Search found 21117 matches
- Tue, 21. May 24, 03:08
- Forum: X³: Farnham's Legacy
- Topic: What is a Command Link and how do you create and use it?
- Replies: 3
- Views: 78
Re: What is a Command Link and how do you create and use it?
Yes, it only uses that blacklist while the command is running, so you can have a seperate blacklist for different commands without effecting the blacklist profile set to the individual ships
- Mon, 20. May 24, 22:42
- Forum: X³: Farnham's Legacy
- Topic: What is a Command Link and how do you create and use it?
- Replies: 3
- Views: 78
Re: What is a Command Link and how do you create and use it?
A command link is used to link a specific command to a blacklist profile. so for example, you can create a profile for MK3 traders, then use the command link to link the Universe Trader to the profile. Then when ever ship runs that command, it uses the linked profile, instead of its own (or the glob...
- Sat, 18. May 24, 17:15
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 128
- Views: 10740
Re: [MOD] Guilds - BETA v0.41 - 2024/04/02
what exactly happens when you try to start the game?
it sounds like something might have corrupted somewhere.
You could try to uninstall FL, and delete the addon2 directory. Then reinstall and reinstall the UP and the Mod
it sounds like something might have corrupted somewhere.
You could try to uninstall FL, and delete the addon2 directory. Then reinstall and reinstall the UP and the Mod
- Mon, 13. May 24, 19:52
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Unoffical Patch : V1.3.16 : 2024-05-12
- Replies: 391
- Views: 53839
Re: [MOD] Unoffical Patch : V1.3.16 : 2024-05-12
i think the station display is handled differently. But i will have a look
- Sun, 12. May 24, 21:19
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Unoffical Patch : V1.3.16 : 2024-05-12
- Replies: 391
- Views: 53839
Re: [MOD] Unoffical Patch : V1.3.16 : 2024-05-12
hyperlinks in tab bar was something i couldn't reproduce, it was working fine for me.
for the number of stations, this is normal, as you cant sell stations to the shipyard
for the number of stations, this is normal, as you cant sell stations to the shipyard
- Sun, 12. May 24, 15:44
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Unoffical Patch : V1.3.16 : 2024-05-12
- Replies: 391
- Views: 53839
Re: [MOD] Unoffical Patch : V1.3.15 : 2024-03-31
New Update: 1.3.16 Fixed energy usage for jumps Fixed loading additional text files upon game start Fixed Friend relations between races when loading save game from older versions Fixed encyclopedia description scroll to top on selection change Fixed Dukes being enemy with NMMC Saved open status in ...
- Sat, 11. May 24, 19:29
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: Script Engine Changes
- Replies: 62
- Views: 15842
Re: Script Engine Changes
i might see if i can add it. However, its already possible to do with that command
just check the "ishidden" event, if it doesn't match the object you want it to display it on, then return [TRUE] and then it'll only display on the specific object
just check the "ishidden" event, if it doesn't match the object you want it to display it on, then return [TRUE] and then it'll only display on the specific object
- Tue, 30. Apr 24, 12:00
- Forum: X³: Farnham's Legacy
- Topic: Problem about blacklist and sell ware for best price
- Replies: 4
- Views: 220
Re: Problem about blacklist and sell ware for best price
If you jabe a save game that shows the issue then I can take a look
With the blacklist. The changes won't take effect immediately, as any ships currently moving will continue. It only effects ships that start a new movement, as route planning is done in advance at the beginning.
With the blacklist. The changes won't take effect immediately, as any ships currently moving will continue. It only effects ships that start a new movement, as route planning is done in advance at the beginning.
- Mon, 29. Apr 24, 12:00
- Forum: X³: Farnham's Legacy
- Topic: Problem about blacklist and sell ware for best price
- Replies: 4
- Views: 220
Re: Problem about blacklist and sell ware for best price
The friend/foe of the ships/stations will not actually prevent them from entering those sectors. And the stations value will not effect the individual ships. The Global Blacklist is the only one that will actually prevent ships from moving to enemy sectors as long as its setup correctly. UT do somet...
