10/7/2019 X3 Terran Conflict Scripts
X3: Terran Conflict Cheats For PC. Steam Achievements Achievement Achievement Train five marines to five stars. A Few Good Men Build a factory. A Proud Moment Finish the Balance of Power mission.
Balance of Power Achieve trade rank Wholesaler. Captain of Industry Achieve fight rank Professional. Combat Pro Pass the Flight School.
Crash Course Destroy 1,000 Kha'ak and/or Xenon ships. Defender of the Universe Finish nine campaigns in Dead-is-Dead mode. Die-Hard Complete operation final fury. Exterminator Get one billion Credits in your account. Filthy Rich Stun seven space flies at once. Fly Swatter Help the Goner to rebuild and relocate their Temple. Happy Hippies Complete the New Home Missions.
Home Sweet Home Acquire your personal Headquarters. Homebase Claim ten ships. Liberator Complete the Aldrin Missions. Lost Brothers Mine ten units of Nividium. Major Miner Build a complex with five factories. Maze Finish six campaigns in Dead-is-Dead mode.
Never Say Die Earn 100,000 Credits with a police license. On the Beat Board and take over ten capital ships. Operation Blackbeard Force a pilot to eject a crate worth over 10,000 Credits. Pirate Fever Achieve the highest reputation with the main races.
Board and take over a Xenon Q. Reboot Reactivate the final set of Hub gates.
Resourceful Reunite the Aldrin colony with Earth. Reunion Destroy a Solar Power Plant.
Solar Shock Wave Finish three campaigns in Dead-is-Dead mode. Survivor Visit all sectors. Unfocused jumps don't count. Traveller Destroy 20 ships with the Plasma Burst Generator. Turn Up the Heat Complete the Treasure Hunt Campaign. X Marks the Spot Achieve fight rank X-TREME. X-Treme Fighter Achieve trade rank X-TREME.
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X-Treme Trader Contributed by: Guard Master, th3l3fty. Enable the Galaxy Editor To enable the galaxy editor change your pilot name.Not your ship name. to the exact code below. Case sensitive. Effect Effect Makeanapplepiefromscratch Enable The galaxy Editor Contributed by: guitarman9999. Enable the Script Editor Be careful what you do with the Script Editor as it may have unwanted results on your game. Navigate to the pilot name change menu and enter the following while not docked (Note the capital 'T'.
Your name will not change afterwards.): Effect Effect Thereshallbewings Enable the Script Editor Contributed by: Aro. X3: Terran Conflict Cheats For Macintosh. Steam Achievements This title has a total of 33 Steam Achievements. Meet the specified conditions, where applicable, to receive the Achievement. Achievement Train five marines to five stars. A Few Good Men Build a factory.
A Proud Moment Finish the Balance of Power mission. Balance of Power Achieve trade rank Wholesaler. Captain of Industry Achieve fight rank Professional. Combat Pro Pass the Flight School. Crash Course Destroy 1,000 Kha'ak and/or Xenon ships.
Defender of the Universe Finish nine campaigns in Dead-is-Dead mode. Die-Hard Complete Operation Final Fury. Exterminator Get one billion Credits in your account. Filthy Rich Stun seven space flies at once. Fly Swatter Help the Goner to rebuild and relocate their Temple.
Happy Hippies Complete the New Home Missions. Home Sweet Home Acquire your personal Headquarters. Homebase Claim ten ships. Liberator Complete the Aldrin Missions.
Lost Brothers Mine ten units of Nividium. Major Miner Build a complex with five factories. Maze Finish six campaigns in Dead-is-Dead mode. Never Say Die Earn 100,000 Credits with a police license. On the Beat Board and take over ten capital ships. Operation Blackbeard Force a pilot to eject a crate worth over 10,000 Credits. Pirate Fever Achieve the highest reputation with the main races.
Board and take over a Xenon Q. Reboot Reactivate the final set of Hub gates. Resourceful Reunite the Aldrin colony with Earth. Reunion Destroy a Solar Power Plant. Solar Shock Wave Finish three campaigns in Dead-is-Dead mode.
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Survivor Visit all sectors. Unfocused jumps don't count.
Traveller Destroy 20 ships with the Plasma Burst Generator. Turn Up the Heat Complete the Treasure Hunt Campaign. X Marks the Spot Achieve fight rank X-TREME. X-Treme Fighter Achieve trade rank X-TREME. X-Treme Trader Contributed by: Eevee-Trainer. X3: Terran Conflict Cheats For Linux. Steam Achievements This title has a total of 33 Steam Achievements.
