The stations will respawn in time it is possible that thay will be destroyed the next time when the attacking force is still there.Strategist wrote:The Xenon have invaded and destroyed the taldi trading stations in Grand Exchange and Scale Plate Green and I was wondering, if those stations will eventually be replaced or are they game forever?
[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 78
- Joined: Thu, 19. Nov 09, 09:48
-
- Posts: 9
- Joined: Fri, 19. Jun 09, 05:19
-
- Posts: 36
- Joined: Fri, 10. Dec 10, 11:04
Amazing Script, finally brings some life to the Universe and aswell some realism , i hated when a huge fleet of 2 m2's 1 m1's 3 m7's and a bunch of Fighters jump to Heart of Light , destroy the only M1 and then everything there is to destroy ( except the HQ ) and the Argon Fleets just chilling in other systems completly oblivous to whats happening..
Anyway here's a bit of a problem , Since im all about Realims and stuff in this game i put all race relations on default ( as they are in the game i understand ) which unfortunatly triggered 3 paranid fleets to jump into diffrent Terran Systems ( Mars , Pluto etc. ) and 4 Split ones almost instantly, Ofcourse i had to load and put the Invade only borders..
Basically what bothers me in this scenario:
1. Can they destroy Plot related buildings in Terran space ( I know there are some but i never started the Terran PLOT yet )
2. Normally before attacking a Race would also think about its rivals and enemies meaning that they wouldnt throw all their army in full scale invasion ( 4 Split Fleets kinda Overkill no? ) Since this would be an AMAZING opportunity for their enemy to attack vulnurable systems
Also concerning Xenon Sectors, In the first couple of minutes of the game after installing this amazing Plugin all known Xenon Sectors ( to me its 3 currently ) Got attacked by each race meaning that there was atleast 3-4 Races attacking a single Xenon Sector at once, Ofcourse with LARGE casualties Xenon were destroyed but only because of the insane ammount of the Capitals, my Game ( or Turret System i dont know ) Was not shooting the Turrets on those capitals, so it was basically few Xenon m2's slowly mowing down 7-8 m2's and 3-5 m1's with the Race Capitals shooting once in VERY long while.
What would be great if the player could configurate these settings:
Maximum Ammount of Invasions per Race
Maximum Ammount of Generals attacking a system
Chance of an Invasion (EVEN though both races are on (Hatred - 100000))
Also a tiny problem with Yakies, can there be a same command like with Pirate Sectors where you can prevent races to Takeover a Pirate System?
Since after 20 Minutes after I installed the Plugin Yaki Systems near Paranid Systems got attacked, one Managed to repeal the attack ( the one with the Shipyard a m1 , 2 m2's and lots of Fighters )
And the other one got instantly Taken over by Paranids.
Oh one more thing ( this reply IS REALLY Long i know
)
The Plugin which creats Xenon Outposts in Xenon Sectors Prevents the System to be taken over, because the second a Race destroys an Outpost the Plugin creats a New one out of thin air somewhere in the system.
After around 40 minutes after the Installasion i jumped into one of the attacked Xenon Systems, Saw like 9 Capitols destroying a 3rd Outpost (it was half way Hull Destroyed ) i decided to hang awhile to see the bigbadaboom when i noticed 2 more Station Wrecks ( I didnt install the Plugin untill i saw those 2
)
When the 3rd station Exploded, seconds later a new one appeared on horizont with another Xenon Shipyard , thats when i came here.
But ITS STILL AMAZING
Anyway here's a bit of a problem , Since im all about Realims and stuff in this game i put all race relations on default ( as they are in the game i understand ) which unfortunatly triggered 3 paranid fleets to jump into diffrent Terran Systems ( Mars , Pluto etc. ) and 4 Split ones almost instantly, Ofcourse i had to load and put the Invade only borders..
Basically what bothers me in this scenario:
1. Can they destroy Plot related buildings in Terran space ( I know there are some but i never started the Terran PLOT yet )
2. Normally before attacking a Race would also think about its rivals and enemies meaning that they wouldnt throw all their army in full scale invasion ( 4 Split Fleets kinda Overkill no? ) Since this would be an AMAZING opportunity for their enemy to attack vulnurable systems
Also concerning Xenon Sectors, In the first couple of minutes of the game after installing this amazing Plugin all known Xenon Sectors ( to me its 3 currently ) Got attacked by each race meaning that there was atleast 3-4 Races attacking a single Xenon Sector at once, Ofcourse with LARGE casualties Xenon were destroyed but only because of the insane ammount of the Capitals, my Game ( or Turret System i dont know ) Was not shooting the Turrets on those capitals, so it was basically few Xenon m2's slowly mowing down 7-8 m2's and 3-5 m1's with the Race Capitals shooting once in VERY long while.
