Hmmm... They also don't go and buy fighter drones or in any way upgrade themselves, now that I think about it.Itaros wrote: That is strange as my Station Agents jump properly, but I set refuel quantity based on station jump range multiplied by two(roundtrip distance) + a bit more to counter long trips when they are going to get MK2 Fighter Drones. But, yes, they don't escape when attacked, but I keep Phanon in check(I can kill entire hunter parties single-handed with Morrigu. This ship is OP as hell) and pirates are my friends xD
Litcube's Universe
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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I have heard that the SETA in LU functions differently than vanilla? That 90% of what WOULD interrupt SETA in vanilla doesn't in LU. Is this so? I am not interested in adding content (ships, wares, etc),but I am interested in stream lining the playing experience of AP.
Is this SETA adjustment available in a package by itself? Can anyone set me on the right path here?
Is this SETA adjustment available in a package by itself? Can anyone set me on the right path here?
ΩI
"A-T-F... Muh Jolnir" - X3 Computer Lady. LOL
"A-T-F... Muh Jolnir" - X3 Computer Lady. LOL
From the FAQoHmY wrote:I have heard that the SETA in LU functions differently than vanilla? That 90% of what WOULD interrupt SETA in vanilla doesn't in LU. Is this so? I am not interested in adding content (ships, wares, etc),but I am interested in stream lining the playing experience of AP.
Is this SETA adjustment available in a package by itself? Can anyone set me on the right path here?
LU has some hardcoded magic. We, the scripters from the low social class, cannot do it, and will never be able to do it. So we look up at the Lord and pray for His mercy.
Actually the only thing that interrupts SETA in LU is when you are in the flight mode and move your mouse around. Other than that you can hit any key you want and SATA will stay on. Well except "J". There could be another key that does it too but I havent come across it.oHmY wrote:I have heard that the SETA in LU functions differently than vanilla? That 90% of what WOULD interrupt SETA in vanilla doesn't in LU. Is this so? I am not interested in adding content (ships, wares, etc),but I am interested in stream lining the playing experience of AP.
Is this SETA adjustment available in a package by itself? Can anyone set me on the right path here?
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boarding music
everything works great, it's just that i've noticed a conspicuous lack of boarding music playing when i do my boarding ops.
Any idea how i can get that back in? i installed litcube's soundtrack .exe. is there any particular naming convention i need to follow to get them into the game from the vanilla soundtrack?
Any idea how i can get that back in? i installed litcube's soundtrack .exe. is there any particular naming convention i need to follow to get them into the game from the vanilla soundtrack?
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Using the keys to the engine control, or at least the "full stop"-key, will also deactivate SETA, otherwise it pretty much stays on until you either turn it off or smack into something and diezanosg wrote:Actually the only thing that interrupts SETA in LU is when you are in the flight mode and move your mouse around. Other than that you can hit any key you want and SATA will stay on. Well except "J". There could be another key that does it too but I havent come across it.oHmY wrote:I have heard that the SETA in LU functions differently than vanilla? That 90% of what WOULD interrupt SETA in vanilla doesn't in LU. Is this so? I am not interested in adding content (ships, wares, etc),but I am interested in stream lining the playing experience of AP.
Is this SETA adjustment available in a package by itself? Can anyone set me on the right path here?
I'm sorry, I can't hear you over the sound of how awesome I am
DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
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I need to make like a review of this new game or mod, whatever the flip it is. You have a lot of nerve "litcube" and cohorts. You have completely negated the point of X rebirth by making this flipping awesome X4.
Anyway, I got a problem I think I had in vanilla. I haven't played in a long while and just jumped back in with this mod. So to be safe I'll just pose my inquiry here
The problem is that there is some smug Xenon N "up" at Menelaus's Paradise being a real tool with its' 0 Hull and Shield. I watched the Borons going to town on this thing while k's, J's, lmnops etc.. pour into the sector. What I need is a way to fix this Xenon N's wagon and make em go back to dead-able.
It isn't a big deal but I can't concentrate cause every time I go looking at the OCV, I look over at Menelaus and see them goons whacking that invincible mole.
Anyway, I got a problem I think I had in vanilla. I haven't played in a long while and just jumped back in with this mod. So to be safe I'll just pose my inquiry here
The problem is that there is some smug Xenon N "up" at Menelaus's Paradise being a real tool with its' 0 Hull and Shield. I watched the Borons going to town on this thing while k's, J's, lmnops etc.. pour into the sector. What I need is a way to fix this Xenon N's wagon and make em go back to dead-able.
It isn't a big deal but I can't concentrate cause every time I go looking at the OCV, I look over at Menelaus and see them goons whacking that invincible mole.
There's a 'ref/obj => jump out of existence' in the script editor under.. uuuhh.. 'General Object Commands' I think.
