Seems odd. I have never heard of that issue in connection to MBRR. Did you install both as spks?joe johnson wrote:You mean the JSON libraries? Yes, I installed all of the required packages which are linked on the first page, except of the No Station Wrecks mod.
Is there maybe a way/mod/tool to enable extended logging to see whats happening?
[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
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- Posts: 5
- Joined: Tue, 6. May 08, 18:59
Yes, both SPKs.
Ok, i think its best when I try to make a fresh install only with MBRR to see if its working without all the other stuff.
Do you know if its possible to install XRM after I installed MBRR? Or is it necessary to install XRM first?
Thank you for your help! I will report if I solve the problem.
Ok, i think its best when I try to make a fresh install only with MBRR to see if its working without all the other stuff.
Do you know if its possible to install XRM after I installed MBRR? Or is it necessary to install XRM first?
Thank you for your help! I will report if I solve the problem.
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- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
XRM install order doesnt matter in this instance. Scripts and Mods are two different things. I would uninstall mbrr, json and the ECS which are the required files and reinstall. See if that helps.joe johnson wrote:Yes, both SPKs.
Ok, i think its best when I try to make a fresh install only with MBRR to see if its working without all the other stuff.
Do you know if its possible to install XRM after I installed MBRR? Or is it necessary to install XRM first?
Thank you for your help! I will report if I solve the problem.
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- Posts: 5
- Joined: Tue, 6. May 08, 18:59
Ok, I reinstalled everything and now it works. Pretty sure that I did everythng the same, but who knows...I must have messed up the first time.joelR wrote: XRM install order doesnt matter in this instance. Scripts and Mods are two different things. I would uninstall mbrr, json and the ECS which are the required files and reinstall. See if that helps.
Thanks for the help.
I just played for a few hours and the mods/scripts are unbelievable! Great work!
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- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
Glad you got it working.joe johnson wrote:Ok, I reinstalled everything and now it works. Pretty sure that I did everythng the same, but who knows...I must have messed up the first time.joelR wrote: XRM install order doesnt matter in this instance. Scripts and Mods are two different things. I would uninstall mbrr, json and the ECS which are the required files and reinstall. See if that helps.
Thanks for the help.
I just played for a few hours and the mods/scripts are unbelievable! Great work!
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- Posts: 698
- Joined: Wed, 17. Nov 10, 03:23
for those who tries to get MBRR working in X3AP, copy paste the following codes and replace the origin in setup.plugin.mbase.xml (open with notepad)
Code: Select all
<?xml version="1.0" standalone="yes"?>
<?xml-stylesheet href="x2script.xsl" type="text/xsl"?>
<!--Produced externally by the Exscriptor-->
<script>
<name>setup.plugin.mbase</name>
<version>4</version>
<engineversion>44</engineversion>
<description>Military Base: set up</description>
<arguments />
<sourcetext>
<line linenr="001" indent=""> </line>
<line linenr="002" indent=""><var>$nul = </var><text></text><var>null </var><text></text></line>
<line linenr="003" indent=""><var>$page.id = </var><text></text><var>7107 </var><text></text></line>
<line linenr="004" indent=""><text>load text: id=</text><var>$page.id</var><text></text></line>
<line linenr="005" indent=""> </line>
<line linenr="006" indent=""><comment>* ----------------------------------------------------------------------------------------</comment></line>
<line linenr="007" indent=""><comment>* Menu (JSON) vars</comment></line>
<line linenr="008" indent=""> </line>
<line linenr="009" indent=""><text></text><var>$locals.jsonobj =</var><text> get global variable: name=</text><var>'mbase.locals.jsonobj'</var><text></text></line>
<line linenr="010" indent=""><var>if </var><text></text><var>$locals.jsonobj == null </var><text></text></line>
<line linenr="011" indent=" "><comment>* Create jsonobj to store global variables used in config menu</comment></line>
<line linenr="012" indent=" "><comment>* <text></text><var>$locals.jsonobj =</var><text> = read text: page=</text><var>$page.id</var><text> id=</text><var>10000</var><text></text></comment></line>
<line linenr="013" indent=" "><comment>* <text></text><var>$locals.jsonobj =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.JSON.parse</call><var></var><text> : json=</text><var>$locals.jsonobj</var><text> </text></comment></line>
