Requiemfang wrote:Yeah... lol it makes sense to have roids in belts instead of strewn about everywhere
Here's a question I just saw recently... since you use that Cmod did you take into account the people who have the MARS mod? I heard Cmod and MARS weren't compatible unless you added the files to the Cmod. I just saw a recent post in the MARS thread that made me think of asking this... cause I'm going to use the new Cmod for this mod and I wanna be sure I don't run into any thick steel reinforced concrete walls
Seems compatable apparently... also... the Cmod... rocks... with this... as i have good news about it so far... NO freezes YET... also I managed to increase my CPU processing by 10% so it might help... an example of what I mean is that I just finished a skirmish with 10 pirates... did my game slow down FPS wise? HELL NO... stayed constant... whooo boy... am I having fun with this or what... took 10 minutes to actually kill those pirates... omg freaking awesome
If you don't add the files then mars will still work but you will notice that some of the long range lasers my not start firing till the reach their original ranges.... or summit like that
Glad you've had no freezes, how did you up ur cpu? OC'd?
One of the aims while i was fiddling with Tships and the original Cmod laser values was to increase fight time, especially for M6 thru to M2, capship fights were way too short, whereas now they are noticably longer.
heh no worries... man... I think I've fallen in love with your mod... wow... took the whole in depth concept to a whole new level. LOL not so easy to kill stuff now either unless you got the proper fit
as for my CPU... it wasn't overclocked. I figured out a way to do it by reading up a bit. an don't worry I didn't over do it... lol if I did it wrong I wouldn't be on my PC anymore for a few weeks. Overclocked it to a safe margin of 10% I could do more but I don't wanna push my luck and fry the chip
You will also find that Frieghter will be more difficult to bring down too...
All standard size frieghters have about 200Mj of shields and larger/Superfrieghters have about 400Mj, 1or2 hace 600...
Also there hulls are really strong too, i did this to give them some measure of surviveability, so a single M3 could bring it down in 10 secs.
Done the same with TL's, they have at least 2GJ of shields and there hull are comparable with a carrier, also increased cargo space (there sweet when used with Logain Ablers Production Modules).
spacefueladdict wrote:Glad you've had no freezes, how did you up ur cpu? OC'd?
Freezes should either be infinite script loops without wait (biggest possible mistake a scripter can make) or certain graphics / memory related operations, for instance having 30 capital ships jump into the active sector simultaneously.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
spacefueladdict wrote:Glad you've had no freezes, how did you up ur cpu? OC'd?
Freezes should either be infinite script loops without wait (biggest possible mistake a scripter can make) or certain graphics / memory related operations, for instance having 30 capital ships jump into the active sector simultaneously.
Sorry Gazz, my punctuation sucks, wasn't trying to infur that the freezes were due to his OC.
It was happening probably due to some scripts not being compatible with one another and to much going on for my CPU and graphics card to handle. I had to tune the overclock down a bit after my computer restarted itself last night went down to 5% instead of 10% CPU was overheating. With that it means I either need to get a new and better CPU or get a new and improved heatsink for my CPU. I think I'd rather hold off on getting a heatsink and get just a new CPU once I have the money to do so. My computer is custom built so I can just order the parts from where my computer parts came from. As for the production modules I had that for a bit but the AL plugin was showing up in game... I'll try reinstalling the files for that but I get the feeling something won't work... also noticed about 30 readtext files errors so I probably installed one of the other scripts or mods incorrectly or they just aren't compatible or outdated. The readtext files errors being in the addware cheat menu under the tech items which are halfway down the list there... I'll check in the encyclopedia to make sure it's happening there as well
yes, it's all a matter of trail an error, and a fair bit of detective work
Ive done a complete restart as ive just finished creating my own custom start (which may need a few tweaks), and iv;e cut back on a tew scripts that i tried and found to cause a little too much lagg/slowdown for my liking.