What would be great if the player could configurate these settings:
Maximum Ammount of Invasions per Race
Maximum Ammount of Generals attacking a system
Chance of an Invasion (EVEN though both races are on (Hatred - 100000))
Also a tiny problem with Yakies, can there be a same command like with Pirate Sectors where you can prevent races to Takeover a Pirate System?
Since after 20 Minutes after I installed the Plugin Yaki Systems near Paranid Systems got attacked, one Managed to repeal the attack ( the one with the Shipyard a m1 , 2 m2's and lots of Fighters )
And the other one got instantly Taken over by Paranids.
Oh one more thing ( this reply IS REALLY Long i know

The Plugin which creats Xenon Outposts in Xenon Sectors Prevents the System to be taken over, because the second a Race destroys an Outpost the Plugin creats a New one out of thin air somewhere in the system.
After around 40 minutes after the Installasion i jumped into one of the attacked Xenon Systems, Saw like 9 Capitols destroying a 3rd Outpost (it was half way Hull Destroyed ) i decided to hang awhile to see the bigbadaboom when i noticed 2 more Station Wrecks ( I didnt install the Plugin untill i saw those 2

When the 3rd station Exploded, seconds later a new one appeared on horizont with another Xenon Shipyard , thats when i came here.
But ITS STILL AMAZING

-
- Posts: 36
- Joined: Fri, 10. Dec 10, 11:04
Warning to those who did not pass the Plot Missions and installed this.
This Mod is unfortunatly incompatible with some PLOT missions. Because the AI sometimes like to invade Plot Related sectors which might ruin the PLOT missions , example:
Added Spolier's not to ruin the PLOT for certain Players but highly advice people to if not use it but alteast disable the Invasion's or Takeovers
I'll be checking if Disabling/Deleting the Plugin fixes the issue
Edit:
Alright so i unistalled the plugin in the game, it technically reset everything to its original (except Xenon Sector's ownership)
but my Xenon Invasion still doesnt start..
To Be fair im not Certain that this Plugin alone is resposible , i might be mistaken,
But still use at own risk.
This Mod is unfortunatly incompatible with some PLOT missions. Because the AI sometimes like to invade Plot Related sectors which might ruin the PLOT missions , example:
Spoiler
Show
The Final Fury Plot
When you contact the Exterminator in Omicron Lyrae you must follow him to black sun hole, upon arriaval a Xenon Invasion must trigger
Unfortunatly it doesnt because the Nearby Xenon Sector is Already Captured long ago by Argo Millitary, so it DOES spawn Xenon Ships in that sector but not only do they get slaughtered by the Millitary that are there but also by the Response Fleets, so basically what happens is you keep following Exterminator till end of time, while he peacefully flying around in Black Hole Sun..
When you contact the Exterminator in Omicron Lyrae you must follow him to black sun hole, upon arriaval a Xenon Invasion must trigger
Unfortunatly it doesnt because the Nearby Xenon Sector is Already Captured long ago by Argo Millitary, so it DOES spawn Xenon Ships in that sector but not only do they get slaughtered by the Millitary that are there but also by the Response Fleets, so basically what happens is you keep following Exterminator till end of time, while he peacefully flying around in Black Hole Sun..
I'll be checking if Disabling/Deleting the Plugin fixes the issue

Edit:
Alright so i unistalled the plugin in the game, it technically reset everything to its original (except Xenon Sector's ownership)
but my Xenon Invasion still doesnt start..
To Be fair im not Certain that this Plugin alone is resposible , i might be mistaken,
But still use at own risk.
-
- Posts: 11
- Joined: Fri, 24. Dec 10, 05:51
I have a problem. I scanned the thread, but its 47 pages long, maybe I missed it?
Anyway, with this installed, most m5's that are mission foes just explode as soon as they appear.
My original post describes it in more detail:
http://forum.egosoft.com/viewtopic.php?p=3482864
I remove this mod and all is well.