<line linenr="014" indent=" "><comment>* <text>set global variable: name=</text><var>'mbase.locals.jsonobj'</var><text> value=</text><var>$locals.jsonobj</var><text></text></comment></line>
<line linenr="015" indent=" "><comment>* <text>gosub </text><var><var>subCommitJSONToGlobals</var><text>:</text></var><text></text></comment></line>
<line linenr="016" indent=""><text>end</text></line>
<line linenr="017" indent=""> </line>
<line linenr="018" indent=""> </line>
<line linenr="019" indent=""><comment>* ----------------------------------------------------------------------------------------</comment></line>
<line linenr="020" indent=""><comment>* Create invalid ship list</comment></line>
<line linenr="021" indent=""> </line>
<line linenr="022" indent="" interruptable="@"><text></text><var> =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.mbase.cfg.invalids</call><var></var><text> :</text></line>
<line linenr="023" indent=""> </line>
<line linenr="024" indent=""> </line>
<line linenr="025" indent=""><comment>* ----------------------------------------------------------------------------------------</comment></line>
<line linenr="026" indent=""><comment>* Add to community config menu</comment></line>
<line linenr="027" indent=""> </line>
<line linenr="028" indent=""><text></text><var>$plugin.name =</var><text> = read text: page=</text><var>$page.id</var><text> id=</text><var>1</var><text></text></line>
<line linenr="029" indent="" interruptable="@"><text></text><var> =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.config.addscript</call><var></var><text> : Plugin Name=</text><var>$plugin.name</var><text> Author=</text><var>'ThisIsHarsh'</var><text> Script Name=</text><var>'plugin.mbase.cfg.mnu'</var><text> Display author=</text><var>[FALSE]</var><text> Add to section=</text><var>null</var><text> Menu=</text><var>null</var><text> </text></line>
<line linenr="030" indent=""> </line>
<line linenr="031" indent=""> </line>
<line linenr="032" indent=""><comment>* ----------------------------------------------------------------------------------------</comment></line>
<line linenr="033" indent=""><comment>* Set up signals/commands.</comment></line>
<line linenr="034" indent=""> </line>
<line linenr="035" indent=""><text>global script map: set: key=</text><var>SIGNAL_ATTACKED</var><text>, class=</text><var>Station 2016</var><text>, race=</text><var>null</var><text>, script=</text><var></var><call>plugin.mbase.sig.attacked.station</call><var></var><text>, prio=</text><var>100</var><text></text></line>
<line linenr="036" indent=""> </line>
<line linenr="037" indent=""><text>global secondary signal map: add signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Moveable Ship 2134</var><text> script=</text><var></var><call>plugin.mbase.tkvr.spawn.sig</call><var></var><text> prio=</text><var>10000</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
<line linenr="038" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Drone</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
<line linenr="039" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Fighter Drone (object class)</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
<line linenr="040" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Fighter Drone MKII (object class)</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
<line linenr="041" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Freight Drone 2092</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
<line linenr="042" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Keris (object class)</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
<line linenr="043" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Tracker Mine (object class)</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
<line linenr="044" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Spacefly (object class)</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
<line linenr="045" indent=""> </line>
<line linenr="046" indent=""><var>$cmd = </var><text></text><var>COMMAND_TYPE_SHIP_25 </var><text></text></line>
<line linenr="047" indent=""><text>set script command upgrade: command=</text><var>$cmd</var><text> upgrade=</text><var>[TRUE]</var><text> script=</text><var></var><call>plugin.mbase.scan.cmdchk</call><var></var><text></text></line>
<line linenr="048" indent=""><text>global script map: set: key=</text><var>$cmd</var><text>, class=</text><var>Moveable Ship 2134</var><text>, race=</text><var>Player</var><text>, script=</text><var></var><call>plugin.mbase.scan.timer</call><var></var><text>, prio=</text><var>0</var><text></text></line>
<line linenr="049" indent=""><text>global script map: remove: key=</text><var>$cmd</var><text>, class=</text><var>Drone</var><text>, race=</text><var>Player</var><text></text></line>