Meet the specified conditions, where applicable, to receive the Achievement. Achievement Train five marines to five stars. A Few Good Men Build a factory. A Proud Moment Finish the Balance of Power mission.
Balance of Power Achieve trade rank Wholesaler. Captain of Industry Achieve fight rank Professional. Combat Pro Pass the Flight School. Crash Course Destroy 1,000 Kha'ak and/or Xenon ships. Defender of the Universe Finish nine campaigns in Dead-is-Dead mode. Die-Hard Complete Operation Final Fury.
Exterminator Get one billion Credits in your account. Filthy Rich Stun seven space flies at once. Fly Swatter Help the Goner to rebuild and relocate their Temple. Happy Hippies Complete the New Home Missions. Home Sweet Home Acquire your personal Headquarters.
Homebase Claim ten ships. Liberator Complete the Aldrin Missions. Lost Brothers Mine ten units of Nividium. Major Miner Build a complex with five factories. Maze Finish six campaigns in Dead-is-Dead mode. Never Say Die Earn 100,000 Credits with a police license.
On the Beat Board and take over ten capital ships. Operation Blackbeard Force a pilot to eject a crate worth over 10,000 Credits. Pirate Fever Achieve the highest reputation with the main races. Board and take over a Xenon Q.
Reboot Reactivate the final set of Hub gates. Resourceful Reunite the Aldrin colony with Earth. Reunion Destroy a Solar Power Plant.
Solar Shock Wave Finish three campaigns in Dead-is-Dead mode. Survivor Visit all sectors. Unfocused jumps don't count. Traveller Destroy 20 ships with the Plasma Burst Generator. Turn Up the Heat Complete the Treasure Hunt Campaign. X Marks the Spot Achieve fight rank X-TREME.
X-Treme Fighter Achieve trade rank X-TREME. X-Treme Trader Contributed by: Eevee-Trainer.
X3 Script
I offer this thread as a central place to discuss the issues in making these scripts compatible - instead of having partial discussions scattered over multiple threads. Apparently the issue is that the fix that Lucike provided for XTC1.2 no longer works in XTC 2.0 - there is now a single command slot used by two different commands. Proposed alternative fixes can be found on the Egosoft Forum XTC 2.0 compatibility thread at and on the XTC 1.2 compatibility thread here at (bottom of page - post 270) UPDATE Two ready-packaged solutions are now available - CLS is covered in this thread (CLS + CAG is covered in this thread (I intend to install the Lucike scripts at some future date, but not in the immediate future.
I therefore have nothing to add in terms of personal experience, but would be interested in hearing the experience of others. Today I spend few hours searching for a solution of my problem and nothing.
I've installed Commercial Agent, Commodity Logistics Software MK1 and MK2, Economy and Supply Trader scripts and I have problems with internal commodity logistics, because I can't select any consumer station (my stations are exeptions). I don't know if it is general issue. The rest seems to work just fine. You should be using external logistics, and not internal? If your stations are exceptions (blacklisted you mean?) then that's why its not working. Hi, Both CAG's and CLS traders are working just fine for me in 2.0. They always were as I used part of the older 1.2 fix provided by Lucike.
However, while working, they had overwritten a couple of XTC's commands and broken another script. Applying the fix by vukica in the linked (above) Egsoft thread seemed to fix things for me.
The missing commands returned and the broken one started working as it should. Hopefully we'll get something official soon either directly from Lucike, or via the XTC team. I firmly believe that Lucikies scripts, at least the trade & prospector ones, are ESSENTIAL for anyone who wants to run a factory.
If they did not work, I'd simply not bother. Cheers, Scoob. Prospector is working fine so far for me, i have six up and running.
CODEA, running fine MEFOS, not yet tested CAG, working as intended CLS, never used it, might do so at one point or another EST, working as intended, why should i bother with ST/UT:D Basic Salary, working Military Transports, haven´t seen a racing TP yet, but i barely venture into argon sectors at the mom Complex Planner, working, even takes products of configurable fabs into account, only downside, you get one fab for free Dockware Manager, working Missile Defense Mosquito, active, but has yet to see combat for thorough testing Rescue and security service, not tested S! I only installed the trader 3 scripts. Working very well sovar however i noticed CAG can be a real bitch sometimes. I set up one complex in Atropos IV and CAG didnt work there and gave no hint why. What i read sofar this can be caused by a hidden hostile ship somewhere in sector tho i couldnt find any. So after trying and searching allot i just moved the complete complex to the next Teladi sector and there CAG suddenly worked like a charm right away. Check your message log, usually if there is an enemy present, even one you can't see, the CAG agent will send you a message.
