mansta wrote:I have had the same results with the AP version no projectiles on screen. On the TC version where can I buy marines? I cannot find any stations with them for sale.
there are marine training barracks in original argon sectors. not sure which one.
military outpost in sirius II should have them.
i've already reported the problem with no bullets, there has been no reply yet.
mansta wrote:I have had the same results with the AP version no projectiles on screen. On the TC version where can I buy marines? I cannot find any stations with them for sale.
there are marine training barracks in original argon sectors. not sure which one.
military outpost in sirius II should have them.
i've already reported the problem with no bullets, there has been no reply yet.
Thanks mate SiriusII has the marine barracks. If your hostile to Argon is there no way to obtain marines other than the passenger to marine mod?
mansta wrote:I have had the same results with the AP version no projectiles on screen. On the TC version where can I buy marines? I cannot find any stations with them for sale.
there are marine training barracks in original argon sectors. not sure which one.
military outpost in sirius II should have them.
i've already reported the problem with no bullets, there has been no reply yet.
With the AP mod their seemed to be a broken file according to 7zp but it may just be that it needed a password that's likely the source of our problem
Noticed that the types folder is not packed in a cat for the addon folder, it's just left in the root dir. I know it makes for faster editing, but could be that there may be a problem with it being read correctly.
Vayde wrote:Noticed that the types folder is not packed in a cat for the addon folder, it's just left in the root dir. I know it makes for faster editing, but could be that there may be a problem with it being read correctly.
no. if it's in addon/types then it overrides everything else.
Aye it is in addon/types. I'll take a look at the folders contents via X3 Editor2 and see if anything looks unusual when compared to the working types folder in the TC version.
Vayde wrote:Aye it is in addon/types. I'll take a look at the folders contents via X3 Editor2 and see if anything looks unusual when compared to the working types folder in the TC version.
packed dat files in addon are regaredad like they're in root directory. so directory structure in them should be like main directory, in fact there is an addon dir inside packed files.
so, the problem might be in objects.
there are packed objects in addon directory which may override TC files.
i would suggest unpacking XTC objects (only ships), and repacking them and putting them in addon dir sa a new cat/dat.
This is bit loooong treat just quick question if would install this can i disable for example the new guns/ships/etc. to get new backroudn + difficulty settings for example and balanced univers otherwise.
If a girl seems as shy as a mouse, you still have to look out for the tiger within her.
hm damn... i guess the tbullets for the AP experimental is bugged/ not in the required format for AP
i will look at it when i have cought some sleep, i just arrived from my vacation with 12h traveltime *zzzZZZzzz*
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X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
to anyone interested, i've made the Stock Exchange (MarCon) compatible with XTC.
there are some issues that i still haven't figured out, but i could realease it "as is" for now.
I just started to play XTC and I have noticed that there is a "XTC:Corporations" option in the AL-settings, but it's turned off on default.
I have read the XTC manual on this, and it says it makes the corporations more dynamic. It sounds good, so why is it off on default? Are there some problems with the setting? Can I safely turn it on, without causing some bugs?
I have used the option in my games 1.2a and 2.1. No problems with the Corporations; haven't tested, if activated later in the game, though.
You get several additional HQs in different sectors, additional fabs (some times an existing fab will change its owner, from Race to Corporation) and some ships belonging to that corporation (mainly freighters). The location of the HQs is random (within the perimeter of the Race, of course, as Corporations are race-related).
I do not know if the following was coincidental or not, but I observed in a game when the RNG hat put one of the Corp HQs into Primeval Sea, that the AI responded remarkably and surprisingly well to the Xenon invasions - imo better than other races in other sectors. So one could speculate that the Xenon-attack triggered the Paranid AND the Corporation to send fleets to save the sector.
Just testing the new AP version (2.2a) with a pirate start and have noticed the following oddity:
1. A Pirate Panther has lots of M3 & M4 support ships, but ALL the M4's are shown as "Boneheads Drone" even though they are actually, various M4's and voiced as M4's. Pilot listed as Computer Components. The M3's also have Computer Components for pilots, but have their proper ship names. Guess this might be deliberate as these are "drone" ships?
2. All above M3/M4 ships have no lasers installed - laser energy reported as 0% - so a Kha'ak group took out the Panther in no time, as it's support fighters ould do nothing.
Other than this, things are looking ok so far - nice job. Must admit, love Xtended with AP's interface improvements. Oh, performance seems great so far, though my universe has yet to expand.
Just install Lucike's scripts directly - there's a link to the latest versions around here in Scripts and Modding somewhere...NOT posted by Lucike though.