<line linenr="050" indent=""><text>global script map: remove: key=</text><var>$cmd</var><text>, class=</text><var>Fighter Drone (object class)</var><text>, race=</text><var>Player</var><text></text></line>
<line linenr="051" indent=""><text>global script map: remove: key=</text><var>$cmd</var><text>, class=</text><var>Fighter Drone MKII (object class)</var><text>, race=</text><var>Player</var><text></text></line>
<line linenr="052" indent=""><text>global script map: remove: key=</text><var>$cmd</var><text>, class=</text><var>Freight Drone 2092</var><text>, race=</text><var>Player</var><text></text></line>
<line linenr="053" indent=""><text>global script map: remove: key=</text><var>$cmd</var><text>, class=</text><var>Keris (object class)</var><text>, race=</text><var>Player</var><text></text></line>
<line linenr="054" indent=""> </line>
<line linenr="055" indent=""> </line>
<line linenr="056" indent=""><var>$cmd.scan.on.defend = </var><text></text><var>9996 </var><text></text></line>
<line linenr="057" indent=""><var>$cmd.scan.on.invade = </var><text></text><var>9997 </var><text></text></line>
<line linenr="058" indent=""><var>$cmd.scan.off = </var><text></text><var>9998 </var><text></text></line>
<line linenr="059" indent=""><text>add ship custom command: id=</text><var>$cmd.scan.on.defend</var><text></text></line>
<line linenr="060" indent=""><text>add ship custom command: id=</text><var>$cmd.scan.on.invade</var><text></text></line>
<line linenr="061" indent=""><text>add ship custom command: id=</text><var>$cmd.scan.off</var><text></text></line>
<line linenr="062" indent=""> </line>
<line linenr="063" indent=""> </line>
<line linenr="064" indent=""><text>return </text><var>null</var><text></text></line>
<line linenr="065" indent=""> </line>
<line linenr="066" indent=""> </line>
<line linenr="067" indent=""> </line>
<line linenr="068" indent=""><var>subCommitJSONToGlobals</var><text>:</text></line>
<line linenr="069" indent="" interruptable="@"><text></text><var>$local.arr =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.JSON.get</call><var></var><text> : json object=</text><var>$locals.jsonobj</var><text> member=</text><var>'locals'</var><text> idx0=</text><var>null</var><text> idx1=</text><var>null</var><text> idx2=</text><var>null</var><text> </text></line>
<line linenr="070" indent=""><text></text><var>$local.idx =</var><text> size of array </text><var>$local.arr</var><text></text></line>
<line linenr="071" indent=""> </line>
<line linenr="072" indent=""><var>while </var><text></text><var>$local.idx </var><text></text></line>
<line linenr="073" indent=" "><text>dec </text><var>$local.idx</var><text> =</text></line>
<line linenr="074" indent=" "><text></text><var>$local =</var><text> </text><var>$local.arr</var><text>[</text><var>$local.idx</var><text>][</text><var>1</var><text>]</text></line>
<line linenr="075" indent=" " interruptable="@"><text></text><var>$local.name =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.JSON.get</call><var></var><text> : json object=</text><var>$local</var><text> member=</text><var>'var'</var><text> idx0=</text><var>null</var><text> idx1=</text><var>null</var><text> idx2=</text><var>null</var><text> </text></line>
<line linenr="076" indent=" " interruptable="@"><text></text><var>$local.value =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.JSON.get</call><var></var><text> : json object=</text><var>$local</var><text> member=</text><var>'value'</var><text> idx0=</text><var>null</var><text> idx1=</text><var>null</var><text> idx2=</text><var>null</var><text> </text></line>
<line linenr="077" indent=" "><text>set global variable: name=</text><var>$local.name</var><text> value=</text><var>$local.value</var><text></text></line>
<line linenr="078" indent=""><text>end</text></line>
<line linenr="079" indent=""><text>endsub</text></line>
<line linenr="080" indent=""> </line>
<line linenr="081" indent=""><text>return </text><var>null</var><text></text></line>
<line linenr="082" indent=""> </line>
<line linenr="083" indent=""> </line>
</sourcetext>
<codearray>
<sval type="array" size="10">
<sval type="string" val="setup.plugin.mbase" />
<sval type="int" val="44" />
<sval type="string" val="Military Base: set up" />
<sval type="int" val="4" />
<sval type="int" val="0" />
<sval type="array" size="13">
<sval type="string" val="nul" />
<sval type="string" val="page.id" />
<sval type="string" val="locals.jsonobj" />
<sval type="string" val="plugin.name" />
<sval type="string" val="cmd" />
<sval type="string" val="cmd.scan.on.defend" />
<sval type="string" val="cmd.scan.on.invade" />
<sval type="string" val="cmd.scan.off" />
<sval type="string" val="local.arr" />
<sval type="string" val="local.idx" />
<sval type="string" val="local" />
<sval type="string" val="local.name" />
<sval type="string" val="local.value" />
</sval>
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Last edited by expnobody on Thu, 22. Dec 11, 07:46, edited 1 time in total.
summer time..
