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The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Nemesis_87
Posts: 732
Joined: Sat, 19. Mar 11, 16:26
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Post by Nemesis_87 »

cheers for the reply bud, il give this a shot (seeing cap fights take ages now and hull is bound to get damaged no matter how many caps i use so this is handy)
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Retrox
Posts: 370
Joined: Thu, 9. Nov 06, 14:59
x4

Post by Retrox »

Is this script compatible with x3:AP?
Intel i7 8700, Gtx 1070, 16gb RAM. I think i'm ready for X4. Bring it on, Egosoft! [edit 2025: this signature didnt age well :lol: ]
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Lordaeron
Posts: 501
Joined: Tue, 17. Jul 07, 16:51
x4

Post by Lordaeron »

Jep, works fine for me.
Scoob
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Post by Scoob »

Me too, though with the higher hull capacity things take a fair bit longer.

Scoob.
i64man
Posts: 451
Joined: Sun, 7. Nov 10, 18:27
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Post by i64man »

I am having problems with this script and I can't seem to get it to work. I downloaded and installed it, but I don't see any options for the marines other than the launch marines under the piracy.

Any suggestions?
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Lordaeron
Posts: 501
Joined: Tue, 17. Jul 07, 16:51
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Post by Lordaeron »

There are none options. You just need Marines in your cargo and that it. If your hull gets damaged, they start repairing on their own.
i64man
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Joined: Sun, 7. Nov 10, 18:27
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Post by i64man »

Lordaeron, Thanks for the reply.
kilmar
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Joined: Tue, 2. Dec 03, 02:56
x4

Post by kilmar »

Anyone get this script to work on X3:AP? I loaded it using CyCrow's Plugin Manager (latest beta) and I can see it loaded on X3:TC. However, it doesn't seem to load on X3:AP. AL setting is greyed out and I have a damaged ship docked with 5 marines in it and it is not being repaired. Any help would be appreciated.
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InFlamesForEver
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Post by InFlamesForEver »

Well it works for me, but I have no help to offer lol
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kilmar
Posts: 12
Joined: Tue, 2. Dec 03, 02:56
x4

Post by kilmar »

Found out the problem. Was Cycrow's Manager not loading X3:AP properly.
Wilson-MG-
Posts: 73
Joined: Sat, 7. Aug 10, 07:47
x4

Post by Wilson-MG- »

kilmar wrote:Found out the problem. Was Cycrow's Manager not loading X3:AP properly.
But it is compatible so long as the Manager recognizes AP correctly? I see the option to have it on, so I would assume it is...
SBDeadly
Posts: 67
Joined: Tue, 27. Dec 11, 07:29

Post by SBDeadly »

The plugin mangers haven't worked for me on AP, they aren't installing to the addon folder so I've used the SPK explorer to extract them to the addon folder and that's worked.

This mod is great with the salvage command suite, can rake in close to 9mil credits on a haul. Only problem is I can't get it to repair TS's. In AP even with a cargo life support you can't add marines to TS. It would be cool if we could get a parked ship with marines to repair other parked ships as well.
Vayde
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Joined: Fri, 6. Feb 04, 21:02
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Post by Vayde »

Goner Aran...
Still life in the old dog yet...
SBDeadly
Posts: 67
Joined: Tue, 27. Dec 11, 07:29

Post by SBDeadly »

TS problem solved with repair laser /repair ship mod, works with AP. A centar with 8 repair lasers and repair all ships in sector command means no more repair PITAs.
boxleitnerb
Posts: 250
Joined: Mon, 5. Dec 05, 15:00
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Post by boxleitnerb »

All download links down? Maybe someone could reupload it, please?
burger1
Posts: 3254
Joined: Fri, 21. Aug 09, 22:51
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Post by burger1 »

I uploaded a copy I had from a while ago to filefront. The modders server must be down or something (updating for ap ?).

http://www.gamefront.com/files/21160249 ... 03.039.rar
boxleitnerb
Posts: 250
Joined: Mon, 5. Dec 05, 15:00
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Post by boxleitnerb »

Thank you!
MySweetRevenga
Posts: 23
Joined: Tue, 5. Jan 10, 00:45
x3ap

Post by MySweetRevenga »

Seems to work on docked ships just fine. But the marines aren't repairing stations attached to my complex. Will marines only repair stations that aren't part of a complex?
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

Request

Equipment repair!

I hate it when that last wee-little pirate destroyed half my guns and jumpdrive...

Every time a player leaves a station, take a snapshot of installed extensions, upgrades and guns. Or monitor what was destroyed if hull dmg is taken and once reaching 100% hull restore those lost bits.

This way you can actually duke it out in big capital-ships slugfests and not do a load game after every hull dmg cause half your guns broke.
General_Failure
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Joined: Mon, 25. Dec 06, 04:44
x3

Post by General_Failure »

All links are dead.

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