There's nothing you can't get rid of with this command
There's nothing you can't get rid of with this command
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.
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Litcube wrote:Don't succumb to the "I figured it'd be ok".
I did a little math crunching today, as Profiteers are wont to do, and found some fun things about the SCHs.
Namely, almost all of them will make a profit of between 19 mil and 19.5 mil an hour. The exceptions I've found so far are the IRE, which makes 17.5 mil, and the Mass Driver, which makes 20.5 mil. Those last two are the cheapest and third cheapest SCH100s I've crunched so far, but I've got a few more weapons and the missile still to sift through.
So yeah so far its looking like MD is the best Profit SCH in terms of profit and hour, compiled by a relatively cheap price tag, but of course I could always be missing something that'd effect those profitsss.
Namely, almost all of them will make a profit of between 19 mil and 19.5 mil an hour. The exceptions I've found so far are the IRE, which makes 17.5 mil, and the Mass Driver, which makes 20.5 mil. Those last two are the cheapest and third cheapest SCH100s I've crunched so far, but I've got a few more weapons and the missile still to sift through.
So yeah so far its looking like MD is the best Profit SCH in terms of profit and hour, compiled by a relatively cheap price tag, but of course I could always be missing something that'd effect those profitsss.
You always know what to put into a signature when you /don't/ have one.
How do you supply your dock with wares? Freighters? I have set Capacities but he just goes on and delivers over what they are set. He is getting wares from my other stations.
Also, I added Photon Artillery Array instance to the dock and changed source setting to "Buy" and also increased price to max however he doesnt go anywhere to buy it. I know for the fact that its in stock 4 jumps away and my rank is good enough. It would really help if there was a "How to" on these Freighters, Dock agents and couriers. I have played AP for months now and never really came across anything as confusing as Dockware manager.
Also, I added Photon Artillery Array instance to the dock and changed source setting to "Buy" and also increased price to max however he doesnt go anywhere to buy it. I know for the fact that its in stock 4 jumps away and my rank is good enough. It would really help if there was a "How to" on these Freighters, Dock agents and couriers. I have played AP for months now and never really came across anything as confusing as Dockware manager.
I was just looking at that MLCC set up. I might as well micromanage everything again. Thanks.Hector0x wrote:The tools in LU are designed to work best with something like this.
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Oh my GoD: I wonder if this is even intentional - Orca BAILED! I always thought they are capitals :/
I was kinda confused when I saw unowned damaged orca in the middle of traffic hub, and I was able to claim it. Proofs:
https://www.dropbox.com/sh/o0nebzkcrr55 ... eVdoa?dl=0
It is kinda overpowered considering lazy response of salvage crews, I think.
I was kinda confused when I saw unowned damaged orca in the middle of traffic hub, and I was able to claim it. Proofs:
https://www.dropbox.com/sh/o0nebzkcrr55 ... eVdoa?dl=0
It is kinda overpowered considering lazy response of salvage crews, I think.
Staring at Yisha in VR
Not surprising, as everything can bail in LU except OCV ships (although the chances are very low for capital ships). In one of my games I found a Polacca (pirate M1) floating in PTNI Headquarters with some 3% hull left, and since it was still fairly early I just had to claim it.Itaros wrote:Oh my GoD: I wonder if this is even intentional - Orca BAILED! I always thought they are capitals :/
I was kinda confused when I saw unowned damaged orca in the middle of traffic hub, and I was able to claim it. Proofs:
https://www.dropbox.com/sh/o0nebzkcrr55 ... eVdoa?dl=0
It is kinda overpowered considering lazy response of salvage crews, I think.
I think it's at least somewhat balanced out by the fact that you need either very good marines or a ~30 million credit piece of software to claim anything bigger than a TS, though.
Also, speaking about overpowered - how many capitals have you seen bail during all your time playing LU? So far, during about a thousand hours of playing this mod, I've seen four or five M6, a Xenon Q and the aforementioned Polacca bail, so I would hardly call it "overpowered."
I'm sorry, I can't hear you over the sound of how awesome I am
DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
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I have a ship that has everything installed that it needs except for a jump drive.The pilot is lvl 10.When I click on ST and enter a number above 0 it just says "Incoming Message" without sending me a message and the ship does nothing.The same happens when I select UT.Only ST with a jump range of 0 seems to work even though the pilot is lvl 10.
It did work with a jump setting of 1 before but then i stopped the trade and now I can't restart the trader with a setting higher than 0 ! frustrating
Okay...The problem fixed itself.I let the ship dock at the argon shipyard by accident but that seemed to have fixed the issue lol
It did work with a jump setting of 1 before but then i stopped the trade and now I can't restart the trader with a setting higher than 0 ! frustrating
Okay...The problem fixed itself.I let the ship dock at the argon shipyard by accident but that seemed to have fixed the issue lol