Again, thanks for the unofficial patch ..

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I tried adding a Fusion beam cannon forge to my game, and despite your item here, ti still comes up selling Delaxian wheat. No biggy, I have the script editor open and changing what factories do and do not produce I can change myself, but I found it odd that this isn't working.40) the following factories now produce the correct end product instead of delaxian wheat:
fusionbeam cannon
plasma beam cannon
phased array laser cannon
tri-beam cannon
and an inactive light weapons complex
so now when you cheat/script/ or mods these in they will work.
no worries im happy to answer any questions.Knetter_Gek wrote:Forgive my idiocy but I seem to be missing the point for something.
your german install will only come into play if you have it setup for german sound and text output and that would only affect the 0044.pck and 0001-L044.pck files as those are in english. everything else you will see a benefit.It might be worth noting I am playing on a German install of TC - not sure if the language is responsible.
draffutt wrote:no worries im happy to answer any questions.Knetter_Gek wrote:Forgive my idiocy but I seem to be missing the point for something.![]()
Nope, I do not have anything in the maps folder.the number in red just denotes a change (addition) in the last 2 patches and it was working when i last checked before release (that is if i uploaded the right file).
i fired up my game today and used the latest version i had released and the fusion cannon forge was working. by chance do you have a waretemplate.pck file already extracted from a prior cat/dat in the maps folder? this is the file that controls what a station will produce and what resources it will use to produce the end product.
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$station = Terran Fusion Beam Cannon Forge
$TerSY = add product to factory or dock: $station
your german install will only come into play if you have it setup for german sound and text output and that would only affect the 0044.pck and 0001-L044.pck files as those are in english. everything else you will see a benefit.It might be worth noting I am playing on a German install of TC - not sure if the language is responsible.
MutantDwarf wrote:If I remember correctly, only NPC stations make use of waretemplate.xml - if you made that fusion beam cannon forge yourself, it wouldn't work because of that.
this is because pirates can use standard ships as well(that are not designated as pirate ships by the object index). I.E. there is a teladi harrier and a pirate harrier (this one has the pirate graphics) and the pirates can and will use either type of ship.Baddieus wrote:New question ... I see the pirate colors on my friendly neighborhood pirates whom I've been working so dilligently to get accquainted with and have all turn blue, but there are the occasional red pirate patrols running around, who do not have the usual flare of color, just the standard stuff.
unfortunatly this is controlled by scripts and my scripting skills are really lacking.someone else wrote:I've noticed that most carriers have lots of launching ports but use only a few...
Seems that the J can launch from all the ports but some other carriers cannot. Have you noticed that? (and do you bother to fix it?)
I'm sorry, I do not see how your answer (beyond the first two words) relates to my comment.draffutt wrote: @ knetter gek
valid points, that is why i need this tested. there are entries in the job file that do not make sense on why they set it up the way it is. for instance; excluding the yaki, every entry that has a M1, M2, or M7 are classed as military but yakis M1's and M2's are classifed as fighter?!? etc... this is why i need to tested since as far as the jobs go this is dynamic.