navetta wrote:also is it the ship from x3 reunion?
Yes.
It's the Sohen vessel from the hidden mission that won't be mentioned from vanilla X3R. Unfortunately, it has been done up to be an unbalanced 'iwinship' with game-breaking weaponry.
M.
...that the player can't buy, so unless you manage to capture one with weapons intact (which means you are using a bail script which leaves lots of equipment on board - which is almost cheating) its not going to break any games.
Not to mention that there is only one active in the entire universe at anyone time, so the chances of coming across it are very slim.
Nagittchi wrote:Makes me sad I see plot reward ships flying around in this mod. Like that Griffon that wasnt even in production yet.
Makes me sad that it was never completed in vanilla. It's a drone carrier not some fighter schoolbus.
M.
The Griffon is from XTM and required scripts to be a functioning drone carrier. These scripts belong to XTM and are not in vanilla TC, hence there is nothing we can do.
Besides, until the Argon get a proper light carrier (Cadius?), it fits that role reasonably well.
Whilst I'm thinking about the Goner, I've noticed that the Ozias and etc have pretty low notoriety requirements. It seems a bit weird. I'm only mentioning it because its really easy to get compared to the other TLs.
M.
The Ozias is only one notoriety level below a Mammoth and its a pretty average TL considering it has no weapons at all.
I'll think about setting to the same rep level as the Mammoth...
What about corporation missions, can we do something about those? Maby something like changing those main reward ships for some wing force, like guard wing for you ships from OTAS or trade ship with wing of guards from Trade company, those are only ideas, or maby some station or true rare ship.
paulwheeler wrote:...that the player can't buy, so unless you manage to capture one with weapons intact (which means you are using a bail script which leaves lots of equipment on board - which is almost cheating) its not going to break any games.
It is unbalanced. That won't change that fact no matter how rare it is. We can agree to disagree and call it settled.
paulwheeler wrote:The Griffon is from XTM and required scripts to be a functioning drone carrier. These scripts belong to XTM and are not in vanilla TC, hence there is nothing we can do.
Besides, until the Argon get a proper light carrier (Cadius?), it fits that role reasonably well.
Yes. I know. It was a shame that Egosoft didn't make it into one... amongst other things (the ARAN and Tern for instance).
Anyway, that aside, I noticed that the Enhanced Mercury has a bugged cockpit (wrong position). It might be worth fixing in the next update.
Take it easy,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
morikaane wrote:
Anyway, that aside, I noticed that the Enhanced Mercury has a bugged cockpit (wrong position). It might be worth fixing in the next update.
Just curious to hear (read) what "race combat" scripts (if any) people are using with XRM. I used to use MBRR a while back and then switched to IR after a long break from X3 (as everyone was saying that was the one to use). I like to see the occasional skirmishes and battles without TOO much sector changing going on; but, I couldn't quite get everything to work as I had hoped. Makes me sad when the "bad guys" (Xenon, Pirates, ect) get wiped out by the other races after such a short time.
EDIT: With the Xenon start, not sure if this is intentional but there is a Gamma Pulse Emitter missing from the rear turret and it seems to be installed in the front with the Railguns. Also, is it intended to have 9 main cannons? No wonder the Xenon hurt! xD
DevilishMoney wrote:I am getting a station called invalid Alpha selling freight drones in Ceo's Sprite.
Sounds like you installed the mod incorrectly or there's some sort of mod conflict happening.
Usual cuplrits are other jobs managers (XRM has its own - its incompatible with others) and not overwriting all the scripts and whatnot when copying the scripts and etc from part 2 of the XRM download.
Paul could give you a more exact answer though.
Hope that helps,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Hektos wrote:With the Xenon start, not sure if this is intentional but there is a Gamma Pulse Emitter missing from the rear turret and it seems to be installed in the front with the Railguns.
Just equip that extra GPE you have in your main guns to the rear turret.
Eight is good enough.
Hektos wrote:Also, is it intended to have 9 main cannons? No wonder the Xenon hurt! xD
It has been like that for a few versions of SRM (prior to becoming XRM). I think paul and others thought it wasn't 'disco' enough. It also has two more left and right gun mounts than the vanilla version... but then again so does every other Heavy Corvette if I remember correctly.
Cheers,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Just follow the release notes for 1.04. Put the new cat/dat, and the contents of the scripts, director and t folders into your TC install. If continuing a precious save, load your game and run the patch script as per the release notes. If starting a new game then you don't need to worry about running the script.