[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Missile Defense Mk. 2 is a better (working) version of the stock Missile Defense command for turrets. You just enable it on your turrets to have them shoot down missiles. Missile Defense Mosquito is a command that fires Mosquito missiles to intercept hostile missiles and is a ship command. They do two different things and are found in two different places. One is an additional ship command, one is a turret command.
Which one is "better" is kind of a nonsense question since they don't compete. You can have both if you like.
Which one is "better" is kind of a nonsense question since they don't compete. You can have both if you like.
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well thank you for the info and of coarse GREAT mod. I'm loving it so far. Wasn't crazy about the jumpdrive no longer able to be in M3's and smaller but that's basically just laziness lol. Something to help me strive to get into a bigger ship. Again thankyou for the great work. People like you and the rest of the modding comunity make some games worth playing over and over.
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http://forum.egosoft.com/viewtopic.php? ... 15#3636815ThisIsHarsh wrote:Hey. About gamestarts, do they all work with the X3TC plot? and what does TPC mean (e.g. "XRM Formidable Freebooter (TPC)")?
FAQ
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Yacek wrote:http://forum.egosoft.com/viewtopic.php? ... 15#3636815ThisIsHarsh wrote:Hey. About gamestarts, do they all work with the X3TC plot? and what does TPC mean (e.g. "XRM Formidable Freebooter (TPC)")?
FAQ
Cheers guys. So that's the TPC question answered. Can I assume, then, that all other plots (plus Terran for non-TPC starts) are fully playable?dr1zzt05 wrote:Terran plot complete
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
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Black holes are where God divided by zero.
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Yes. But sometimes very difficult to doThisIsHarsh wrote:
Cheers guys. So that's the TPC question answered. Can I assume, then, that all other plots (plus Terran for non-TPC starts) are fully playable?

X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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so I keep seeing pirate mammoths I know under the FAQ it says there's a tships mod conflict. I'm running the recommended mods on the XRM page plus Tc rock maker, pirate guild which it says in the faq its safe, Heph corp for building complexes, Phanon corp with a not safe from pirates mod which i believe in a previous post says there's no conflict, and bounce with the updated wall file, And OOS damage v1
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You arent using the Bounce cat/dat are you?dr1zzt05 wrote:so I keep seeing pirate mammoths I know under the FAQ it says there's a tships mod conflict. I'm running the recommended mods on the XRM page plus Tc rock maker, pirate guild which it says in the faq its safe, Heph corp for building complexes, Phanon corp with a not safe from pirates mod which i believe in a previous post says there's no conflict, and bounce with the updated wall file, And OOS damage v1
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The only thing that causes mammoths everywhere is a conflicting tships. Possible reasons are:
1 - youre not deleting the bounce cat/dat after generating your wall file.
2 - you are not starting a new game after removing the bounce cat/dat.
3 - your cat/dats are not consecutively numbered.
4 - you have another mod which has a tships in it.
Whatever the cause, the game cannot see the XRM tships.
1 - youre not deleting the bounce cat/dat after generating your wall file.
2 - you are not starting a new game after removing the bounce cat/dat.
3 - your cat/dats are not consecutively numbered.
4 - you have another mod which has a tships in it.
Whatever the cause, the game cannot see the XRM tships.
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I don't know if this would mean anything but the ships all show up in the spawn ship cheat at least I think they all do. Cause all the extra ones from ceadu's script shows up and the only thing that I have that ads ships is your mod. i have xrm1 as 14 xrm2 as 15 wrecks as 16 hull pack 17 wares as 18 and the backround as 19. cat and dat. the only thing though i just started the terran defender the only mammoths everywhere are pirate ones.
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Have a look in the list of ships when you use the cheat scripts to spawn a ship. Do you see a ship called "advanced destroyer"? The xrm is the only mod that adds a ship called that.
If you see it ok and there are still mammoths everywhere when you start a new game, then its possible that you have a non-xrm jobs file somwhere. check in your "types" folder in your X3TC installation directory.
If you dont see it then something is blocking the xrm tships.
One possibility is, if youre in terran space and seeing pirate mammoths, you are running xrm 1.10, but the hull pack is still 1.09 and doesnt have the new terran pirate ship entries. Make certain the hull pack is up to date.
If you see it ok and there are still mammoths everywhere when you start a new game, then its possible that you have a non-xrm jobs file somwhere. check in your "types" folder in your X3TC installation directory.
If you dont see it then something is blocking the xrm tships.
One possibility is, if youre in terran space and seeing pirate mammoths, you are running xrm 1.10, but the hull pack is still 1.09 and doesnt have the new terran pirate ship entries. Make certain the hull pack is up to date.
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