[XTM - GAMEPLAY] Gameplay discussion for Xtended Mod

The place to discuss scripting and game modifications for X³: Reunion.

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Reskal
Posts: 114
Joined: Sun, 9. Jul 06, 05:56

Post by Reskal »

Hello,

i have a warehouse in my system and 2 minerships are filling it with ore they dug in this system. This works automatically. Now i tried to get a freightpilot(highest level) with the commercial agent-script selling the ore to other systems.
But he is just sitting in the warehouse in readiness, doing nothing. His ship uses the warehouse as homebase.
i didnt touch the commandslots of the warehouse.
Since i only want to sell the ore, nothing to buy for the freightpilot i tried to enter the right code in the special-commands-section. I found in the internet some codes for just-selling, like these:

3-1-0
3-3-10
3-4-10
3-6-0
3-7-10

But they dont work anyhow.
Need help please.
Aydan
Posts: 238
Joined: Sat, 8. Sep 07, 20:56

Post by Aydan »

Check your warehouse settings, if it is set to other races can buy here or not. CAGs are recognising the warehouses as trading stations. Refer to Lucikes CAG instructions given in the bonus package instructions. On trading stations CAGs are only selling goods when set to one of the races can buy here option.
yogs
Posts: 47
Joined: Mon, 12. Oct 09, 19:19
x3tc

Post by yogs »

Can someone tell me where you buy the Goner ships? I have been playing XTM for a while now and have never seen a Goner shipyard.
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The_Lost_Marauder
Posts: 525
Joined: Fri, 7. Aug 09, 12:57

Post by The_Lost_Marauder »

there is a secret Goner shipyard, but it's not in the center of any sector.
I'm not even sure if it is always in the same place or not... :?
rzadzins
Posts: 90
Joined: Sun, 3. Feb 08, 13:54
x3ap

Post by rzadzins »

What are the differences in shield types? I was trying to find some comparizon but failed.
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The_Lost_Marauder
Posts: 525
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Post by The_Lost_Marauder »

rzadzins wrote:What are the differences in shield types? I was trying to find some comparizon but failed.
I guess you're not asking if the 1GJ shield is more powerful that the 1MJ shield, right? :roll:
So, what are you asking? :?
rzadzins
Posts: 90
Joined: Sun, 3. Feb 08, 13:54
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Post by rzadzins »

Normal shields vs pirate shields vs military shields (these are the types I noticed). So for example is a 25MJ Military shield better than the regular one?
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The_Lost_Marauder
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Post by The_Lost_Marauder »

I was imaging that, but better reading it from you :P

YES, Military shields are better than normal ones, because they have faster reload times; however, they require a bit more space, and only few ships can use them.
Pirate shields are the worst shields available IMO: they're worse than others but do cost more. Of course only Pirate ships can use them. :)

If a ship can mount 25 Mil MJ --> it can mount 25MJ

viceversa does NOT work.
rzadzins
Posts: 90
Joined: Sun, 3. Feb 08, 13:54
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Post by rzadzins »

Thanks, that's perfect... thinking of buying the Otas Elite (I'm quite early in the game... :>) and now it makes perfect sense... OR an Eclipse or Chimera if I find where they're being sold
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The_Lost_Marauder
Posts: 525
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Post by The_Lost_Marauder »

OTAS Elite with 6 aHEPT and 4 bPAC will save you endless times.
trust me, it's the fighter I've used the most during my campaign. :wink:

But watch out, it's fairly expansive. :(
dynamo breaker
Posts: 80
Joined: Mon, 15. Dec 08, 01:50
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Post by dynamo breaker »

I have heard something about capturing in XTM and was just curious, is it possible to capture larger ships (M6, M2) with marines like in TC? Or is that not a feature?
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The_Lost_Marauder
Posts: 525
Joined: Fri, 7. Aug 09, 12:57

Post by The_Lost_Marauder »

Yes, there is a particular ships which can carry troops, and they can be used to board enemy ships in specific situations.

more than just pirates! :lol:
dynamo breaker
Posts: 80
Joined: Mon, 15. Dec 08, 01:50
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Post by dynamo breaker »

Is it like in TC where you can capture M1, M2, and M6 ships? Cause I want a Hyperion, but I don't feel like doing the missions for it.
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The_Lost_Marauder
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Post by The_Lost_Marauder »

In X³R/XTM there is only one Hyperion, and you don't capture it... :P
dynamo breaker
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Post by dynamo breaker »

Oh too bad, I was under the impression that XTM added them as regular ships to the game, oh well. But you still can board ships and capture them if you want?
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The_Lost_Marauder
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Post by The_Lost_Marauder »

Of course you can! :D

The Hyperion was added with the Bala Gi missions, available since patch 2.0.2 :)
LordForrester
Posts: 501
Joined: Mon, 21. Sep 09, 23:33

Post by LordForrester »

In my vanilla Game. I had NPC traders all over the place. In XTM there does not seems to be many at all. Is this a bug?

Thought my vanilla game was much farther on than my XTM game. It just seems like a HUGE difference. To the point that most of the NPC stations don't have any energy.
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The_Lost_Marauder
Posts: 525
Joined: Fri, 7. Aug 09, 12:57

Post by The_Lost_Marauder »

LordForrester wrote:In my vanilla Game. I had NPC traders all over the place. In XTM there does not seems to be many at all. Is this a bug?

Thought my vanilla game was much farther on than my XTM game. It just seems like a HUGE difference. To the point that most of the NPC stations don't have any energy.
It is an half-known bug: i.e. the XTM team knows about its existance but couldn't fix it so far because it remains unclear what causes all those ships to disappear.
Same for me with my previous campaign (the new one still has many ships flying, but it's too early to say if it's all ok or not).
LordForrester
Posts: 501
Joined: Mon, 21. Sep 09, 23:33

Post by LordForrester »

I found this but I don't read German. Also there are no free download slots available so I cannot read the read-me. Can anyone get to that and tell us what it says?

I used an online translator to get an idea of what he was saying.
You remain in your room fuel and space weed sitzten? Your drug complexes are overflowing? You simply can not find opponents more? Even Xenon Core sectors are completely deserted? You could also still play flüssig in 7.1? You want to have back everything in your Ego-Plots/Starts and not only with Yakis custom starts? But you have forgotten to mention the cat repeal file for this? Or not at her because they were able to pick her as no XTM've played?

Here's the solution:

Unzip the archive below it are a spk file and cat files. If you use the Script Editor goes into the Ornder "spk" and simply click the skp file. For people who prefer to do it by hand, I've also added the data so. The spk file installed in your folder a new file, the program comes from Jobs cat 7.1. Thus, you have beautiful again, many NPC's, if he / she no longer wanted to uninstall the script easily. Then again, the jobs out of the 11er By default cat used.

More NPC's for your universe

Caution: You should do this only on a system that even this is appropriate! That it still draws significantly on the performance.

Furthermore, no official patch or the like, I take responsibility for this should not keien it. Klappen However, I've tested it with me and it works just fine. Moreover funktoniert virtually the same even when Yaki's custom starts.

If you are new draufspielt, is the spawn time do not worry about 1 hour when it started not so many are: wink:

Here are a few screens of my sectors (My Hud is modded, green ships are NPC's, my blue):
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The_Lost_Marauder
Posts: 525
Joined: Fri, 7. Aug 09, 12:57

Post by The_Lost_Marauder »

First time I see this thing... (also, I don't understand German, so I'm missing a few words of what's written there)
but latest version of XTM is 0.7.5, so I don't know if this "patch" still works or not. I would use caution before using it. :gruebel:

oh, just noticed that the post dates back to 07-2007... :roll:

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