X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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So I wanted to look into M7DCs for OOS automated defences (ex. SEWN protection wings). I started to research the available M7DCs, decided on the Cormorant because it had the largest hangar (34) while sacrificing speed and other things compared to the other M7DCs, then I spent time and money to build the needed relationship with the Teladi. Finally I bought it, started the drone carrier production order, only to realize that it can only produce/maintain up to 24 drones.
Not really sure if this is a bug or intended. What's the point of sacrificing speed and everything else to get a Cormorant (with a 34 sized hanger) when it can only support 24 maximum drones just like many other stronger and much faster M7DCs (with smaller hangers). Does anyone think there's any use to using the hanger for other ships (up to M4)? Not worth the sacrifice I think (plus maintaining the other ships wouldn't be automated so what's the point).
If this was intentional, then it's at least a documentation/encyclopedia bug, it should document that it can only manage 24 drones at once, that information is not available anywhere on the ship page, people will get confused by reading the hanger size like I did.
And finally, if anyone is interested, I can upload a modified Drone Carrier Production command script to support up to 34 maximum drones. So now I can justify using a slow/weak Cormorant instead of a Panther.
Not really sure if this is a bug or intended. What's the point of sacrificing speed and everything else to get a Cormorant (with a 34 sized hanger) when it can only support 24 maximum drones just like many other stronger and much faster M7DCs (with smaller hangers). Does anyone think there's any use to using the hanger for other ships (up to M4)? Not worth the sacrifice I think (plus maintaining the other ships wouldn't be automated so what's the point).
If this was intentional, then it's at least a documentation/encyclopedia bug, it should document that it can only manage 24 drones at once, that information is not available anywhere on the ship page, people will get confused by reading the hanger size like I did.
And finally, if anyone is interested, I can upload a modified Drone Carrier Production command script to support up to 34 maximum drones. So now I can justify using a slow/weak Cormorant instead of a Panther.
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Cant install Xtended mod, file type not recognised
Downloaded xtended mod, file type is marked as:
2AFullsetupfile
Computer doesn't recognise it, running it just asks for a search on the internet which turns up nothing
Using windows 8.1 btw
How do I get my computer to run the file? Or something that recognises it
2AFullsetupfile
Computer doesn't recognise it, running it just asks for a search on the internet which turns up nothing
Using windows 8.1 btw
How do I get my computer to run the file? Or something that recognises it
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**merged with XTC topic, as per Scripts and Modding Forum rules**
Where are you downloading this file from and what size does it have? Afaik, the Mod download shoud be an exe file.lone_warrior wrote:Downloaded xtended mod, file type is marked as:
2AFullsetupfile
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Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
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So I've finally got enough reputation with the Argon to be able to buy the smaller type of shipyard (Wharf). I deployed both a Federal Argon Wharf and an Argon Equipment Dock to Sirius Prime. My plan is to use them to build large numbers of carrier fighters (Cutlass Raiders) and wipe out the Yaki from their hidden base.
I have the following questions/issues:
<SOLVED, IGNORE>
1. It appears that for both the POEQ and POSY, every time you add a ware to them, they learn about that ware and then never forget about it (even if the ware quantity becomes 0). Is there a way to cleanup wares on a POEQ/POSY? (maybe with some separate script) I've accidentally transferred some Xenon leftovers and now they're taking slots in the product list and makes it harder to browse for what you actually need.
EDIT: lol, shows how new I am to X3, this seems to be what the Dockware Manager is all about, I'll try to use that to cleanup the wares on my POEQ.
</IGNORE>
2. After adding wares to POEQ/POSY, it will list the prices of those wares in a separate list where you can adjust them and they are listed as "Prices to sell products". This is confusing and (apparently) completely wrong. Those are not prices for selling those wares, those are prices for buying them. For example, if you adjust the price of a ware to be the highest, then your Universe Traders traders start buying those wares automatically from NPC stations and then they fly to your POEQ/POSY and try to sell them (and get stuck if you don't have money on the station to buy it from them). If, instead, you update the price to be the lowest for that ware, the UTs stop doing that (plus the right column that shows the number of "jumps" for that ware increases or becomes "None" as you reduce the desired price for the ware). So this definitely seems to be a "resource" for the POEQ/POSY (and it makes sense too because in the case of POSY those resources are used to build ships) not a "product". Why does the mod displays these as "products to be sold" instead?
