Terran Revitalization Project (TRP) - 11/26/2013 - Stealing Logi 1.4 FR

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

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Sn4kemaster
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Post by Sn4kemaster »

Yeah tell me, im now looking at all the scripts/Mods now....

Just put in the Terran Marines and Pirate base, again very nice.

One quick question though, on your recommendation i'm trying to install Cadius ships pack to have look at the new designs, but do you know where i am supposed to extract the Zip file to, as the plug in manager cant find it...

If you dont know, ill post it in his thread so no problems...
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eldyranx3
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Post by eldyranx3 »

If I'm not mistaken there is a readme in the archive. Extract it to a temporary folder, and it will explain how to install / move the files to the correct destination.
BiancoAngelo7
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Post by BiancoAngelo7 »

Hi there,

I finally trained up 20 terran marines, and I saved, and then went on a capture test run.

Everything worked fine, but when they boarding party gets to the ship the voices of the marines goes form split to teladi to paranid, everything except terrans...

Are these terran marines just in the name in my cargo? Cuz if thats the case I think Ill stick to Argon marines, at least they sound human....
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eldyranx3
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Post by eldyranx3 »

Probably, the voices are set when the marines first spawn. All my script does is change the name and race. Im not sure how to spawn marines of just one race yet.
FriedTrix
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Post by FriedTrix »

I did not installed your mod (yet) but it seems interesting enough.

I have some questions.

- Did you changed the size of the terran stations so it could be smaller? I dont like station which are bigger than the military base.

- Did you changed the terran sectors which have too much ambiant graphical effects? Cpu usage while the player is in those sector is kind of rough.

Thanks
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eldyranx3
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Post by eldyranx3 »

Aside from the Terran Merchant Marines, all of these are scripts. Therefore, they should be compatible with ANY mod. Changing stations and sectors dramatically is best done by Modding the game files directly.

Im not opposed to modding, but I would hate to step on other modders toes, like Cadius.
Moizo
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Post by Moizo »

I have a No civilians mod installed (fakepatch), i believe that does stuff with that jobs file just like your hauler file, if i install your modified version, will all my civilians come back? (i'd really not want that:P)

I think it stated somewhere in this thread that the pirate base is terran pirates, is that a new race or do they still hate me just as much as the normal pirates?

Thanks for this, trying it out now looks Really promising.
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eldyranx3
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Post by eldyranx3 »

Moizo wrote:Will all my civilians come back?

Terran pirates, is that a new race or do they still hate me just as much as the normal pirates?
1) Yes.

2) They should theoretically be tied to your Terran Rank.
Chaos565
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:d

Post by Chaos565 »

yeah you sold me to this kit when you recommended Cadius' mod and the AWRM seeing as those two are must-have mods for me xD and seeing as how I'm leaving for the USMC next month, i couldn't resist installing the Terran Marines mod (Oorah!) along with all the other mods to help in Terran space. even tho i don't go anywhere near it because it stupefies my computer lol (not enough RAM to handle all the awesome stations and such)

Edit: is the Merchant Marines compatible with the Xtra jobs/X3TC Unleashed mods?
they edit jobs via txt file so im kinda apprehensive to install it and destroy my game
""Sometimes I feel like a prophet, misunderstood,
under the gun like a new disease""
Ixpha
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Joined: Tue, 23. Nov 10, 16:32
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Post by Ixpha »

Is there plot requirements to be had for the shipyard in unknown sector 1 to spawn?

In my game the EEMPC fabs are broken in aldrin so i need that shipyard to spawn, i did the save\reload but nothing happens, tried waiting abit too.

currently running Toa to jump gate, ATF shipyard v6. Terran economics. Add advsat to all sectors and terran marines.

X3tc v3
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eldyranx3
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Post by eldyranx3 »

Ixpha wrote:Is there plot requirements to be had for the shipyard in unknown sector 1 to spawn?
Yes. You need to finish the Aldrin Expansion Missions.
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eldyranx3
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Re: :d

Post by eldyranx3 »

Chaos565 wrote:Edit: is the Merchant Marines compatible with the Xtra jobs/X3TC Unleashed mods? They edit jobs via txt file so im kinda apprehensive to install it and destroy my game
They are not compatible.
Amduscas
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Post by Amduscas »

I love you. :')
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eldyranx3
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Post by eldyranx3 »

<3
StarCrack
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Post by StarCrack »

any chance for a TOA to Jump Gate converter for X-Tended -Terran Conflict

i'd try my hand but scripting makes my head hurt
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eldyranx3
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Post by eldyranx3 »

With how the dynamic expanding universe works, its beyond my simple scripting skills.
StarCrack
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Post by StarCrack »

looking at the map its only the core Aldran sectors that need fixing and they are all there at the start core 7 sectors of the universe
Oeil2Lynx
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Post by Oeil2Lynx »

Hi,

I've got a little problem but I don't relly know if it's vanilla related or with revitalisation project...

posted here
- My C-ration production facilities stopped producing. They are full of E-cell and carbo cake (so they don't buy) but don't use them and doesn't produce C-rations....
I hope there's another solution than "start a new game"... :(

Thanks in advance.
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eldyranx3
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Post by eldyranx3 »

Im afraid Im not able to duplicate this issue, using just the Cheat Package and ATF Shipyard v6.

Are you running any other scripts or mods?
Oeil2Lynx
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Post by Oeil2Lynx »

wow, fast answer, forgot to put the mod I'm using... can't play a game without modifying it these days ! ^^

I'm using these mods :
- ATF shipyard
- terran economic stimulus
- terran marines
- terran mob
- TOA to jumpgate
- and I boosted a bit the repair laser, and vidar speed. :D


I guess it has nothing to do with the mods, do you know if there's "cheats" that would allow me delete them and rebuild them to see if it fix the problem ?

btw, it seems no trader come to these facilities anymore ; they stopped producing but what they did produce doesn't sell. :s

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