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

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Skinmeister
Posts: 122
Joined: Tue, 26. Sep 06, 01:15

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Post by Skinmeister »

Last edited by Skinmeister on Sun, 13. Feb 11, 18:52, edited 50 times in total.
dillpickle
Posts: 1159
Joined: Mon, 3. Nov 08, 14:25
x3tc

Re: [MOD] Terra Nova 0.5

Post by dillpickle »

Skinmeister wrote: To do

Figure out a way to remove the block on Terran stations being shown at shipyards before the Aldrin plot is completed, so I can retire the MD workaround currently in place to make things a bit cleaner.

Code: Select all

<?xml version="1.0" encoding="ISO-8859-1" ?> 
<?xml-stylesheet href="director.xsl" type="text/xsl" ?> 
<director name="Terra Nova" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="director.xsd"> 
  <cues> 
    <cue name="TN"> 
      <condition>
        <check_value value="{value@L2M011 Finished}" exact="1"/>
      <condition>
      <action> 
        <do_all> 
          <find_station race="terran" typename="SS_FAC_TR_SHIP"> 
            <sector x="12" y="3"/> 
            <jumps max="0"/> 
          </find_station> 
          <add_products> 
            <ware typename="SS_FAC_TR_ORE_PL" exact="1"/> 
            <ware typename="SS_FAC_TR_ORE_PL_1" exact="1"/> 
            <ware typename="SS_FAC_TR_SIL_PL" exact="1"/> 
            <ware typename="SS_FAC_TR_SIL_PL_1" exact="1"/> 
          </add_products> 
          <cancel_cue cue="TN"/> 
        </do_all> 
      </action> 
    </cue> 
  </cues> 
</director>
Adding the condition to check he Aldrin plot is completed will stop the staions showing up before then.
Skinmeister
Posts: 122
Joined: Tue, 26. Sep 06, 01:15

Post by Skinmeister »

Last edited by Skinmeister on Sun, 13. Feb 11, 18:51, edited 4 times in total.
reiks
Posts: 110
Joined: Mon, 11. Jan 10, 07:28
x4

Post by reiks »

Is this compatible with IR?

I'm thinking it is, but I want confirmation first. I love the Terrans but I dont want to sacrifice IR over them. But the changes here are exactly what I want for the Terrans so if it's IR compatible that would be awesome indeed.

Another Question:
Since you marked the Terran Plot as complete does the new start incorporate the rewards you can get from the Terrans Plot? i.e the ships/terran rep/etc. ?
Skinmeister
Posts: 122
Joined: Tue, 26. Sep 06, 01:15

Post by Skinmeister »

Last edited by Skinmeister on Sun, 13. Feb 11, 18:51, edited 3 times in total.
Skinmeister
Posts: 122
Joined: Tue, 26. Sep 06, 01:15

Post by Skinmeister »

Last edited by Skinmeister on Sun, 13. Feb 11, 18:51, edited 3 times in total.
reiks
Posts: 110
Joined: Mon, 11. Jan 10, 07:28
x4

Post by reiks »

Thanks for the reply, I'm just rounding up mods before I place them all together on another fresh install. I now have yours on the list. :D
Skinmeister
Posts: 122
Joined: Tue, 26. Sep 06, 01:15

Post by Skinmeister »

Last edited by Skinmeister on Sun, 13. Feb 11, 18:51, edited 3 times in total.
reiks
Posts: 110
Joined: Mon, 11. Jan 10, 07:28
x4

Post by reiks »

Ah, notice that you have used some of cadius' ship in your mod can I ask the compatibility with his and yours? I mean cadius mod still has the model you are using right now btu unmodified does that conflict?

And also with the X-Tra Job Pack by vkerinav?

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