EDIT: this is probably how things show for personal equipment docks/PHQ in the vanilla game (xtended mod seems to repurpose PHQs as player owned shipyards). The resources needed by the PHQ are probably showing as "products" to be sold in the station parameters dialog but since I never owned a PHQ in the vanilla game I wouldn't know :)
Thanks!
I have the following questions/issues:
<SOLVED, IGNORE>
1. It appears that for both the POEQ and POSY, every time you add a ware to them, they learn about that ware and then never forget about it (even if the ware quantity becomes 0). Is there a way to cleanup wares on a POEQ/POSY? (maybe with some separate script) I've accidentally transferred some Xenon leftovers and now they're taking slots in the product list and makes it harder to browse for what you actually need.
EDIT: lol, shows how new I am to X3, this seems to be what the Dockware Manager is all about, I'll try to use that to cleanup the wares on my POEQ.
</IGNORE>
2. After adding wares to POEQ/POSY, it will list the prices of those wares in a separate list where you can adjust them and they are listed as "Prices to sell products". This is confusing and (apparently) completely wrong. Those are not prices for selling those wares, those are prices for buying them. For example, if you adjust the price of a ware to be the highest, then your Universe Traders traders start buying those wares automatically from NPC stations and then they fly to your POEQ/POSY and try to sell them (and get stuck if you don't have money on the station to buy it from them). If, instead, you update the price to be the lowest for that ware, the UTs stop doing that (plus the right column that shows the number of "jumps" for that ware increases or becomes "None" as you reduce the desired price for the ware). So this definitely seems to be a "resource" for the POEQ/POSY (and it makes sense too because in the case of POSY those resources are used to build ships) not a "product". Why does the mod displays these as "products to be sold" instead?
EDIT: this is probably how things show for personal equipment docks/PHQ in the vanilla game (xtended mod seems to repurpose PHQs as player owned shipyards). The resources needed by the PHQ are probably showing as "products" to be sold in the station parameters dialog but since I never owned a PHQ in the vanilla game I wouldn't know :)
Thanks!
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Hey me again..
so i've tried boarding abandoned ships, works well so far but it is a mystery to me how marines can die in a ship who has allready no one on board... but nevermind
Anyway.. after boarding the third ship ALL other abandonded ships and every new one plus every freight drone and astraunaut turned red to me..
apart from that it looks strange it is annoying because abandoned ships with weapon start firing at me.
aaaand thats a problem when i am claiming small ships (below m6) with my jaguar. you know.. 1 tiny shield is not really much 
do anyone know a solution for that?
EDIT: btw is there any ship faster than the jaguar raider?
so i've tried boarding abandoned ships, works well so far but it is a mystery to me how marines can die in a ship who has allready no one on board... but nevermind

Anyway.. after boarding the third ship ALL other abandonded ships and every new one plus every freight drone and astraunaut turned red to me..

apart from that it looks strange it is annoying because abandoned ships with weapon start firing at me.


do anyone know a solution for that?
EDIT: btw is there any ship faster than the jaguar raider?
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Yeah, I experienced the same thing trying to board abandoned ships. It's a bug in Xtended so don't do it.
The "official" way to claim M6 and up ships is to use the Salvage Software that you can buy at Pirate and Teladi stations. It also works on smaller ships of course but for those you can do the space walk.
It's expensive (I have it for one of my Pirate Kestrel explorer ships) but it gives you a new ship command to claim ships and it will do so remotely, without boarding and without having to drop to space suit (and it works OOS). Combine with SEWN configured to detect claimable ships and you have a healthy steady income from salvaging all these derelicts. Most of my large ships have been salvaged (2 M7s, lots of M6s).
The "official" way to claim M6 and up ships is to use the Salvage Software that you can buy at Pirate and Teladi stations. It also works on smaller ships of course but for those you can do the space walk.