You could also try restarting the CAG, that will get it working again. Actually, I find that CAG's rarely send a message if there's hostiles about.
Though, invariably, manually checking their destination sectors shows that there are hostiles present. I'm unsure of the rules of exactly when we get a log book entry about such things, but while the reaction to hostiles works, the messaging is intermittant at best. Their behaviour can be odd, i.e. They've sold/bought their target ware in the target sector, then a hostile appears in that sector.
A promoted CAG could easily jump back and be in no danger, yet it will still wait at the station. It seems while they know a hostile is present, they have no idea as to it's proximity and the real threat present against a jump drive equipped trader. Their behaviour can be odd, i.e. They've sold/bought their target ware in the target sector, then a hostile appears in that sector. A promoted CAG could easily jump back and be in no danger, yet it will still wait at the station. It seems while they know a hostile is present, they have no idea as to it's proximity and the real threat present against a jump drive equipped trader.
Just because they have a jump drive equipped, doesn't mean they'll use it. Can't be sure on the ranks, but I know its a fairly high rank for them to use the Jump Drive, then there is all sorts of rules set in their settings on when they can/can't use it.
X3 Terran Conflict Script Editor Add Weapons
Although I don't ever recall CAG ever using the JD unless their attacked, and that's in vanilla. To be honest I've not really noticed anything odd about their behavior. I do get messages about hostiles now and again, but I've not noticed anything that could be explained as odd behavior due to XTC. Its a fairly high rank for them to use the Jump Drive Yes, it takes some experience for them in order to use JD. For me once they reached that rank they use it for every movement between sectors (i have allowed them to jump even to the adjacent sector due to the size of the sectors in XTC and low speed for the haulers). I dunno how they react when enemies are preset however. I only know that i once lost a CAG pilot to some pirate m3, idk how that happened but since then everything works well.
One thing i cant seem to manage is to activate EST (i know its offtopic but still, worth mentioning). Every time i activate the guy he just sits on standby. Idk what else to do, the settings for the EST have been set properly as far as i know. So now im using sector/universe traders sadly. Yes, they need to be Trader or higher to jump - I'm pretty good with my CAG's and the like:) EST's can be funny, but very useful. When low ranked, and not using Mk3 Trader Software, they start out only being able to trade ONE ware.
This may sound a bit poor, but imagine if he's got a 5,000+ hold and is buying EC's for 12cr and selling for 19 - all automatically of course. They have great potential. With the Mk3 Trade software, they work a little differently, however I usually use them without. Coming from the XRM mod that Mk3 software was so very expensive!
Back to CAG's - they can sometimes exhibit odd behaviour and do silly things. The prime example is when they are attacked, have loads of EC's on board etc. Yet decide to fly somewhere manually. There was (maybe still is) a glitch whereby they'd have plenty of EC's to jump to safety, yet would choose a sector out of range, this would then trigger them to fly manually to the nearest SPP.
Still, I do genuinely consider CAG's a must have as they are far far better than vanilla trade scripts.by far:) Scoob. Yes, they need to be Trader or higher to jump - I'm pretty good with my CAG's and the like:) EST's can be funny, but very useful. When low ranked, and not using Mk3 Trader Software, they start out only being able to trade ONE ware. This may sound a bit poor, but imagine if he's got a 5,000+ hold and is buying EC's for 12cr and selling for 19 - all automatically of course. They have great potential. With the Mk3 Trade software, they work a little differently, however I usually use them without.
Coming from the XRM mod that Mk3 software was so very expensive! Back to CAG's - they can sometimes exhibit odd behaviour and do silly things. The prime example is when they are attacked, have loads of EC's on board etc. Yet decide to fly somewhere manually. There was (maybe still is) a glitch whereby they'd have plenty of EC's to jump to safety, yet would choose a sector out of range, this would then trigger them to fly manually to the nearest SPP.
Still, I do genuinely consider CAG's a must have as they are far far better than vanilla trade scripts.by far:) Scoob. I thoughts CAGs (as part of the bonus pack) didn't work with XTC. Also, is there a link to where everybody is downloading Lucike's scripts? Is this the right place? (Those forums are blocked at work.
Thoughts CAGs (as part of the bonus pack) didn't work with XTC. Also, is there a link to where everybody is downloading Lucike's scripts? Is this the right place?