I estimate that this is affecting at least 30 or so m5's in the first few terran missions alone. I rock up to empty sectors for mission complete notifications.
Only m5's seem affected, mostly Xenon, but also pirates on patrol missions too. In fact most missions that randomly spawn m5's or have them waiting in sector for you, only to explode as you jump in.
I am not running any of the common conflicting mods (RRF etc etc)
What do?
Anyway, with this installed, most m5's that are mission foes just explode as soon as they appear.
My original post describes it in more detail:
http://forum.egosoft.com/viewtopic.php?p=3482864
I remove this mod and all is well.
I estimate that this is affecting at least 30 or so m5's in the first few terran missions alone. I rock up to empty sectors for mission complete notifications.
Only m5's seem affected, mostly Xenon, but also pirates on patrol missions too. In fact most missions that randomly spawn m5's or have them waiting in sector for you, only to explode as you jump in.
I am not running any of the common conflicting mods (RRF etc etc)
What do?
-
- Posts: 11
- Joined: Fri, 24. Dec 10, 05:51
Found another with my problem (Page 46)Nazzet wrote:Is this mod compatible with 3.0?
I notice a few weird things going on with my last save game from 2.7.1
Boron set me as enemy even when I have highest notoriety with them.
Also, when I start a new game with Terran defender, once I fly to Neptune, there are no Xenon fighters to be killed. Once I disable this mod in mod manager, I could find Xenon ships and the mission seems normal to me.
Don't know if there is conflict between the other mods I use or not. It is just me who have problems?
-
- Posts: 322
- Joined: Fri, 5. Mar 04, 19:41
I don't have the command "Reconnaissance uplink" in my Ship....
I've installed all needed plugins and scripts. Why i don't see the command?
The Page Id 2010 and the textid 1225 is already in use by http://forum.egosoft.com/viewtopic.php?t=217693
How can i fix it?
I've installed all needed plugins and scripts. Why i don't see the command?
The Page Id 2010 and the textid 1225 is already in use by http://forum.egosoft.com/viewtopic.php?t=217693
How can i fix it?
-
- Posts: 267
- Joined: Tue, 18. Nov 03, 00:46
Installed all the files. Then ran install script in game. Then turned on AL settings for xenon bases. Watched as skynet went online and spawned a ton of military ships. Then the script locked my game up. CPU was at 50% for e8400. Had to shut game down with task manager. Any ideas would be appreciated.
-
- Posts: 127
- Joined: Mon, 20. Dec 10, 02:11
Installed this script lately and noticed two things:
One, all but two of the Pirate sectors have been captured, even with Pirate Guild 3 beefing up their firepower. I really don't like this; pirates need a place to call their own and this mod evidently doesn't allow them to defend themselves at all. I foresee all the pirates eventually migrating to Unknown Sectors across the universe, but still it'll take a long time and I find it rather annoying.
Two, when checking out the Kha'ak sectors (Final Fury plot done) and investigating the possibility of sending a Nividium mining fleet into it or even building a complex there I saw... this.
Uh, that's... basically the entire Split fleet. That can't be intentional. The whole sector is extremely laggy as well; possibly because of the dozen or so Split Generals milling about there trying to smash the infinitely respawning Kha'ak Scouts. Also, if it does this prior to the FF plot it may render the whole plot far too easy and/or bug the whole plot out. Something about 16 Split M2s tends to turn everything into mincemeat.
As for the pirates, I would really like a version of this where the MBs don't capture pirate sectors, just occasionally clean them out. It isn't that the races don't have the power to conquer pirate space -- they certainly do -- it's that the ensuing guerilla war after they moved in would be far too costly in personnel and time with regards to the minimal gain of acquiring the typically resource poor pirate sectors. Additionally given the universe is in a sort of cold war the races should attempt to maintain as much readiness as possible against the other races, and diverting a large part of their military to tame lawless space should leave them open to attack and thus not be a smart idea.
One, all but two of the Pirate sectors have been captured, even with Pirate Guild 3 beefing up their firepower. I really don't like this; pirates need a place to call their own and this mod evidently doesn't allow them to defend themselves at all. I foresee all the pirates eventually migrating to Unknown Sectors across the universe, but still it'll take a long time and I find it rather annoying.
Two, when checking out the Kha'ak sectors (Final Fury plot done) and investigating the possibility of sending a Nividium mining fleet into it or even building a complex there I saw... this.