It's expensive (I have it for one of my Pirate Kestrel explorer ships) but it gives you a new ship command to claim ships and it will do so remotely, without boarding and without having to drop to space suit (and it works OOS). Combine with SEWN configured to detect claimable ships and you have a healthy steady income from salvaging all these derelicts. Most of my large ships have been salvaged (2 M7s, lots of M6s).
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@memeics: The Salvage Claim Software does NOT work OOS. You must fly by yourself to derelict ships for claiming them.
edit: I was wrong. SCS works OOS. See my post of 02.12.2014 how it works.
I don't think that it should be considered as a bug that abandoned ships turn against the player if the player started using abandoned ships as training ground for boarding operations. Abandoned ships (regardless of their original race) belong to "Friendly Race" - end EVERY race is p*ssed off if someone boards its ships.
In my game, I'am about at -240'000 because I have taken over several M7, M7M and M6 with a little help from my friends, the unexperienced Marines
.
Yes, abandoned ships fire at me (Pirate Mamba Raider , 1*25 MJ military shield) that can be particularly 'interesting' when approaching a derelict "Destroyer" having 15 Delta Kyons on board ... . But SCS still works fine.
edit: I was wrong. SCS works OOS. See my post of 02.12.2014 how it works.
I don't think that it should be considered as a bug that abandoned ships turn against the player if the player started using abandoned ships as training ground for boarding operations. Abandoned ships (regardless of their original race) belong to "Friendly Race" - end EVERY race is p*ssed off if someone boards its ships.
In my game, I'am about at -240'000 because I have taken over several M7, M7M and M6 with a little help from my friends, the unexperienced Marines

Yes, abandoned ships fire at me (Pirate Mamba Raider , 1*25 MJ military shield) that can be particularly 'interesting' when approaching a derelict "Destroyer" having 15 Delta Kyons on board ... . But SCS still works fine.
Last edited by zazie on Tue, 2. Dec 14, 14:54, edited 1 time in total.
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That is definitely not true. Have you tried it on latest version, Xtended 2.2a (using TC)? I've been scavenging tons of ships OOS. Like I said I have a Pirate Kestrel who's only purpose is to do this kind of thing since it can cover all the universe rather quickly.zazie wrote:@memeics: The Salvage Claim Software does NOT work OOS. You must fly by yourself to derelict ships for claiming them.
You just use the new Piracy menu and select "Claim Ship" and point it to the ship. It all works without me being present there. Additional scripts I have on top of Xtended shouldn't add that kind of functionality:
- SEWN
- dock_lockup_fix
- dockware manager
- enhanced briefings
- ok traders
- ship browser
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mmmhm.
I have to test it. I am running the identical version (XTC 2.2a, X3TC 3.2; "Vanilla" = no other scripts running, not even the BP). I tried to claim ships OOS, it did not work; but iirc I used the inbound key-command for SCS ('b' in my game), and not the piracy/claim-command.
If it works I will be tempted to
as I have spent dozens of hours collecting all those abandoned ships
I will report
I have to test it. I am running the identical version (XTC 2.2a, X3TC 3.2; "Vanilla" = no other scripts running, not even the BP). I tried to claim ships OOS, it did not work; but iirc I used the inbound key-command for SCS ('b' in my game), and not the piracy/claim-command.
If it works I will be tempted to


I will report
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Hey me again 
ok that seems logical, that the friendly race is no more friendly to me
now i have an other problem. i am doing the pirate plot but now half of the avis ships turned red on me for no reason (i think after an terran invasion in vow of allegiance)
the other half of them are still blue and i can also dock at the stations
is there an option to reset them? or respawn them?

ok that seems logical, that the friendly race is no more friendly to me

now i have an other problem. i am doing the pirate plot but now half of the avis ships turned red on me for no reason (i think after an terran invasion in vow of allegiance)
the other half of them are still blue and i can also dock at the stations
is there an option to reset them? or respawn them?
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Game is broken, can't continue
Unfortunately I have go give up playing Xtended 2.2a after months of time building up a fleet and trader empire. :evil:
I hit a bug that seems to have been reported previously for this mod but nobody has any idea what causes it. Essentially, in my game, after a certain time has passed, almost all missions show with ReadText30-690... or ReadText33-691...