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- Posts: 81
- Joined: Fri, 20. Nov 09, 03:10
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- Posts: 451
- Joined: Sun, 7. Nov 10, 18:27
So the only way to get the MBRR to work with AP, is to copy that long string into the pluggin.
I wish I had the necessary skills to make sure that I won't mess up the game and had to start from scratch. I will give it a shot, but is there anyone out there that will consider make this compatible with AP?
I wish I had the necessary skills to make sure that I won't mess up the game and had to start from scratch. I will give it a shot, but is there anyone out there that will consider make this compatible with AP?
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- Posts: 3157
- Joined: Wed, 18. Jul 07, 11:44
I do not recommend. AP has a built-in script RRF.i64man wrote:So the only way to get the MBRR to work with AP, is to copy that long string into the pluggin.
I wish I had the necessary skills to make sure that I won't mess up the game and had to start from scratch. I will give it a shot, but is there anyone out there that will consider make this compatible with AP?
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
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- Joined: Sun, 21. Feb 10, 07:36
Major bug happening in my game at the moment at heretics end. There is split and paranid attacking the terrans at this sector. While i have an escort terran scabbard for the terran plot (the terran scabbard gets invloved in the fight and does not want to leave, it can't die and stays at 93% hull unable to advance due to the presence of paranid and split M7. M1, M2 etc. I am neutral to all three factions involved in this fight. is there a way I can force spawn a few fully decked terran M2's to mop up this sector?
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- Posts: 698
- Joined: Wed, 17. Nov 10, 03:23
just copy paste the codes and replace the origin in that file, i just modified the setup script a little. the script is working fine and i am using iti64man wrote:So the only way to get the MBRR to work with AP, is to copy that long string into the pluggin.
I wish I had the necessary skills to make sure that I won't mess up the game and had to start from scratch. I will give it a shot, but is there anyone out there that will consider make this compatible with AP?
summer time..
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- Posts: 698
- Joined: Wed, 17. Nov 10, 03:23
they dont seem to conflict each other.Yacek wrote:I do not recommend. AP has a built-in script RRF.i64man wrote:So the only way to get the MBRR to work with AP, is to copy that long string into the pluggin.
I wish I had the necessary skills to make sure that I won't mess up the game and had to start from scratch. I will give it a shot, but is there anyone out there that will consider make this compatible with AP?
summer time..
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- Posts: 5
- Joined: Sat, 7. Jan 06, 09:21
I dont understand the reconnisance uplink part. I have it set in adittional commands for my player ship but is just says "recon off" how do i enable it so i can call in reinforcements? I have enough prestige to call in reinforcements, and when I use extended comms on a military outpost it says I can use the recon uplink to call reinforcements but I cant figure out how to actually do it
Last edited by prsmcarty on Thu, 22. Dec 11, 12:15, edited 1 time in total.
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- Joined: Tue, 4. May 10, 10:43
Use Cycrows cheat package - create ship, or move TP to different sector using the same..sneakbyte wrote:Major bug happening in my game at the moment at heretics end. There is split and paranid attacking the terrans at this sector. While i have an escort terran scabbard for the terran plot (the terran scabbard gets invloved in the fight and does not want to leave, it can't die and stays at 93% hull unable to advance due to the presence of paranid and split M7. M1, M2 etc. I am neutral to all three factions involved in this fight. is there a way I can force spawn a few fully decked terran M2's to mop up this sector?
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- Joined: Sun, 21. Feb 10, 07:36
Okay my previous issue was solved. Now like another poster i want to figure out the defence uplink thing
Requirements for calling defense forces:
50 military prestige points (configurable). (I have 117)
Police license (except Terran and Xenon) (configurable). (have the license)
Player must have positive notoriety with sector owner. (Can access core sectors and buy from shipyards, i assume this means i am in positive notoriety
Player ship must have sector owner set as friend in friend/foe settings. (checked everyone is friend but ka ak and xenon).
