Best regards
Black_Bird

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icer





Joined: 28 Jul 2010
Posts: 97 on topic
Location: Australia
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PostPosted: Sat, 31. Dec 11, 07:56    Post subject: Reply with quote Print

got a question regarding the sector takeover part:

is the sector take over part working? im on AP and sided with the terrans they launched an assualt on xenon sector and everything is destoryed but they still havnt taken control of it and xenon shops just spawn out of no where every few mins

is that suppose to happen or is something wrong with it??

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risbosix





Joined: 16 Sep 2006
Posts: 27 on topic

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PostPosted: Mon, 2. Jan 12, 01:55    Post subject: Reply with quote Print

Hello there, so here's my setup

X3TC latest patch
Xtended

Lucik script collection + Xtended fix
http://forum.egosoft.de/viewtopic.php?t=271491

Pirate guilde V3
http://forum.egosoft.com/viewtopic.php?t=263688

Military base response rewamp
http://forum.egosoft.com/viewtopic.php?t=254599

Yaki Armada 2
http://forum.egosoft.com/viewtopic.php?t=270587

Anarkis defense system
http://forum.egosoft.com/viewtopic.php?t=264358


The issue is, destroyers don't use there mains canons, only the anti fighters stuff...

Destroyers only use small armament i don't see there big gun neither moving nor shooting

I did a freight scan and i saw stuff was here only not 'active'

Otherwise rest of the game is fine, as far i saw all scripts runs well

Fighters an corvettes attack me normally, don't know how to explain better

I did some test and i found it could be related to military base response

After uninstalling the script everything where fine, i killed some teladi and then reinstalled the script

After that few of them where still ok but the "response" don't use there main canon :-/


Any clue?

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i64man





Joined: 07 Nov 2010
Posts: 368 on topic
Location: Germany
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PostPosted: Sat, 7. Jan 12, 11:26    Post subject: Reply with quote Print

Guys, I have a small question. I re-started TC with the XRM and MBRR while (like everyone else here wait for the AP XRM version). I am working on OFF and I seem to notice that the Kha'ak strength has increase drastically. I am on the second mission, the one in which I get to drop a satellite and scan the station. I have try that mission on a Vidar, a Cyclops, Wolf and Hayabusa and I always get kill.

There seem to be at first glance 2 x M2's, at least 1 x M7, couple M6's and a boat load of fighters.

Is this normal? I don't remember seen so much in the Vanilla version. Or could it be that this is a result of using the MBRR?

Thanks.

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mim525





Joined: 27 Dec 2010
Posts: 173 on topic
Location: Planet Earth?
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PostPosted: Sat, 7. Jan 12, 14:58    Post subject: Reply with quote Print

@i64man thats normal... Is there a way for race wars to happen e.g split vs Boron? Instead of them just taking over pirate sectors, and fighting the pirate guild Razz also the xenon seem abit overpowered when you toggle invasions for them plus the military base anyway to tone them down?


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Sirin111





Joined: 08 Jan 2012



PostPosted: Sun, 22. Jan 12, 14:42    Post subject: Reply with quote Print

Hello, any chance this mod will be converted for AP? Smile

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Uncle Ruckus 42





Joined: 09 Feb 2011



PostPosted: Mon, 23. Jan 12, 01:39    Post subject: Reply with quote Print

Ok well I'm using XRM on TC, but Steam automatically updated to ver 3.2. Anyway all my other scripts seem to work fine, I go to start a new game, immediately set up a hotkey for configuration menu, and when I click on MBRR the game freezes up and stops working. Anyone encountered this? Other scripts I have include Marauder Shipyard, Marine Repairs, NPC bailing add-on, Universal Banking and Stock Exchange, FDNL, Claim Sector, Slavage Commands and NPCs, Salvage Claim Software, Equip R and D, Board Station, and all the required things needed for MBRR as listed in the first post. I also tried the Pirate Guild. Does the install order matter? Too many other scripts? Sorry if this has been answered before, what file would tell me what went wrong? Oh and I also installed the XRM backgorunds and the Full cockpits pack.

EDIT: Went to a copy of the main X3 folder that was still at ver 3.1.1 and the same problem occured.

Tried again with only the MBRR + necessary scripts +Pirate Guild and it still doesn't work on a fresh copy of the game with XRM and no addon packs (v 3.1) uh oh.


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deca.death



MEDALMEDAL

Joined: 28 Feb 2011
Posts: 2881 on topic

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PostPosted: Mon, 23. Jan 12, 02:27    Post subject: Reply with quote Print

Uncle Ruckus 42 wrote:
....set up a hotkey for configuration menu, and when I click on MBRR the game freezes up and stops working. Anyone encountered this?


Me, some time ago. I had some piece of mod software outdated, not MBRR itself but some thingy that requires it to run ... I believe it was... "JSONparserlibrary-V1.2-25.09.2011" yes, I think that was that. When I put this one, all was fine.


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Uncle Ruckus 42





Joined: 09 Feb 2011



PostPosted: Mon, 23. Jan 12, 20:35    Post subject: Reply with quote Print

Thanks for your reply, problem solved, I didn't realize I had the outdated version of the JSON parser library. I expected that to be much more complicated.


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Probe1





Joined: 07 Jan 2012
Posts: 672 on topic
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PostPosted: Thu, 26. Jan 12, 03:46    Post subject: Reply with quote Print

So.. X3AP.. What's the verdict? I'd love to include this in my games but with the war already crazy enough I don't want to completely boggle my universe.

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Grimshad





Joined: 06 May 2009
Posts: 92 on topic

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PostPosted: Thu, 26. Jan 12, 05:13    Post subject: Reply with quote Print

Right now i'm using IR with my setup. Can someone who has used both this mod and IR please give me a rundown of which one you think is better and why and possibly the differences?

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dougeye





Joined: 07 Mar 2009
Posts: 1735 on topic

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PostPosted: Sun, 29. Jan 12, 13:30    Post subject: Reply with quote Print

do terrans now properly claim sectors in AP? in my game circle of labout was completly clear of enemy ships for a couple of hours but the terran general failed to claim the sector off the argon.


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MonkeyBananas





Joined: 25 Dec 2011



PostPosted: Sat, 11. Feb 12, 16:42    Post subject: Reply with quote Print

This is a great mod. +1! However, I was wondering if anyone else had problems with the military base ships not attacking you?

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