It is possible that there is the release of a stand alone version of the Carrier Manager?
It might be possible, but the player version of the carrier manager was never designed to work standalone, its deigned to function within an XTL fleet ( i wont go through the dependency list for the XTL fleet system because its far to long )
We will see, i cant give a firm answer.
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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
Jack08 wrote:you must run the universe cleaner in the old version before installing the new version, the variables used are not the same so the new version will not touch the old versions ships
I thought the universe cleaner was a new feature with 1.06. How do I access it in 1.05?
Jack08 wrote:you must run the universe cleaner in the old version before installing the new version, the variables used are not the same so the new version will not touch the old versions ships
I thought the universe cleaner was a new feature with 1.06. How do I access it in 1.05?
Ah, If your upgrading from 1.05 to 1.06 not to worry, everything will be fine
I meant if you were switching from the original IR15.29 to IR2.0, that would have been a problem without running IR15.29's cleaner.
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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
Old IR/TC player coming back for an XTR/IR/AP run; question. What are the changes from IR (15.29 or so) versus 2.0? If there's a list somewhere, sorry I missed it. Skimmed the original thread and everything seems to be there.
Iceciro wrote:Old IR/TC player coming back for an XTR/IR/AP run; question. What are the changes from IR (15.29 or so) versus 2.0? If there's a list somewhere, sorry I missed it. Skimmed the original thread and everything seems to be there.
the changes?.. well going by a traditional changelog, everything, every single line of code was rewritten from scratch.
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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
Iceciro wrote:Old IR/TC player coming back for an XTR/IR/AP run; question. What are the changes from IR (15.29 or so) versus 2.0? If there's a list somewhere, sorry I missed it. Skimmed the original thread and everything seems to be there.
the changes?.. well going by a traditional changelog, everything, every single line of code was rewritten from scratch.
Well then, that works! thanks. Also, question; I see improved kha'ak and improved xenon in the options list; does this mod do anything to the Pirate and Yaki factions (or should I keep using Pirate Guild and Yaki Armada for those?)
Iceciro wrote:
Well then, that works! thanks. Also, question; I see improved kha'ak and improved xenon in the options list; does this mod do anything to the Pirate and Yaki factions (or should I keep using Pirate Guild and Yaki Armada for those?)
Tha Yaki & Pirates use the standard military AI that the other races do, so Yaki Armada and Pirate Guild are recommended
the Xenon and Kha'ak are not yet functional.
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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
Hey, so I don't know if this is a known bug or not, but after the Response fleets are deployed and take care of the initial invasion they sit idle and unresponsive in the sector, even if there is fighting going on.
I started attacking them to see their response and they reacted as they should have, but xenon forces killed traders right around them, well within their response range, and they didn't react to that.
calabain wrote:Hey, so I don't know if this is a known bug or not, but after the Response fleets are deployed and take care of the initial invasion they sit idle and unresponsive in the sector, even if there is fighting going on.
I started attacking them to see their response and they reacted as they should have, but xenon forces killed traders right around them, well within their response range, and they didn't react to that.
Other than that its an awesome mod though
I have noticed this myself, it seems to be a issue with the despawning, there response tasks terminate but the ships fail to be destroyed, ill look into it, in the mean time if to many of them pile up the universe cleaner can remove them.
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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
Are taxes included in IR 2.0, where if you have stations in a sector owned by a race, you must pay taxes to the sector owner? Conversely, if you own the sector, will NPCs who set up shop in your sector have to pay you taxes?
Falcrack wrote:Are taxes included in IR 2.0, where if you have stations in a sector owned by a race, you must pay taxes to the sector owner? Conversely, if you own the sector, will NPCs who set up shop in your sector have to pay you taxes?
a question: would it be possible to make stations which are part of the complex not displayed individually in the empire overview -> I have complexes with ~100-150 stations and the list gets really long
note: will be very embarrassing if it turns out that it is already possible and I just haven't noticed the option
Jumee wrote:a question: would it be possible to make stations which are part of the complex not displayed individually in the empire overview -> I have complexes with ~100-150 stations and the list gets really long
note: will be very embarrassing if it turns out that it is already possible and I just haven't noticed the option
Probably possible, just have to figure out where to put the option
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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
hey just got a question i decide to attack xenon sector 347 i manage to kill the ship and station an claimed the sector however xenon ship keep re-spawning in the sector is there anyway to prevent this?
Grid wrote:hey just got a question i decide to attack xenon sector 347 i manage to kill the ship and station an claimed the sector however xenon ship keep re-spawning in the sector is there anyway to prevent this?
This is a job file thing, not much that can be done about it from a script point of view
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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