Hmmm... still got those readtext errors... has nothing to do with this mod or the cmod... it's possible it's one of the other ones I have installed... as for the PM mod... lol I managed to get that installed correctly. Even with the SPK package it doesn't have all the files so I had to do a manual copy and paste in the script file folder in the main directory. I'm gonna experiment with one other SPK pack that might be where the readtext errors are coming from. It would be the only new updated AP lib SPK that I got recently... but I'll see once I uninstall the new one and put the old one up
nope... wasn't that one... hmmm odd... right time to ask about it in the forum
edit: looks like it maybe the EMP mod working on the issue now
Requiemfang wrote:Hmmm... still got those readtext errors... has nothing to do with this mod or the cmod... it's possible it's one of the other ones I have installed... as for the PM mod... lol I managed to get that installed correctly. Even with the SPK package it doesn't have all the files so I had to do a manual copy and paste in the script file folder in the main directory. I'm gonna experiment with one other SPK pack that might be where the readtext errors are coming from. It would be the only new updated AP lib SPK that I got recently... but I'll see once I uninstall the new one and put the old one up
nope... wasn't that one... hmmm odd... right time to ask about it in the forum
edit: looks like it maybe the EMP mod working on the issue now
I was just reading your post on those readtext error, seems like you have gotten it sorted, but may i make suggestion?
Place the Cat/Dat for Emp at number 10, after the last ES update, that way you can be sure that any scripts that add wares into the game will show correctly with no readtext errors.
I also noticed that you got the LI-mod V4 installed but u havn't got FDN, SSDN or PM installed, your problem might be there, so try installing those scripts in.
that list you saw was just the false patches I have currently
spot 10 is take up by the unofficial update patch for X3TC but I probably will put EMP in the 11 spot to make sure I don't run into any issues or major issues. My only problem now is finding a way to fix the complex constructor and MARS issue I ran into with the two. Both having same tfiles in the t folder I've not installed the complex constructor because of that yet
Requiemfang wrote:I already installed FDN and PM installed
that list you saw was just the false patches I have currently
spot 10 is take up by the unofficial update patch for X3TC but I probably will put EMP in the 11 spot to make sure I don't run into any issues or major issues. My only problem now is finding a way to fix the complex constructor and MARS issue I ran into with the two. Both having same tfiles in the t folder I've not installed the complex constructor because of that yet
The Mars t=file is the same number as the Complex constructor t-file?
3rd post down I pointed it out... I could also be missing something... it's also posted in the complex constructor thread as well as I pointed out there
the two files in question are in both the complex construct RAR and the MARS RAR so it's no error or I made a mistake on my part I just noticed it between the two that they had files named the same though the contents within each of the files were different from one another
edit: an interesting issue popped up when I installed the FDN and the PM mods... game slowed down... was in a battle against a pirate osprey and well... frame rate went down a little bit. Now before I had FDN and PM installed frame rate was great... I am also not sure if it has anything to do with me turning down my overclock on my CPU... but that could also be the reason for it
spacefueladdict, looks like you forgot to update 00749.bod in objects/cut/ to current 2.5 revision, at least in "Non-T-ship" version of this mod - i can't see Unknown Sector between Montalaar and New Income anymore. Forcing game to load original 00749.bod fixes this bug, but i guess, i'll miss your new sectors
That sector was removed to make way for some of the new sectors that have been added. At the time the 0749.Bod file could only occupy 1000 entries so i sacrificed that sector to enable the addition of the others.
Hmmm... keep running into issues now... script loops and what not with the freezes... probably script related but also CPU related. Had to push the overclock down to default so my CPU won't burn out since I got several more system auto shutdowns... CPU overheating which probably means I need to get a new CPU or Heatsink or both... along with a compatible motherboard seeing how the next best thing would be beyond what I currently have CPU wise... as for mods
I wonder... I haven't tested it yet but the bug fix/unofficial update seems to alter Tship files... so I might have to scratch that off my list. RRF mod seems to have issues with the pirate guild mod now so LV might need to look into it and make it compatible seeing how that mod is suppose to be compatible with the pirate guild mod seeing how it was updated during the past few weeks... as is the military base revamp
Not sure if I really need complex constructor as MARS takes president over that mod seeing how turrets can be a pain sometimes and I like how MARS works when using turrets. Before complex constructor mod was updated recently both mods could be used. As I remember having both of them installed before
I just found an interesting bug... if you look at the Yaki Tenji it suppose to have a 1 x 200 mj shield... but that's impossible if it is only able to carry around cargo with medium cargo containers... 200 mj shields are L class cargo... rofl you see what I'm getting at?
YEP lol that's a big OOPS but so far right now I uninstalled the Tships file version... as much as I LOVE IT I kept getting crashes and game freezes. One of the other mods I use in the game must have been conflicting with it. I am using the other version the non tship version and so far game runs smooth no freezes or crashes. So one of the mods I use was conflicting... shame I really liked using the tship mod... made combat more realistic and fun