I tried everything. I uninstalled all other custom scripts/mods, the ones I had were:
- Pure X v5 HUD (alternate glow)
- Enhanced Briefings
- SEWN
- OK Traders
- Ship Browser
- Docking Lockup Fix
With a clean reinstall of TC 3.2 + XTC 2.2a, I load one of those save games, I jump around some Argon sectors (the ones around Predefined Assurance), contact people for missions, everything seem fine. Wait 10 minutes and try to to that again (you have to jump/enter a sector to get the missions refreshed) and now you'll see missions being offered by people named ReadText30-... ReadText34-....
Here's a screenshot:
[ external image ]
I have no idea what languages are identified by 30 and 33 but I thought that I could try to workaround this bug by making copies of the text files that include those text IDs in other languages (like language 44) and set the language to 30/33 in the copy. However, I am unable to find any text file with those text IDs (not even for language 44) in my installation. For example, some of the missing IDs are:
- 690965
- 691098
- 690997
- 691083
I can't find these text IDs anywhere (not even for language 44), I searched in all the t/ files. Either the game is broken for trying to locate wrong IDs or I'm not searching well (I used X Editor 2 to go through all t/ files). The missing text ID values seems to be that of race names (Argon names, etc) but they are outside of the range of IDs that I found defined.
Can anyone tell me of a reliable way to search for a given text ID in all text files? If I can find these text IDs for any language, I could make copies from those to languages 30 and 33 and maybe get the game going with this hack.
I hit a bug that seems to have been reported previously for this mod but nobody has any idea what causes it. Essentially, in my game, after a certain time has passed, almost all missions show with ReadText30-690... or ReadText33-691...
I tried everything. I uninstalled all other custom scripts/mods, the ones I had were:
- Pure X v5 HUD (alternate glow)
- Enhanced Briefings
- SEWN
- OK Traders
- Ship Browser
- Docking Lockup Fix
With a clean reinstall of TC 3.2 + XTC 2.2a, I load one of those save games, I jump around some Argon sectors (the ones around Predefined Assurance), contact people for missions, everything seem fine. Wait 10 minutes and try to to that again (you have to jump/enter a sector to get the missions refreshed) and now you'll see missions being offered by people named ReadText30-... ReadText34-....
Here's a screenshot:
[ external image ]
I have no idea what languages are identified by 30 and 33 but I thought that I could try to workaround this bug by making copies of the text files that include those text IDs in other languages (like language 44) and set the language to 30/33 in the copy. However, I am unable to find any text file with those text IDs (not even for language 44) in my installation. For example, some of the missing IDs are:
- 690965
- 691098
- 690997
- 691083
I can't find these text IDs anywhere (not even for language 44), I searched in all the t/ files. Either the game is broken for trying to locate wrong IDs or I'm not searching well (I used X Editor 2 to go through all t/ files). The missing text ID values seems to be that of race names (Argon names, etc) but they are outside of the range of IDs that I found defined.
Can anyone tell me of a reliable way to search for a given text ID in all text files? If I can find these text IDs for any language, I could make copies from those to languages 30 and 33 and maybe get the game going with this hack.
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@memeics :
First of all: I can confirm that the Salvage Claim Software works OOS (Out-of-Sector). I did not know before and I would never have found out by myself.
It's quite tricky, though: A player selects one of his ships that has SCS installed, then opens the command-menu (c) and selects 'piracy'. After confirming the "piracy'-command (the computer-voice will say "command accepted", the player must open the sector with the abandoned ship, select it in the ship-list and confirm with 'enter'. The SCS-ship will then fly to that position and take over the derelict ship. IMO you do not get a "command completed"-message, but the formerly abandoned ship has changed its colour to green and you can remotely give your commands.
Thanks for insisting ! Without that I would never have learnt about that very useful function !!
Second point: I met exactly the same problems too. I have recently opened a thread in the xuniverse-Forums. But until now no explanation or possibility to fix. My installation is a clean XTC 2.2a-installation, no other scripts running.
First of all: I can confirm that the Salvage Claim Software works OOS (Out-of-Sector). I did not know before and I would never have found out by myself.
