Search found 3136 matches
- Wed, 27. Jan 10, 20:33
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: can i turn an ALP on/off with a glob.v?
- Replies: 13
- Views: 859
- Wed, 27. Jan 10, 18:43
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: A semi-RTS approach.. Starting small.
- Replies: 31
- Views: 5513
@ Serial Kicked - I rather expected you would, actually :) It seems I should probably just use an ALP for resupplying ships.. Of course, then capital ships would need their own fitting of some sort? If i were to create a turret script that decides what lasers to use and then assigns turrets to jobs,...
- Wed, 27. Jan 10, 07:45
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: A semi-RTS approach.. Starting small.
- Replies: 31
- Views: 5513
so the resupply settings are a function of.. tships? I thought that was part of jobs? as per the basic fight scripts - i havent looked into them much, but I assume there is a fight.look.for.random.bad.guys.to.kill script? If so, putting a check for any owned fighter's missile types and adding a few ...
- Wed, 27. Jan 10, 06:05
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: A semi-RTS approach.. Starting small.
- Replies: 31
- Views: 5513
No, i suppose I cant enforce captured ships.. But then again - If the player isnt the one shooting the ship, will it ever bail? I really dont want the player inhabiting combat ships often.. Although, to enforce this I could merely make the strafe speed 0 :twisted: You are certainly right about ship ...
- Tue, 26. Jan 10, 05:38
- Forum: X Trilogy Universe
- Topic: Training
- Replies: 14
- Views: 908
no, you cant change the pickup ability. In x3r, you had to have your shields down to pick something up, and that was a HUGE hassle.. dont even get me started...I nicked my hyperion back then on an asteroid, and it cost me something like 15 mill to repair. Anyway - No, its always on. You should look ...
- Mon, 25. Jan 10, 19:20
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: A semi-RTS approach.. Starting small.
- Replies: 31
- Views: 5513
well the general idea would be to script-equip them when built.. But I suppose you are right; Given the current universe, there is nothing I really could do to stop the player from doing that. Unfortunately, destroying it all and starting 'clean' would require significantly more effort in the short ...
- Mon, 25. Jan 10, 17:50
- Forum: X Trilogy Universe
- Topic: I've got interlocked Mines - HELP!
- Replies: 16
- Views: 981
Keep in mind that even if the COMPLEX isnt taking damage, the STATIONS can still take damage.. The complex health is only the hub/tubes, whereas each station has its own shield and hull still. by connecting them to a complex, you dont see them hitting each other or their shields dropping.. But in th...
- Mon, 25. Jan 10, 16:09
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: A semi-RTS approach.. Starting small.
- Replies: 31
- Views: 5513
Gazz, that kind of info is exactly what im looking for A lot of the stuff you said would easily fit into the master plan, but then again, its also a tad bit information overload - I am trying to find a nice easy place to start.. Even though its rather clear to me this wont be nice, nor easy For ship...
- Mon, 25. Jan 10, 08:02
- Forum: X Trilogy Universe
- Topic: I've got interlocked Mines - HELP!
- Replies: 16
- Views: 981
- Mon, 25. Jan 10, 07:59
- Forum: X Trilogy Universe
- Topic: Tiger vs Panther
- Replies: 53
- Views: 3413
- Mon, 25. Jan 10, 04:42
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: A semi-RTS approach.. Starting small.
- Replies: 31
- Views: 5513
Actually - I plan to keep the vanilla galaxy most of the time.. Of course, a few modifications.. For instance, in theory each race would only start with a small area, giving the player a much better chance at doing a land grab in the beginning. As it is now, the player would have very few places to ...
- Sun, 24. Jan 10, 03:25
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: A semi-RTS approach.. Starting small.
- Replies: 31
- Views: 5513
well thats kinda something else - Im not sure cash should even be required. Money is the universal exchange and all, but I would rather money not be an object, literally :p Teladianium is something I didnt think of - Its a finished good that only requires energy cells to make, similar to ore. It wou...
- Sun, 24. Jan 10, 02:35
- Forum: X Trilogy Universe
- Topic: how the heck do i use missiles?
- Replies: 12
- Views: 1053
- Sun, 24. Jan 10, 02:29
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: A semi-RTS approach.. Starting small.
- Replies: 31
- Views: 5513
A semi-RTS approach.. Starting small.
So this thread is going to chronicle my efforts to change x3tc into an RTS, piece by piece. It is also going to serve as a place where I can go to get input on various things.. More on that later. I have a basic outline of how I would like to start out in my head, but I will certainly need some insi...
- Sat, 23. Jan 10, 11:26
- Forum: X Trilogy Universe
- Topic: Where shall I acquire my M7M?
- Replies: 13
- Views: 1313
- Sat, 23. Jan 10, 11:22
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Rapid Mine Creation Script?
- Replies: 11
- Views: 788
- Sat, 23. Jan 10, 07:34
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Rapid Mine Creation Script?
- Replies: 11
- Views: 788
Thats the exact problem; You cant seem to force a mine to the desired output. The game engine does it somehow, but it cannot be emulated with the script editor. HOWEVER. You can use the roid muncher.. cruncher. something like that script. Basically it will take two asteroids and make them into a big...
- Sat, 23. Jan 10, 07:23
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Rapid Mine Creation Script?
- Replies: 11
- Views: 788
- Fri, 22. Jan 10, 23:44
- Forum: X Trilogy Universe
- Topic: Complicated question about resource overflow
- Replies: 23
- Views: 1205
- Fri, 22. Jan 10, 23:32
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Ship Damage Mod?? Is there one?
- Replies: 14
- Views: 891
The impact effect of the gauss cannons for cmod would be great for something like this; Keep in mind however, that they are usually gone before the next volley hits. (gauss cannons there do some 10-20 shots/minute) If you simply decrease the number of rounds in the air (and therefore, rounds hitting...