Uh, that's... basically the entire Split fleet. That can't be intentional. The whole sector is extremely laggy as well; possibly because of the dozen or so Split Generals milling about there trying to smash the infinitely respawning Kha'ak Scouts. Also, if it does this prior to the FF plot it may render the whole plot far too easy and/or bug the whole plot out. Something about 16 Split M2s tends to turn everything into mincemeat.
As for the pirates, I would really like a version of this where the MBs don't capture pirate sectors, just occasionally clean them out. It isn't that the races don't have the power to conquer pirate space -- they certainly do -- it's that the ensuing guerilla war after they moved in would be far too costly in personnel and time with regards to the minimal gain of acquiring the typically resource poor pirate sectors. Additionally given the universe is in a sort of cold war the races should attempt to maintain as much readiness as possible against the other races, and diverting a large part of their military to tame lawless space should leave them open to attack and thus not be a smart idea.
-
- Posts: 728
- Joined: Sat, 8. Nov 08, 02:51
Hmmm, installing the Pirate Guild mod and giving them high strength might counter that, give them a fighting chance.Khift wrote:Installed this script lately and noticed two things:
One, all but two of the Pirate sectors have been captured, even with Pirate Guild 3 beefing up their firepower. I really don't like this; pirates need a place to call their own and this mod evidently doesn't allow them to defend themselves at all. I foresee all the pirates eventually migrating to Unknown Sectors across the universe, but still it'll take a long time and I find it rather annoying.
Two, when checking out the Kha'ak sectors (Final Fury plot done) and investigating the possibility of sending a Nividium mining fleet into it or even building a complex there I saw... this.
Uh, that's... basically the entire Split fleet. That can't be intentional. The whole sector is extremely laggy as well; possibly because of the dozen or so Split Generals milling about there trying to smash the infinitely respawning Kha'ak Scouts. Also, if it does this prior to the FF plot it may render the whole plot far too easy and/or bug the whole plot out. Something about 16 Split M2s tends to turn everything into mincemeat.
As for the pirates, I would really like a version of this where the MBs don't capture pirate sectors, just occasionally clean them out. It isn't that the races don't have the power to conquer pirate space -- they certainly do -- it's that the ensuing guerilla war after they moved in would be far too costly in personnel and time with regards to the minimal gain of acquiring the typically resource poor pirate sectors. Additionally given the universe is in a sort of cold war the races should attempt to maintain as much readiness as possible against the other races, and diverting a large part of their military to tame lawless space should leave them open to attack and thus not be a smart idea.
-
- Posts: 127
- Joined: Mon, 20. Dec 10, 02:11
Well it's a wee bit late now that all of the pirate sectors are already captured and I don't believe (correct me if I'm wrong) that the Pirate Guild will reclaim any sectors using this system. That said, things probably would have worked out a bit differently if I hadn't installed MBRR and Pirate Guild at the same time; the guild never had any chance to build up it's forces. Still, I consider it very undesirable and overly disruptive that MBRR even tries to capture pirate sectors. I wanted a mod that made the races wage war against each other, not my hearty buddies.Troubleshooter11 wrote:Hmmm, installing the Pirate Guild mod and giving them high strength might counter that, give them a fighting chance.
-
- Posts: 728
- Joined: Sat, 8. Nov 08, 02:51
Actually, i might have the solution for you. And it's all right there in MBRKhift wrote:Well it's a wee bit late now that all of the pirate sectors are already captured and I don't believe (correct me if I'm wrong) that the Pirate Guild will reclaim any sectors using this system. That said, things probably would have worked out a bit differently if I hadn't installed MBRR and Pirate Guild at the same time; the guild never had any chance to build up it's forces. Still, I consider it very undesirable and overly disruptive that MBRR even tries to capture pirate sectors. I wanted a mod that made the races wage war against each other, not my hearty buddies.Troubleshooter11 wrote:Hmmm, installing the Pirate Guild mod and giving them high strength might counter that, give them a fighting chance.
Under Invasion Settings i noticed an option called "Sector takeover - take pirate sectors" this one is on by default but you could switch it off, preventing the races from taking over pirate sectors. In that same section there is also a "reset sector ownerships" option that resets all of the sector ownerships back to the way they were at game start.
Furthermore in that same section, there is an option called "attack pirate stations in pirate sectors" again this is ON by default but switching it off should prevent attacks from being launched against pirate stations.
