X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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vkerinav
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Post by vkerinav » Wed, 31. Jan 18, 06:35

Axeface wrote:Well I thought my XTC-AP game was working but i'm not so sure anymore. For one, I have the 'Equip Trade' AL plugin set to Yes, but EQD's have quite a few wares with no stock, probably not working or bugged?
This is not entirely uncommon. Trying selling the ware in question to the dock, and, if it's working correctly, it'll set to half-full after the transaction. You can also check by attempting to sell a race-specific weapon or missile at another race's EQD.
'Ware Consumption' and 'Equip Trade'
Im not sure what to make of these plugins. Firstly the name of 'Ware Consumption' is quite misleading - setting it to 'Yes' turns the plugin On and makes wares NOT get consumed, lead to a bit of confusion for a while that Ware Consumption 'Yes' = No Ware Consumption :D
XTC Manual wrote:Ware Consumption: The ware levels on equipment docks will be kept at a medium amount so that it is not possible to get in a situation where an item can not be bought or sold to an eqd.
Sounds like that's an attempt to prevent the sold out/fully stocked ware issue that occurs with Equip Trade on. You're right about the name being somewhat confusing, though.
Also, doesnt having these 2 plugins on actually make all weapon production factories worthless? Both the player and npc's have an infinite supply of weapons/shields etc from EQD's? Not sure about the pros and cons of these two plugins and whether I should have them activated, they seem a bit 'cheaty', or maybe I am just not understanding them properly?
Yes? Equip Trade does provide the player with an infinite supply of weapons, missiles, and standard shields. NPCs have that anyway. It's a convenience--no more need to hit every EQ dock in Boron spacing looking for enough Ion Cannons to fill the forward turret on your new Orca--and a bit cheaty--fully arm your twelve new Megalodons, plus their complement of fighters, as quickly as the interface allows. Building your own is still cheaper, and a fine source of profits.

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Axeface
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Post by Axeface » Wed, 31. Jan 18, 13:01

vkerinav wrote: Yes? Equip Trade does provide the player with an infinite supply of weapons, missiles, and standard shields. NPCs have that anyway. It's a convenience--no more need to hit every EQ dock in Boron spacing looking for enough Ion Cannons to fill the forward turret on your new Orca--and a bit cheaty--fully arm your twelve new Megalodons, plus their complement of fighters, as quickly as the interface allows. Building your own is still cheaper, and a fine source of profits.
Thanks for the replies vkerinav, you say that the npc's already have an infinite supply of weapons? Never knew that, I thought weapon and shield supply actually effected shipyard stocks. My concern is the effect on shield/weapon fabs and the economy really, wont they have a hard time selling anything if npc's can just buy everything from EQD's for average price?

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enenra
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Post by enenra » Wed, 31. Jan 18, 13:37

Axeface wrote:
vkerinav wrote: Yes? Equip Trade does provide the player with an infinite supply of weapons, missiles, and standard shields. NPCs have that anyway. It's a convenience--no more need to hit every EQ dock in Boron spacing looking for enough Ion Cannons to fill the forward turret on your new Orca--and a bit cheaty--fully arm your twelve new Megalodons, plus their complement of fighters, as quickly as the interface allows. Building your own is still cheaper, and a fine source of profits.
Thanks for the replies vkerinav, you say that the npc's already have an infinite supply of weapons? Never knew that, I thought weapon and shield supply actually effected shipyard stocks. My concern is the effect on shield/weapon fabs and the economy really, wont they have a hard time selling anything if npc's can just buy everything from EQD's for average price?
NPCs spawn with weapons, shields, missiles out of thin air, so really all equipment either gets bought by the player or disappears after a while in EQDs. Those function as ware sinks, just like Trading Docks, as periodically their stock levels get reduced and the wares "consumed".

Weapon / shield / missile prices never really meant much as the only places that buy them are EQDs that only buy at average price. So there isn't much point setting the sale price for anything but 1 Cr below average price tbh.
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Axeface
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Post by Axeface » Wed, 31. Jan 18, 13:43

Ok now I understand, i'll turn both AL Plugins back on then. Cheers!

