[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...

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

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Kadatherion
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Post by Kadatherion »

Uhm, I might be blind, but I re-checked both the online PDF readme for the weapon dealers and the one in the zip... both are marked as 1.3 (while the download link itself says 1.4), and there's no mention of the conflict whatsoever O_o

Well, anyway, if it was already known all the better. And while of course I agree there's bound to be some conflict sooner or later one has to live with, and I definitely don't want to argue, I'm just curious... wouldn't just switching that single fab (out of half a dozen which work fine as they are tied to the main races) from Race1 to Race2 solve the issue? That's what I did in my game immediatly after noticing it... unless, of course, Race2 is itself used by other popular mods.
paulwheeler
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Post by paulwheeler »

Race 2 is used by Improved Races I believe.
Kadatherion
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Post by Kadatherion »

Ah, I see. Bummer :(
I don't use IR since it brings a bit too much mayhem to the universe for my tastes, but considering how popular it is, switching to Race2 definitely isn't a viable solution for a public release :P

Well, in any case, problem sorted... now to eagerly wait for XRM (and I just finished to merge a lot of little things of mine into SRM, sigh... XD).
Sn4kemaster
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Joined: Wed, 17. Jun 09, 18:29
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Post by Sn4kemaster »

This XRM should be something special me thinks :)

Hope i can still run immersive enviroments with it though?

Just the short wait for it to be released now!

Tick tock tick tock tick tock tick tock tick tock tick tock tick tock tick tock..........
Mizuchi
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Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Sn4kemaster wrote:Tick tock tick tock tick tock tick tock tick tock tick tock tick tock tick tock...
Hear those crocodiles ticking 'round the world.
Hear those crocodiles ticking (they go) ticking 'round the world.
paulwheeler
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Post by paulwheeler »

Immersive environments will be partially compatible. You'll lose a bit of immersive environments but it will be well worth it, I think.
Sn4kemaster
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Post by Sn4kemaster »

Sounds intriguing.........

Unsure how i can lose ''a bit'' of immersive environments?.....unless you have replaced the missing bits with new features?

But im sure you want to keep it under wraps till release.......
paulwheeler
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Post by paulwheeler »

Sn4kemaster wrote: But im sure you want to keep it under wraps till release.......
Yup! :D
malanthor
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Post by malanthor »

crocodiles ticking around the world, never heard that before. :D
Bany
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Post by Bany »

malanthor wrote:crocodiles ticking around the world, never heard that before. :D
sure Peter :)
malanthor
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Post by malanthor »

Oh peter pan! The crocodile that ate the clock, damm thats been a long time since i read. :D Thanks for reminding me.
Mad_CatMk2
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Post by Mad_CatMk2 »

But mommy mommy it's Friday!

*prods paul* :lol:
I fly an OWP. What about you?
paulwheeler
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Post by paulwheeler »

GO AWAY!


Paul is sleepin'!

:headbang:





Actually a few more things to do. Release will be later today.
Mad_CatMk2
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Post by Mad_CatMk2 »

I kid, I kid, I love your work man take your time (and I guess Mizuchi too now?)

Looking forward to it!
I fly an OWP. What about you?
weller009
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Joined: Thu, 30. Dec 10, 14:32
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Post by weller009 »

HI,

sorry for the noob question, but im a bit new to this.

I have installed the SRM and the weapons dealer addon , do I have to install the shipyard mod for the extra ships to appear inthe game? , or will they appear with what I have already.

Is the shipyard mod just so those ships appear in shipyards for purchase?

Also , is the hull addon essential?, I didnt install it , but I dont want to be at a disadvantage by not doing that.

thanks
Mizuchi
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Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Mad_CatMk2 wrote:(and I guess Mizuchi too now?)
[ external image ]
malanthor
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Post by malanthor »

weller, yes you should install the shipyard addon and the hull addon is not essential, just for more prolonged hull battles.
weller009
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Post by weller009 »

great , thanks.

gonna get that installed tonight as well as the pirate guild 3 mod , with improved races too I reckon im in for some good times ahead :)
malanthor
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Post by malanthor »

Yup. :) ive been playing with IR since people here recomended it to me and i love it, just remember to turn off certain aspects of the mod, cause i hear they can cause trouble, ill just copy what mizushi wrote:

"Basically: leave ATF Counterstikes [off], Economy Booster [off], Yaki Aodeon Response [off], and then leave the rest to personal preference (I tend to leave the Response Capital Ships and the Yaki Laser Tower Array options off as well, because they're both kind of OP in my opinion). "
Mizuchi
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Post by Mizuchi »

weller009 wrote:gonna get that installed tonight as well as the pirate guild 3 mod , with improved races too I reckon im in for some good times ahead :)
I really wouldn't recommend using the Pirate Guild III and Improved Races (with its recent upgrade of Pirate Defenses) and XRM.

XRM and Improved Races should suffice. Pirate Guild III on top of that might get a little overwhelming...

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