[ external image ]
-
- Posts: 127
- Joined: Mon, 20. Dec 10, 02:11
That is... exactly what I was looking for. Thanks for the help, man.
Any idea what is happening in K841, though? I just checked there and it seems that resetting the sectors also reset all the generals that were milling around there. If I had to guess, the military base there keeps spawning generals to go off and attack somewhere, but because K841 is off the gate network they can't use their jump command to actually leave K841. Thus they mill around endlessly, doomed to forever hunt Kha'ak flies.
Edit: Bah, no pirate sectors does not mean no Yaki sectors. That seems like a bit of an oversight, if you ask me.
Any idea what is happening in K841, though? I just checked there and it seems that resetting the sectors also reset all the generals that were milling around there. If I had to guess, the military base there keeps spawning generals to go off and attack somewhere, but because K841 is off the gate network they can't use their jump command to actually leave K841. Thus they mill around endlessly, doomed to forever hunt Kha'ak flies.
Edit: Bah, no pirate sectors does not mean no Yaki sectors. That seems like a bit of an oversight, if you ask me.
-
- Posts: 728
- Joined: Sat, 8. Nov 08, 02:51
That's a little harsh, pun intended.Khift wrote: Edit: Bah, no pirate sectors does not mean no Yaki sectors. That seems like a bit of an oversight, if you ask me.

Nah just kidding, maybe if we ask Thisisharsh nicely he might be able to look into adding an option to control Yaki invasions.
@Thisisharsh, i have noticed that the races invade/takeover Xenon sectors even if they are not connected to their own sectors. This is with the "takeover connected sectors only" switch on.
Example would be the Paranid who sent a lone general in his M2 to Xenon Sector 347, which is adjacent to Teladi sectors but not Paranid. Is this intended?
-
- Posts: 176
- Joined: Sat, 7. Feb 09, 20:53
HI All.
i have a problem installing this (MBR)... once ingame i get nothing show up in the config menu, just a blank interface window... no text of any kind, now i went over what i had installed to see if i missed something, it seems i did : JSON parser library v1.1.
However, once i install this lib and load up my save game it just insta locks up everytime, and i have to reboot the game and uninstall the lib to get my save to work... even trying to uninstall (MBR) has the same effect of insta crashing my game, so it seems im stuck with a dead script/mod ( only the MBR scripts and no lib scripts to make it work)!!! i think it won't uninstall cus i need to uninstall (MBR) Via the config menu but without the lib the config menu is just a blank window and nothing shows up.
can anyone plz help to get this uninstalled or working right.
thanks in advance.
Kat
i have a problem installing this (MBR)... once ingame i get nothing show up in the config menu, just a blank interface window... no text of any kind, now i went over what i had installed to see if i missed something, it seems i did : JSON parser library v1.1.
However, once i install this lib and load up my save game it just insta locks up everytime, and i have to reboot the game and uninstall the lib to get my save to work... even trying to uninstall (MBR) has the same effect of insta crashing my game, so it seems im stuck with a dead script/mod ( only the MBR scripts and no lib scripts to make it work)!!! i think it won't uninstall cus i need to uninstall (MBR) Via the config menu but without the lib the config menu is just a blank window and nothing shows up.
can anyone plz help to get this uninstalled or working right.
thanks in advance.
Kat
Q9550 2.83Ghz @ 3.4Ghz - 1600Mhz FSB
4GB corsair domi P2-8500/1066 DHX + Domi Fan
XFX6970 2GB 5500/880 + LG-Flattron W2453TQ
4GB corsair domi P2-8500/1066 DHX + Domi Fan
XFX6970 2GB 5500/880 + LG-Flattron W2453TQ
-
- Posts: 393
- Joined: Sun, 8. Jan 06, 18:43
So you installed:
- Community Plugin Config Menu
- Galactic News System
- Extended Communication System
- JSON Parser Library
- Military Base Response
Right?
I'm using this as well and it works for me but I'm also using the NPC Bailing Addon by ThisIsHarsh and that includes the file "plugin.mbase.cfg.mnu.xml" as well but it has different content although the description says "Military Base: config menu". At the moment I'm using this file from the "NPC Bailing Addon". You could try this and see if it gets your menu to work.
I already asked which file is the correct one in the other thread but didn't get a response so far. Looks like the author is absent at the moment.
- Community Plugin Config Menu
- Galactic News System
- Extended Communication System
- JSON Parser Library
- Military Base Response
Right?