Those forums are blocked at work. Lucike's scripts from the bonus pack are ancient compared to the newer versions. I also suspect there are other aspects of the BP that can break things. That looks like the correct thread, ultimately it should link you to Lucike's site where they're hosted, if I remember correctly.
Note: you DO need to apply the fix as detailed earlier. You can have CAGs in XTC if you install Lucike's scripts. There was a post around here somewhere detailing how to make it work since some scripts of that pack cause some issues. Let me look for it and ill update this post with the link.
I am using CAG in my game and EST:) UPDATE: There you go, follow what Commander says and you should be fine: That's great news. So I go here: (Click) Then download the top zip, and bottom patch, then modify the patch files what what Commander produced, and install the whole thing? Or do I install the base script pack first and then do the rest? The instructions is all there. Go here and see what scripts you like to install from Lucike (since his collection is all in german you will need to get the translation here in this thread) Download the script collection from that link and use that post to identify the scripts you want. Once you know what scripts you want from that collection, install them.
Follow then by installing the libraries (which can be found at the same link, second post). After that, install the x-tended compilance update from here without the t files (this is very important, do not install the T folder, only the script folder).
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Once you have done that, download the file comander-07 gave us and place that file in the t folder in your X3 installation folder and overwrite if asked. Thats it, sadly there isnt an easier way. You will have to make do with this. Important thing, install everything in that order. I don't suppose we can just get a zipfile to extract and call it done? Why the song and dance? Nope you cant.
Because following your instructions, i ended up having faulty installations of lucikes scripts, im still lacking the language files. Well I dont know what to tell you, following those exact steps you should not have a problem. NOTE, I said leave the T folder only in the XTC 1.2 compilance! Not the rest of the scripts.
Install everything until you reach the XTC 1.2 compilance patch and then install ONLY the scripts. The T file you take from the link Comander-07 has given on the other thread which i copied here now: (http://www.thexuniverse.com/threads/23216-Pirate-start-FAQ?p=215106&viewfull=1#post215106).
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The instructions is all there. Go here and see what scripts you like to install from Lucike (since his collection is all in german you will need to get the translation here in this thread) Download the script collection from that link and use that post to identify the scripts you want. Once you know what scripts you want from that collection, install them. Follow then by installing the libraries (which can be found at the same link, second post).
After that, install the x-tended compilance update from here without the t files (this is very important, do not install the T folder, only the script folder). Once you have done that, download the file comander-07 gave us and place that file in the t folder in your X3 installation folder and overwrite if asked.
Thats it, sadly there isnt an easier way. You will have to make do with this. Important thing, install everything in that order. Nope you cant. Did all this. Lots of overwriting of the same set.ini file.
I guess each specific script comes with its own copy and they all overwrite each other as they go in. Fingers crossed. My install of Lucike's scripts went fine, though I do have two sets of binding options for Commercial Agents (CAGs), one of which is in yellow text in the interface menu, and another for ESTs, which seem to be the exact same thing. It was a bit confusing, given the above, and the CAGs sure seemed to be a LOT dumber than the official Egosoft CAGs. After about an hour of fiddling and testing, I finally managed to get all the CAGs for my station working correctly. Five hours of SETA cheesing later, I woke up to 40 million more credits in my account. I can confirm that a Solar Power Plant L in Rhonkar's Hindsight absolutely prints money.
I also have a Silicon Mine+Computer Plant M in Revolving Wreckage that is hilariously profitable with a mid-40s silicon yield asteroid. I'm going to have to make a Computer Plant plex with my two Silicon Mines in Sirius II, but it seems that I'm going to need to tow them around before I can connect them, and I'm not sure how to go about the towing. The context was that the script would cause ships to fight in a group intelligently, eg a replacement for 'wings' - Commercial Agent makes no sense to me in this context, but they were calling it 'CAG' - and the only expansion that makes sense to me would be the 'combat air group' - my mistake? EDIT: apparently the correct expansion would be 'carrier air group' and that term went away in the 60s in favor of 'carrier air wing' @/URLdraeath (I dont know why they are calling it CAG but thats how its called. Yes, normally CAG stands for what you said but here, apparently, it doesnt. In the context of X3, CAG refers to Commercial Agent. It's the abbreviation of Commercial Agent that was widely adopted when Egosoft released the official X3TC bonus pack a number of years ago.
