Search found 21117 matches

by Cycrow
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
by Cycrow
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...
by Cycrow
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
by Cycrow
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
by Cycrow
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
by Cycrow
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 ...
by Cycrow
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
by Cycrow
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.
by Cycrow
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...
by Cycrow
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.
by Cycrow
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...
by Cycrow
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
by Cycrow
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...
by Cycrow
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...
by Cycrow
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...
by Cycrow
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...
by Cycrow
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
by Cycrow
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
by Cycrow
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
by Cycrow
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

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