Search found 3136 matches

by Lancefighter
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

I believe MARS uses a menu to change the state of the AL plugin...
by Lancefighter
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,...
by Lancefighter
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 ...
by Lancefighter
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 ...
by Lancefighter
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 ...
by Lancefighter
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 ...
by Lancefighter
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...
by Lancefighter
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...
by Lancefighter
Mon, 25. Jan 10, 08:02
Forum: X Trilogy Universe
Topic: I've got interlocked Mines - HELP!
Replies: 16
Views: 981

nope - the tractor beam is a purely in sector 'weapon'.

Your solution is either script, or leave that system never to return again.
by Lancefighter
Mon, 25. Jan 10, 07:59
Forum: X Trilogy Universe
Topic: Tiger vs Panther
Replies: 53
Views: 3413

The Tiger is a personal ship

The Panther is a fleet asset.

Use them accordingly.
by Lancefighter
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 ...
by Lancefighter
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...
by Lancefighter
Sun, 24. Jan 10, 02:35
Forum: X Trilogy Universe
Topic: how the heck do i use missiles?
Replies: 12
Views: 1053

Flailswarms are typically more effective - Once you have one or two hundred flails in the air (note, thats 1-2 hundred *8..) then virtually nothing can shoot them down. Mostly because your computer just shit itself trying to keep track of them all :twisted:
by Lancefighter
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...
by Lancefighter
Sat, 23. Jan 10, 11:26
Forum: X Trilogy Universe
Topic: Where shall I acquire my M7M?
Replies: 13
Views: 1313

Put up satellites in the systems with military bases - All the m7ms I see are homebased to those. With a satellite up, you can see where any ships that the military base owns are...
by Lancefighter
Sat, 23. Jan 10, 11:22
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: Rapid Mine Creation Script?
Replies: 11
Views: 788

Im beginning to show my age it seems :oops:
by Lancefighter
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...
by Lancefighter
Sat, 23. Jan 10, 07:23
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: Rapid Mine Creation Script?
Replies: 11
Views: 788

Negative. Mines are the ONLY station that requires you to be in sector to place properly.
by Lancefighter
Fri, 22. Jan 10, 23:44
Forum: X Trilogy Universe
Topic: Complicated question about resource overflow
Replies: 23
Views: 1205

buy TL

Chuck ore/teladinium in TL

Sell TL

-> Probably not profit :(
by Lancefighter
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...

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