If you guys came straight to XTC after finding X3TC, I wouldn't be surprised that you weren't familiar with it. In the context of X3, CAG refers to Commercial Agent. It's the abbreviation of Commercial Agent that was widely adopted when Egosoft released the official X3TC bonus pack a number of years ago.
If you guys came straight to XTC after finding X3TC, I wouldn't be surprised that you weren't familiar with it. Yes I know that, thats exactly what i was telling draetah. I was also saying that i do not know why they chose to call commercial agent, CAG and not something else I've used CAG (commercial agent) since X3R.
Oh and btw, EST aint same as CAG. EST is an alternative to UT, in theory it works better than UT. EST stands for Economy and supply trader for those wondering and UT for Universe Traders. Yes I know that, thats exactly what i was telling draetah.
I was also saying that i do not know why they chose to call commercial agent, CAG and not something else I've used CAG (commercial agent) since X3R. Oh and btw, EST aint same as CAG. EST is an alternative to UT, in theory it works better than UT. EST stands for Economy and supply trader for those wondering and UT for Universe Traders. Since Egosoft is based in Germany, I doubt that they're familiar with US military acronyms. If I activate the EST script on a UT, any idea if the EST retain the UT's rank and abilities? @draeath (I'm in a good mood today, here is a repacking of CLS and CAG, libraries and the patched tfiles (sorry, only for english, I've not looked into patching the 49s).
For the record I also found a mad circling trail of posts and shakey instructions, none of which was clear. Only found the answer because I'm reasonably experience in modding and scripting here. Credit goes to @Turnus (for packing up the CLS, hope he doesn't mind me bolstering CAG into here too? Also to @Comander-07 (for the original patching. If you use cycrow's mod manager, the latest version lets you add archives and it unpacks it all nicely for you. Makes it easier to remove after. @draeath (I'm in a good mood today, here is a repacking of CLS and CAG, libraries and the patched tfiles (sorry, only for english, I've not looked into patching the 49s).
For the record I also found a mad circling trail of posts and shakey instructions, none of which was clear. Only found the answer because I'm reasonably experience in modding and scripting here. Credit goes to @Turnus (for packing up the CLS, hope he doesn't mind me bolstering CAG into here too? Also to @Comander-07 (for the original patching. If you use cycrow's mod manager, the latest version lets you add archives and it unpacks it all nicely for you. Makes it easier to remove after. Don't mind at all.
Draeath be carefull not to overwrite the 7213-L044.xml as that is the fix (I don't know if each of his scripts have a copy of it or if it was a CLS exclusive. (Think I'll post up a copy of it just incase someone overwrites the fixed file). Turnus I checked quickly, it seems that it is a shared file, so the updated file (in there) works for both. I took out the german lang file you left in though since that doesn't contain the fix. IIRC if a lang resource is missing it will use another alternative, and I assume the German speakers would prefer English text to a broken game. I'm using it myself atm, looks like smooth sailing so far I see so the xml fix is for the library not the script?
Well it still won't hurt to keep the xml up, curious minds and all that. @draeath (I'm in a good mood today, here is a repacking of CLS and CAG, libraries and the patched tfiles (sorry, only for english, I've not looked into patching the 49s). For the record I also found a mad circling trail of posts and shakey instructions, none of which was clear. Only found the answer because I'm reasonably experience in modding and scripting here.
Credit goes to @Turnus (for packing up the CLS, hope he doesn't mind me bolstering CAG into here too? Also to @Comander-07 (for the original patching. If you use cycrow's mod manager, the latest version lets you add archives and it unpacks it all nicely for you. Makes it easier to remove after.
Can I just confirm? - If I have a fresh install of to XTM2.0 (no scripts currently installed) and I extract the contents of that zip file to the appropriate places then fully 2.0 compatible CAG and CLS will then be installed? -^^^^^ Sorry for clarification request but the trying to work all this out is a maze of about 6 different threads over 2 forums! EDIT it's XTC!!! For archpriest Paranidia's sake!:D.
@Bishop149 (That's the plan yes. I can't guarantee 100% compatible, but as far as we see there are no missing references, no overlapping resources or IDs and it seems to be working for me well enough. It may be easier to use Cycrow's installer.
It supports adding archives too which isn't much more than a case of it extracting, but it means if you ever want to uninstall it it is much easier. At the end of the day it's just a zip with the files in the right folders. All I did was extract the CLS, get the CAG script, get the fixed text resource, and put it back together in a zip. Oh, and you owe me 30% of all profits made EDIT tsk tsk. Black on blue is even sneakier than small print!