Perkel
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Post by Perkel » Sat, 23. Jun 18, 00:38

Hi guys,

Does update to AP and TC break Xtended ? Both TC and AP got recently updates.

edit: does anyone of you have link to post where it is explained how to get litecube improved AI pathfinding in XTC ? I remember doing it succesfully like half year ago and everything worked amazing.

bonzai_dezign
Posts: 49
Joined: Sun, 15. Jun 14, 22:36

X3 TC XTC mods kompatibel oder nicht.

Post by bonzai_dezign » Thu, 30. Aug 18, 08:32

BeitragVerfasst am: Mi, 29. Aug 18, 13:17 Titel: X3 TC XTC mods kompatibel oder nicht. Antwort Antworten mit Zitat Beitrag bearbeiten oder löschen Print
Hallo an alle.

Nachdem ich den Trailer zu x4 gesehen habe bekomme ich wieder Lust X3 rauszukramen.
Nachdem ich jahrelang den Mod XRM gespielt habe wollte ich XTC ausprobieren.
Nun zu meiner Frage:

Sind folgende Mods/Scripte in XTC verwendbar?

MARS
CODEA
Complex cleaner
Crystal free solar Power plants
WLS
Es sind meine must have mods. Wenn sie nicht gehen muss ich wieder XRM spielen.
Danke im voraus.

CloneSargaent
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Joined: Wed, 16. Jul 14, 19:27

Post by CloneSargaent » Thu, 30. Aug 18, 14:57

Yes, mars, codea, complex cleaner and Crystal free solar Power plants are compatible. Don't know what WLS is. Here is a list of compatible scripts:
https://forum.egosoft.com/viewtopic.php ... sc&start=0



Used google translate:

Ja mars, codea, complex cleaner and Crystal free solar Power plants sind kompatibel. Weiß nicht was WLS ist. Hier finden Sie eine Liste kompatibler Skripts: https://forum.egosoft.com/viewtopic.php ... sc&start=0
Last edited by CloneSargaent on Thu, 30. Aug 18, 16:48, edited 1 time in total.

bonzai_dezign
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Post by bonzai_dezign » Thu, 30. Aug 18, 15:27

All my questions are now Äußeres. Thank you
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bonzai_dezign
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Post by bonzai_dezign » Sat, 8. Sep 18, 23:38

hello

i search the coT file for MARS in XTC

The link in the compatibility list is dead because the Register dosent work anymore.

sorry for my bad english
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alexalsp
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Post by alexalsp » Sun, 9. Sep 18, 02:22

Is mod compatible with version 3.4?

CloneSargaent
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Post by CloneSargaent » Sun, 9. Sep 18, 06:54

bonzai_dezign wrote:The link in the compatibility list is dead because the Register dosent work anymore.
MARS XTC Compatibility v2
alexalsp wrote:Is mod compatible with version 3.4?
Haven't tested it with XTC yet

BUT

Quoting X2-Illuminatus post in the 3.4TC/3.3AP news post thread:
X2-Illuminatus wrote:It's rather unlikely that any of the changes in these updates causes conflicts with any script or mod for X3TC or X3AP. Litcube's Universe is the only currently still developed mod that changes the .obj files, so I would be careful with that.

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alexalsp
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Post by alexalsp » Sun, 9. Sep 18, 11:43

Thanks for the answer. I will try.
:)

bonzai_dezign
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Joined: Sun, 15. Jun 14, 22:36

Post by bonzai_dezign » Sun, 9. Sep 18, 21:29

Thank you. but i have seen on the site V4 is released. for now i using your versin
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Dugunthi
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Post by Dugunthi » Tue, 25. Sep 18, 19:00

Is there any non-exe download available? I'd like to install this for my native Linux version.

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alexalsp
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Post by alexalsp » Wed, 26. Sep 18, 11:43

Dugunthi wrote:Is there any non-exe download available? I'd like to install this for my native Linux version.
2.2a

1drv.ms/u/s!AoAemkwcsk67d2mNO1aOHSjT7_0

https://mega.nz/#!iDoWWA4a

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