[SCRIPT][AP/TC] Improved Races 2.0 v1.08 (6'th-June-12)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
I doubt it (i dont remember), i never played the AP plot to know them haha.djrygar wrote:(unless Jack added new ones to the list).
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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- Posts: 19
- Joined: Sat, 10. Jan 09, 10:59
Heya, is it possible to 'donate' my own sector to other race?
Also when I'm trying to claim other sector for an ally all I get is this window:
http://scr.hu/0pe6/sp7bq
and I can't select any race. I have almost maximum rank with everyone except Pirates and Yaki.
What I'm doing wrong?
Also when I'm trying to claim other sector for an ally all I get is this window:
http://scr.hu/0pe6/sp7bq
and I can't select any race. I have almost maximum rank with everyone except Pirates and Yaki.
What I'm doing wrong?
DEBRIS....help?
Hi I have a problem with the mod ...
1) There are too many debris how can I remove them? CAUSE HOTWAR
1) There are too many debris how can I remove them? CAUSE HOTWAR
Re: DEBRIS....help?
Wow i haven't had to deal with this problem in almost... a decade! If waiting for them to disappear, isn't an option, then you'll need to modify a file.Kobram wrote:Hi I have a problem with the mod ...
1) There are too many debris how can I remove them? CAUSE HOTWAR
There is a no wrecks mod in the original IR addons package: https://forum.egosoft.com/viewtopic.php?t=273973 it should still work. Just take the TDockWrecks & TFactoriesWrecks from the /types folder in the archive, and put them in /addon/types (AP) or /types (TC) depending your game. (You will have to make the folder probably)
Ignore all other files in the archive.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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- Posts: 7
- Joined: Tue, 3. Jul 18, 20:30
- ubuntufreakdragon
- Posts: 5195
- Joined: Thu, 23. Jun 11, 14:57
There are two bugs in xtl.lib.ship.choose.xml
- spacefly swarms are created and not removed
- missile boats shouldn't require lasers to be detected.
Fix:
https://www.dropbox.com/s/a061oijrvlr32 ... ml.7z?dl=1
Only a hardcode modification can't kill the spaceflies, X3 Customizer offers it.
- spacefly swarms are created and not removed
- missile boats shouldn't require lasers to be detected.
Fix:
https://www.dropbox.com/s/a061oijrvlr32 ... ml.7z?dl=1
Only a hardcode modification can't kill the spaceflies, X3 Customizer offers it.
Last edited by ubuntufreakdragon on Fri, 3. Aug 18, 00:14, edited 1 time in total.
My X3 Mods
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
Given the spacefly spam issue that @ubuntufreakdragon fixed, is there any way to remove all the spaceflies created by this script, but not any of the ones that are "supposed to be there" (created by G.O.D.?).
I think I am suffering from a gigantic number of spaceflies in my game because of this issue.
I think I am suffering from a gigantic number of spaceflies in my game because of this issue.
The only spaceflies that are supposed to be there are created when the player enters a sector with asteroids, and destroyed on leaving. It's not part of the God code, iirc.
To kill the excess, you can use the Kill_Spaceflies option in the X3 Customizer (link below).
To kill the excess, you can use the Kill_Spaceflies option in the X3 Customizer (link below).
Author of X3 Customizer and X4 Customizer
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- Posts: 14
- Joined: Sat, 2. Jan 16, 12:32
Strange Issue With IR 2, RRF, and MBRR
So I have no idea which mod is causing this, but when I run IR 2, RRF, and MBRR, with MBRR doing invasions, IR2 with Improved Xenon on and True Relations, and RRF handling response...
....Everything dies eventually. No, really. There is basically zero freighter traffic in the Argon sectors, virtually every station is maxed out on output goods, Argon Prime is constantly devoid of ships (and when civs or freighters spawn, the two Pirates or Yaki that hang around there swat them like flies).
I've accidentally destroyed the Argon. While some of you don't mind this, I was trying to have a nice business there.
Any ideas on what got borked? I turned MBRR off after I realized that it might have borked some things, and I expected IR2 to pick up the token assignment/ship spawn, but I don't know.
Sorry to post this here specifically - I'm not saying IR 2 broke my game at all. Just trying to get an idea as to what went wrong.
On a similar note - I know that RRF and IR are compatible, but I'm not so sure about MBRR and IR2. Any thoughts?
*Edit* Running TC with no XTC or anything.
....Everything dies eventually. No, really. There is basically zero freighter traffic in the Argon sectors, virtually every station is maxed out on output goods, Argon Prime is constantly devoid of ships (and when civs or freighters spawn, the two Pirates or Yaki that hang around there swat them like flies).
I've accidentally destroyed the Argon. While some of you don't mind this, I was trying to have a nice business there.
Any ideas on what got borked? I turned MBRR off after I realized that it might have borked some things, and I expected IR2 to pick up the token assignment/ship spawn, but I don't know.
Sorry to post this here specifically - I'm not saying IR 2 broke my game at all. Just trying to get an idea as to what went wrong.
On a similar note - I know that RRF and IR are compatible, but I'm not so sure about MBRR and IR2. Any thoughts?
*Edit* Running TC with no XTC or anything.
Last edited by KruniacZio on Thu, 2. Aug 18, 23:13, edited 1 time in total.
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- Posts: 14
- Joined: Sat, 2. Jan 16, 12:32
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- Posts: 14
- Joined: Sat, 2. Jan 16, 12:32
I can't speak for anyone else, but I'm positive that it's the combination of mods I'm running which caused my issues, as they all do pretty much the same thing.bl3ek wrote:Hi guys,
I love the sound of this mod!
I notice a lot of bug related comments recently, am I to take it this mod is no longer stable or usable in the latest version of AP?
Or, is it the case a few people are having specific issues but for the main, people are happy?
RRF and MBRR both have a token system, both have reserve ships (Which is basically what RRF is), etc. All of them have incursions, IIRC.
I'm also running Yaki Armada, Pirates Guild, Improved Xenon, and Improved Kha'ak, so it's no wonder everything went crazy in my game.
As for now, since the entire reason I came back to TC was to do a plot playthrough (and I sort of missed X3), I have disabled Improved Races and RRF, sticking just with MBRR for invasions and whatnot. I left the game running all night and had no problems so far.
If IR is a little outdated or buggy, I really hope it gets an overhaul, because I've used IR 2.0 since it was released.
- Tenlar Scarflame
- Posts: 3359
- Joined: Mon, 30. May 05, 04:51
Hey folks ^^ I'm considering jumping back into TC while I wait for X4 to drop. IR 2.0 was my jam way back in the day, and I see it's still Page One material these days - is it currently stable in the most recent version of TC? I'm starting with a totally clear modlist, so I'm not really worried about it not playing nicely with another mod just yet.
My music - Von Neumann's Children - Lasers and Tactics
I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.