- Sat, 27. Apr 24, 12:13
- Forum: X³: Farnham's Legacy
- Topic: problem for Argon Griffon (M7D)
- Replies: 4
- Views: 210
Re: problem for Argon Griffon (M7D)
if you mean you cant see the ship while its docked, then ships have both internal and external docking ports.
you can only see the docked ships if they are in the External ports.
you can only see the docked ships if they are in the External ports.
- Fri, 26. Apr 24, 12:36
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 128
- Views: 10740
Re: [MOD] Guilds - BETA v0.41 - 2024/04/02
When you say no Silicon Refineries, do you mean no where at all, or just none around the area you are in ? There should be plenty around. Also, did you start the game with 0.40/0.41 or is the game from an earlier version? Starting in an earlier version won't have the map changes, and some of these w...
- Thu, 25. Apr 24, 11:47
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Unoffical Patch : V1.3.16 : 2024-05-12
- Replies: 391
- Views: 53839
Re: [MOD] Unoffical Patch : V1.3.15 : 2024-03-31
I will have a look for the next version
- Fri, 19. Apr 24, 00:07
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: Modifying Sector Music
- Replies: 7
- Views: 499
Re: Modifying Sector Music
the get user input command will open a selection dialog where you select the sector. so when you run it, it should then open the galaxy map, where you select the sector another way would be to add an argument, set to Var/Sector, and do it that way (but it will work pretty much the same) When you man...
- Thu, 18. Apr 24, 13:45
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: Modifying Sector Music
- Replies: 7
- Views: 499
Re: Modifying Sector Music
You cant really edit the xml directly, as it won't make alot of sense. Instead you can use the built in script editor. Just activate it in your game then you can edit it through the interface. The only extra thing you need to do is get the sector(s) you want to change. This will depend on how you wa...
- Wed, 17. Apr 24, 19:47
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: Modifying Sector Music
- Replies: 7
- Views: 499
Re: Modifying Sector Music
Changing it via the MD wont work, The MD is what does the random selection You need to set the fixed music flag, so it doesn't try to change it when entering a sector. Setting it in the map file will apply this flag automatically, otherwise, you need to do it via a script $sector -> set sector music...
- Sat, 13. Apr 24, 11:33
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: Script Engine Changes
- Replies: 62
- Views: 15842
Re: Script Engine Changes
can you send me the script for that menu, and ill see if i can fix it. the main thing it did was to allow hyperlinks to split between multiple lines. So if you have a hyperlinked text, previously if the text end up on different lines, only the first part would be hyperlinked. This also allowed colou...
- Fri, 12. Apr 24, 18:02
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: What is the best mod to import x3 reunion story to a x3 terran conflict engine?
- Replies: 1
- Views: 211
Re: What is the best mod to import x3 reunion story to a x3 terran conflict engine?
There are currently no mods for the Reunion story.
It is a planned feature of the Guilds mod, but no time frame yet on when it'll be added
It is a planned feature of the Guilds mod, but no time frame yet on when it'll be added
- Fri, 12. Apr 24, 17:58
- Forum: X³: Farnham's Legacy
- Topic: How do you transport goods between your stations?
- Replies: 2
- Views: 118
Re: How do you transport goods between your stations?
For basic goods, you can use the deliver or fetch commands.
This will allow a ship to move 1 ware.
Or you can use the trade distribution run command, that allows you to setup multiple stations and wares
This will allow a ship to move 1 ware.
Or you can use the trade distribution run command, that allows you to setup multiple stations and wares
- Thu, 11. Apr 24, 17:10
- Forum: X³: Farnham's Legacy - Scripts and Modding
- Topic: [MOD] Guilds - BETA v0.41 - 2024/04/02
- Replies: 128
- Views: 10740
Re: [MOD] Guilds - BETA v0.41 - 2024/04/02
It's a bug in the unnoffical patch, it's already fixed for the next version
- Wed, 10. Apr 24, 19:53
- Forum: X³: Farnham's Legacy
- Topic: PHQ freight requirements
- Replies: 7
- Views: 281
Re: PHQ freight requirements
The volume of the Headquarters (and all stations) can be found in the encyclopaedia page.
as for the total space needed, this isn't displayed anywhere. But if you use your own TL to move the station, then it will tell you how much space is needed
as for the total space needed, this isn't displayed anywhere. But if you use your own TL to move the station, then it will tell you how much space is needed