I'm using this as well and it works for me but I'm also using the NPC Bailing Addon by ThisIsHarsh and that includes the file "plugin.mbase.cfg.mnu.xml" as well but it has different content although the description says "Military Base: config menu". At the moment I'm using this file from the "NPC Bailing Addon". You could try this and see if it gets your menu to work.
I already asked which file is the correct one in the other thread but didn't get a response so far. Looks like the author is absent at the moment.
-
- Posts: 176
- Joined: Sat, 7. Feb 09, 20:53
when i tryed to install (mbr) the first time i forgot to install the JSON Parser Library
and now when i try to install it, it just crash's the moment i load my save (im using apricots salvage pack for my bailing.)
the main problem is getting : JSON Parser Library to work as i think it makes the MBR interface menu show up as it should, in terms of the text
that shows up, the lockup/crash is like it keeps looping every 1 or 2 seconds, now maybe getting the debug mode on may help (as it will detect the looping) but im unable to figger out just how to do this.
and now when i try to install it, it just crash's the moment i load my save (im using apricots salvage pack for my bailing.)
the main problem is getting : JSON Parser Library to work as i think it makes the MBR interface menu show up as it should, in terms of the text
that shows up, the lockup/crash is like it keeps looping every 1 or 2 seconds, now maybe getting the debug mode on may help (as it will detect the looping) but im unable to figger out just how to do this.
Q9550 2.83Ghz @ 3.4Ghz - 1600Mhz FSB
4GB corsair domi P2-8500/1066 DHX + Domi Fan
XFX6970 2GB 5500/880 + LG-Flattron W2453TQ
4GB corsair domi P2-8500/1066 DHX + Domi Fan
XFX6970 2GB 5500/880 + LG-Flattron W2453TQ
-
- Posts: 393
- Joined: Sun, 8. Jan 06, 18:43
Maybe I wasn't clear enough. I didn't suggest to install the NPC Bailing Addon, only that one file "plugin.mbase.cfg.mnu.xml" from the NPC Bailing Addon. This file uses JSON to display the menu. Its content is somewhat different from the one of the Military Base Response package and therefore it might fix your problem.
-
- Posts: 176
- Joined: Sat, 7. Feb 09, 20:53
ok... tryed what u asked and it seemed to have no effect, game crash on load up ( looping lock up )
thanks for your time on this matter
gonna try uninstall some of the other 32+ scripts i have installed and see what happends

thanks for your time on this matter

Q9550 2.83Ghz @ 3.4Ghz - 1600Mhz FSB
4GB corsair domi P2-8500/1066 DHX + Domi Fan
XFX6970 2GB 5500/880 + LG-Flattron W2453TQ
4GB corsair domi P2-8500/1066 DHX + Domi Fan
XFX6970 2GB 5500/880 + LG-Flattron W2453TQ
-
- Posts: 176
- Joined: Sat, 7. Feb 09, 20:53
ok got it sorted now... i also had RRF 2.2 installed and active, and once i uninstalled it MBR worked as it should and the menus showed up ect.
when i uninstalled MBR also, it had spawned over 1400 ships that it had to uninstall in the galaxy, i was wondering why in some systems there was over 70+ m4/m3's doing nothing ( mad lag ) ect
i know that these 2 mods don't work together and its advised to only use one but i got trapped once i installed them both. glad its sorted now as i kept having to kill all ships every now thans then ( this was a pain ) as the mbr was passively making ships in my verse.
anyway, thanks for your time and effect.
Kat
when i uninstalled MBR also, it had spawned over 1400 ships that it had to uninstall in the galaxy, i was wondering why in some systems there was over 70+ m4/m3's doing nothing ( mad lag ) ect
i know that these 2 mods don't work together and its advised to only use one but i got trapped once i installed them both. glad its sorted now as i kept having to kill all ships every now thans then ( this was a pain ) as the mbr was passively making ships in my verse.
anyway, thanks for your time and effect.
Kat
Q9550 2.83Ghz @ 3.4Ghz - 1600Mhz FSB
4GB corsair domi P2-8500/1066 DHX + Domi Fan
XFX6970 2GB 5500/880 + LG-Flattron W2453TQ
4GB corsair domi P2-8500/1066 DHX + Domi Fan
XFX6970 2GB 5500/880 + LG-Flattron W2453TQ