It's quite tricky, though: A player selects one of his ships that has SCS installed, then opens the command-menu (c) and selects 'piracy'. After confirming the "piracy'-command (the computer-voice will say "command accepted", the player must open the sector with the abandoned ship, select it in the ship-list and confirm with 'enter'. The SCS-ship will then fly to that position and take over the derelict ship. IMO you do not get a "command completed"-message, but the formerly abandoned ship has changed its colour to green and you can remotely give your commands.
Thanks for insisting ! Without that I would never have learnt about that very useful function !!
Second point: I met exactly the same problems too. I have recently opened a thread in the xuniverse-Forums. But until now no explanation or possibility to fix. My installation is a clean XTC 2.2a-installation, no other scripts running.
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Did you ever used any other mod/script besides vanilla + clean XTC 2.2a in your game?Second point: I met exactly the same problems too. I have recently opened a thread in the xuniverse-Forums. But until now no explanation or possibility to fix. My installation is a clean XTC 2.2a-installation, no other scripts running.
Did you install the Plugin Manager and started it at least once?
That's why I said it seems to be a known bug, I found your thread there. Unfortunately, for the past 3 days I've repeatedly tried registering on TXU forums but the emails they send for activations never get to me (I've tried a gmail account, a yahoo account and some other account). I also checked the spam folder and I haven't got them there either. Something is broken on their end and they say to contact the admin but the link to do so requires to send them a private message while being logged in, go figure!
Now, about the bug. In the linked report you mention that it started happening after about 24 days of playing. In my game it seems to happen at exactly 13-9:46 (this seems to be game time, so it's accelerated when using SETA).
I already spent days trying to find a workaround, a fix or at least an explanation. Everything failed. Besides what I already mentioned (uninstalling all custom scripts and running just vanilla), yesterday I tried the following too:
- stopped all my traders, they are all just hanging in the universe doing nothing
- sold most of my traders
- disabled almost all XTC related AL plugins (except those marked as "-locked-"). This means that I also disabled the "events" plugin which I thought might fix the issue (I was hoping that the problem appears at a fixed time because of some scripted event in XTC that bugs the game)
None of this fixed it. It still happens like clockwork at 13-9:46 (I use a previous save done around 13-7:30 to go back and try all these things before I get to the deadly moment).
Other things I thought are happening is x3tc.exe running out of memory. So I enabled LAA for X3 but that didn't help. Then I tried selling most of my traders (I have over 70) and stopping running scripts on them thinking that may lower the memory pressure and would help but it did not. I also kept on monitoring the process memory usage (see if it's always close to 2G before it runs into this problem) and indeed I did notice something. Normally, after loading a savegame the game uses about 1.2G of RAM, then it additionally loads about +200MB every time I jump to a sector. However, when I jump to Predefined Assurance just at the time when the ReadText errors start happening I did notice a much larger increase in RAM (+450MB or so). I don't know if it's related, maybe not, maybe that sector just loads up a lot of resources.
The only conclusions that we have so far are:
- it's happening at a fixed game moment, must be some kind of event related
- it's not only happening for me, you are also experiencing it (at a different game time) so it's clearly a bug that more than one person can run into
PS: I've also started a new game with Xtended, using the cheat package I'm trying to recreate the assets I had before the previous game started going into ReadText errors, it's a lot of work and having to wait for the universe expansion and deploy advanced satellites everywhere plus building all the factory complexes I had in the previous game is going to take time. This sucks, I really want that bug fixed :(
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No other mod. I used a (very simple, own) script creating an unshielded, unarmed Kha'ak Destroyer - to cheat my rep with Yaki; therefore I activated the game's internal Script Editor.memeics wrote:Did you ever used any other mod/script besides vanilla + clean XTC 2.2a in your game?
Did you install the Plugin Manager and started it at least once?
I never used the Plugin Manager in this game.
You did a lot more than I did searching the reason of the bug. I have learnt during many years of playing X-tended that every game can become unplayable at a certain moment (earlier or later). I remember one of my first XTM-games (that was X3-Reunion based) when I ran into a reproducable crash at a certain time stamp. That savegame was inspected by Script-Guru Lucike himself - and he could not find the reason.
Another game (XTC 1.4) crashed whenever I entered a certain sector (after day 23 or so). And so on.