How do i call upon the rapid defence force and get them to defend a border or core sector from their race?
Also it seems pirates cannot hold their own against an invasion fleet.
Requirements for calling defense forces:
50 military prestige points (configurable). (I have 117)
Police license (except Terran and Xenon) (configurable). (have the license)
Player must have positive notoriety with sector owner. (Can access core sectors and buy from shipyards, i assume this means i am in positive notoriety
Player ship must have sector owner set as friend in friend/foe settings. (checked everyone is friend but ka ak and xenon).
How do i call upon the rapid defence force and get them to defend a border or core sector from their race?
Also it seems pirates cannot hold their own against an invasion fleet.
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- Joined: Wed, 6. Nov 02, 20:31
Good evening,
I'm using the Millitary Base Response rrevamp-Mod and got a problem with a plot. more precisely the "New Home" Plot, where you get your own sector. I'm stuck in the very first mission, where i have to jump to Dannas Change, to examine Xenons ships.
The problem is, neither the Xenon Deca nor her escort ships are visible.
Is there any possibility to play the Plot anyway?
Or do i have to start from the beginning again?
Best regards
Black_Bird
I'm using the Millitary Base Response rrevamp-Mod and got a problem with a plot. more precisely the "New Home" Plot, where you get your own sector. I'm stuck in the very first mission, where i have to jump to Dannas Change, to examine Xenons ships.
The problem is, neither the Xenon Deca nor her escort ships are visible.
Is there any possibility to play the Plot anyway?
Or do i have to start from the beginning again?
Best regards
Black_Bird
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- Posts: 99
- Joined: Wed, 28. Jul 10, 17:48
got a question regarding the sector takeover part:
is the sector take over part working? im on AP and sided with the terrans they launched an assualt on xenon sector and everything is destoryed but they still havnt taken control of it and xenon shops just spawn out of no where every few mins
is that suppose to happen or is something wrong with it??
is the sector take over part working? im on AP and sided with the terrans they launched an assualt on xenon sector and everything is destoryed but they still havnt taken control of it and xenon shops just spawn out of no where every few mins
is that suppose to happen or is something wrong with it??
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- Posts: 60
- Joined: Sat, 16. Sep 06, 22:45
Hello there, so here's my setup
X3TC latest patch
Xtended
Lucik script collection + Xtended fix
http://forum.egosoft.de/viewtopic.php?t=271491
Pirate guilde V3
http://forum.egosoft.com/viewtopic.php?t=263688
Military base response rewamp
http://forum.egosoft.com/viewtopic.php?t=254599
Yaki Armada 2
http://forum.egosoft.com/viewtopic.php?t=270587
Anarkis defense system
http://forum.egosoft.com/viewtopic.php?t=264358
The issue is, destroyers don't use there mains canons, only the anti fighters stuff...
Destroyers only use small armament i don't see there big gun neither moving nor shooting
I did a freight scan and i saw stuff was here only not 'active'
Otherwise rest of the game is fine, as far i saw all scripts runs well
Fighters an corvettes attack me normally, don't know how to explain better
I did some test and i found it could be related to military base response
After uninstalling the script everything where fine, i killed some teladi and then reinstalled the script
After that few of them where still ok but the "response" don't use there main canon :-/
Any clue?
X3TC latest patch
Xtended
Lucik script collection + Xtended fix
http://forum.egosoft.de/viewtopic.php?t=271491
Pirate guilde V3
http://forum.egosoft.com/viewtopic.php?t=263688
Military base response rewamp
http://forum.egosoft.com/viewtopic.php?t=254599
Yaki Armada 2
http://forum.egosoft.com/viewtopic.php?t=270587
Anarkis defense system
http://forum.egosoft.com/viewtopic.php?t=264358
The issue is, destroyers don't use there mains canons, only the anti fighters stuff...
Destroyers only use small armament i don't see there big gun neither moving nor shooting
I did a freight scan and i saw stuff was here only not 'active'
Otherwise rest of the game is fine, as far i saw all scripts runs well
Fighters an corvettes attack me normally, don't know how to explain better
I did some test and i found it could be related to military base response
After uninstalling the script everything where fine, i killed some teladi and then reinstalled the script
After that few of them where still ok but the "response" don't use there main canon :-/
Any clue?