Here: http://forum.egosoft.com/viewtopic.php? ... tart=11775 i´ve asked for help, but unfortunatly no one seemed to have any solution

@Paul: any idea what might cause that freezes ( crashes )?
Again, thanks in advance.
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This feature could be really helpful against swarm missile coming from the khaak spammers. Some sort of EMP blast.paulwheeler wrote:
Also its target jumping effect meant it wiped out all incoming missiles at the touch of a button - basically it was an i-win button against missiles.
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swatti wrote:Dont take me as a demanding bastard here. Im trying to come up with workarounds and ideas. Feel free to say no, just say why or why not and im happy
Freezes are almost always caused by a script getting stuck in a loop. No one has ever reported a freeze with the xrm.d_ka wrote:Greetings.
Here: http://forum.egosoft.com/viewtopic.php? ... tart=11775 i´ve asked for help, but unfortunatly no one seemed to have any solution
@Paul: any idea what might cause that freezes ( crashes )?
Again, thanks in advance.
1 - the xrm is compatible with the sector takeover scripts available in this forum.Nashnir wrote:Have a few general questions. Am posting them here since I mainly use this mod.
1. Can Sectors be claimed ? Like there are many unknown sectors, Pirate, Xenon etc.
2. I had a terran commander start so basically I had no plot missions. So where can I buy an HQ ?
Cycrows cheat scripts is an essential tool for people playing mods. The clone ship and destroy ship commands are available in these scripts.Beliar123 wrote:Hello , call me a noob but i have one question -
How do you destroy and clone ship ? I need Cicerow cheats or is this option in XRM already ?
Sorry if this question is answered somewhere here but i just can't find it.
Btw. great mod , a lot of new features and very stable.
No tubes can go anywhere. The no fog mod just needs to be after the backgrounds pack if you use it. Otherwise it can anywhere.greypanther wrote:Two quick questions before I instal.![]()
I use the fake patches that give me no fog and no tubes; do these need to be placed before or after the xrm cat/dat pairs? ( TC btw. )
I've had the same problem, i guess the mod can be very demanding on the cpu, specially on a little older machines like mine, had to uninstall unfortunately.Ragemaster9999 wrote:How would one go about debugging a game hang? When I said i was crashing earlier in Circle of Labor i meant i was having to control alt delete the client because the game would consistantly hang within 10-15 seconds of entering the sector.
At the time there was a big terrain fleet invading, the main terrain invasion fleet, and the argon was putting up a massive defense. I just had to avoid the sector because going it would cause a game hang 100% of the time.
There is no easy way to debug it. I suggest leaving circle of labour before the hang and see if it still hangs. If it doesnt, leave circle of labour alone for a while and then try jumping back in at a later time.Ragemaster9999 wrote:How would one go about debugging a game hang? When I said i was crashing earlier in Circle of Labor i meant i was having to control alt delete the client because the game would consistantly hang within 10-15 seconds of entering the sector.
At the time there was a big terrain fleet invading, the main terrain invasion fleet, and the argon was putting up a massive defense. I just had to avoid the sector because going it would cause a game hang 100% of the time.
The scripts dont overlap so any order is fine.Slashman wrote:OK, I finally got everything installed and fired up XRM for AP.
I docked at a stock exchange and everything seemed to run fine.
My only question is about the method used to install the scripts.
I put in the scripts from the 'scripts' folder first and then I installed the scripts for the XRM modded RRF. Is that the correct sequence? And does it make a difference? I have no idea if the script files overlap in any way.
Hello paulwheeler,paulwheeler wrote:You need to throw everything you know about scanners from vanilla out of the window. They have completely changed, which is why I renamed them.xxxxxxx7 wrote:question about scanner range and size, M5 and CODEA script
Essentially the built in ship scanner, which M5s and all other ships come with, does the job of the duplex scanner. The advanced Scanner does the job of the Triplex. The military Scanner is a new capital class scanner. Explorer M5s have the military Scanner built in because that's their job. They can do little else.
As for CODEA, and i cant tailor the mod to work with every script out there... I was aware of the docking computer ware size issue with CODEA - there is an optional pack to fix that, but no one has mentioned this scanner issue before. Do you have to use M5s?
here is a link to an overview of game starts, most (or all) of it should be still relevant, there are no special plots for any of the starts (afaik) - just rather interesting starting conditionsSlashman wrote: Oh and one more question: I noticed a bunch of new starts when I selected 'New Game', but I wasn't sure if some of them were specifically from XRM and if any of those starts have their own missions or plots. Does XRM include its own special starts?