The problem seems to be that the reason for crashing/disturbing a game is written within the save games. I can confirm your experience: Even on a fresh install the problems are back as soon as you load an 'old' save.
But - not as a cheap excuse - thoses games offer so many possibilities that there is always a new motivation to start again. That's what I have done in my case.
I am using now three fast M5 with Salvage Claim Software to collect all those abandoned ships all over the XTC-Universe

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I see, I don't have your experience with X3 and Xtended. I only played vanilla before (and that was once X3R and once X3TC a few years back).
As to starting a new game. That's a chance to do some things better/differently but in no way I'm going to go through the ropes playing for a week to get to an income level of 20+ mil/hour (which I find to be the bare minimum required before starting to build carrier based fleets). So the cheat package to the rescue but it feels wrong and unsatisfying.
Instead, it would be great if there was some kind of player assets exporter/importer script that can dump to a file a record of your reputation, accounts and ships owned (and their wares). Then be able to load that back in a new game. Of course this would have to place the ships in a new place in the new game as some of the sectors where they were in the original game aren't yet discovered in the beginning of an Xtended game. That way I could use this to restart a game and not have to feel like a cheater making money out of thin air with the cheat package, instead I would get the feeling that it's the same money I worked for previously. It would also avoid having to waste time buying and re-equipping the same ships in the same way.
Is there a script that can do that? Maybe I should write one. :)
As to starting a new game. That's a chance to do some things better/differently but in no way I'm going to go through the ropes playing for a week to get to an income level of 20+ mil/hour (which I find to be the bare minimum required before starting to build carrier based fleets). So the cheat package to the rescue but it feels wrong and unsatisfying.
Instead, it would be great if there was some kind of player assets exporter/importer script that can dump to a file a record of your reputation, accounts and ships owned (and their wares). Then be able to load that back in a new game. Of course this would have to place the ships in a new place in the new game as some of the sectors where they were in the original game aren't yet discovered in the beginning of an Xtended game. That way I could use this to restart a game and not have to feel like a cheater making money out of thin air with the cheat package, instead I would get the feeling that it's the same money I worked for previously. It would also avoid having to waste time buying and re-equipping the same ships in the same way.
Is there a script that can do that? Maybe I should write one. :)
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So now I have a question. How can one buy colossal (military) shields from a colossal (military) shield facility?
1. you can't just dock your TS to buy it because there is no TS that can carry XXL wares (which colossal shields are)
2. the only ships that can transport these are the ones that can equip them (M2/M1) and TPs, however, none of these ships can dock at a regular factory and the colossal shield facility is a regular factory (apparently)
I thought that maybe the Freight Drones could help so I got 5 on my Mammoth, I bought Trade Mk1/Mk2 and now I have the "trade with freight drones" option in the trade menu but if I use that (and then select to trade with a station) it doesn't let me select any station in any sector I tried. What is going on? How does one use Freight Drones... or is there any other way to buy Colossal Shields?
I'm thinking of maybe hacking XTC so that the colossal shield factories do allow TPs to dock if that's easy/possible because I see no way to buy these shields now.
1. you can't just dock your TS to buy it because there is no TS that can carry XXL wares (which colossal shields are)
2. the only ships that can transport these are the ones that can equip them (M2/M1) and TPs, however, none of these ships can dock at a regular factory and the colossal shield facility is a regular factory (apparently)
I thought that maybe the Freight Drones could help so I got 5 on my Mammoth, I bought Trade Mk1/Mk2 and now I have the "trade with freight drones" option in the trade menu but if I use that (and then select to trade with a station) it doesn't let me select any station in any sector I tried. What is going on? How does one use Freight Drones... or is there any other way to buy Colossal Shields?
I'm thinking of maybe hacking XTC so that the colossal shield factories do allow TPs to dock if that's easy/possible because I see no way to buy these shields now.
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- Joined: Fri, 8. Apr 05, 19:09
That's fine, no problem.memeics wrote:Thanks man, that's it!
PS: I did read the manual (twice!) but this was some time ago and I guess I missed/forgot that part. I'm also using Ship Browser script which actually does list the TS+ as having ST container class (as X-Tended renames these) but somehow I missed that too...