Hello everyone. And onto my first post here About CODEA I dont know if its just me being stupid. But to me it seems that i cant assign ships on my Pleco wich have Fight command Software MK1 preinstallled to the battlegroups (Interceptor/fighter). In the Commodre hangar they appear but not in the others. Since every other equipment is the same i asume the error lies there Bought 2 Barracuda which have those preinstalled. 2 bailed m4 do work where the MK1 is not displayed as preinstallled Well i hope its not again just me being unable to use CODEA:P if so. Please enlighten me^^.
If your fighter fright shows Fight C S MkII it probably has MkI aswell. I had a little issue with a few bailed ships, despite the fact they were equiped properly, codea simply refused to recognize them.
So i sold them out. Every single figher bought in the shipyard works for me.
You need fight command software Mk I Mk II nav software and a pilot with recruit rank. I also install docking computer and duplex scanner. Dont forget that figher must have at least 1 weapon installed. U cant have SETA, googles, boost extension installed on fighter or codea wont recognize them. Hi all, just returning to X3TC after finding out that XTM has just came out with a latest version. First off, thanks Loriel for making a ready-packaged solution.
From what I understand, since that already contains all the fixes and whatnot needed to make Lucike's scripts work, would I be able to just install one of those (say the CAG + CLS one) and then install EST and the EST portion will work? Don't thank me - I just started this thread to collect comments on how everybody found the various fixes worked. Credit should go to Turnus and Tritous for their packages and Comander-07 for the original fix. Haven't tried it myself, but that should work.
It's possible that EST overwrites the fix, so you might need to install EST first, then the fixed CAG/CLS package. Loriel PS To avoid confusion, this is XTC, not XTM which was the corresponding mod for X3 Reunion.
I'm hoping this might be a good place to ask. Had a 'red' install, with Lucikes and a couple other mods.
But everything seemed to work perfectly. But it annoyed me.so fresh install, used this CAG/CLS set and added the other mods and now I have a 'green' install.one problem. Now the AI won't recognize integrated jumpdrives (on my TL's so far). I can jump as a pilot, but I can't make them jump no matter what command I use, and they are all still there (including the 'ship tools' scripts). Is there anything part of this set that would disrupt this? Tried duping the ships, remove/install jumpdrive (won't let me remove.which makes sense), buying new ones.pretending to exchange it.nothing tricks it. Tried some other ships and it appears to be true for all my integrated jumpdrives.
Another thing that I don't know if is related or always this way. When I go to exchange freight from a TL and another ship, if the other ship doesn't have a jumpdrive.it doesn't appear on the trade list (this I assume was always like this.) However if the other ship does have a jumpdrive, it appears on the list and each will say '1'. However if you highlight the jumpdrive as if to do a trade the.?progress bar? (I guess I'll call it) will show the TL having 0 and the other ship having 1, but not able to shift the bar. This makes sense since you shouldn't be able to put two on the TL, but I'm wondering if the jump script for the AI is seeing this '0' instead of, well, however else it's flagged in the game. The game obviously knows it's there, it lets me use it and lets me set the auto/emergency jump settings.even though the AI doesn't use it.
Edit: Something is pointing to the default install. I've gone to a few new sectors and I think I am hearing old (vanilla) betty callouts. Like Xenon XXX in one of the races' sectors, and 'The Moon' I think in a Boron sector. These are called out immediately before and overlapped by the XTC sector name.
Greetings, one hint for players who got problems with ideling ESTs and CAGs ect.(btw CAGs: germans do know US military terms and lucike is not from egosoft) try altering: show as enemy if enemy to me - to NO on that ships because there r many TS and M0s from hostile species traveling around which r escorted by some M3s and so they wont start. Afaik those escorts wont attack normaly and the union pilots will jump away if attacked by someone no matter which color it has. Just enable emergency jump and shield strenght to 99% or something. To codea mefos. I play the space shanty scenario (bonehead pirate northeast of split), it seems at least argon, boron,aldrin and terran ranks r locked at a certain level. Afaik i need a good standing with argon to profit from the military transports which provide the personnel for codea and mefos. Since i cant raise my argon standing i will have difficulties gaining the personnel for codea and mefos.
For mefos its no problems cause i intend to use mars anyway but running a codea carrier could be difficult. Most m4 and m3 figthers have a built in booster wich is restriced by codea, is this not a problem too? And again I need to ask for help with the CAG's, sorry:( Has anyone noticed that problem and can maybe offer an solution to me? I played XTC for a while, and the CAG was just working fine. Now, I started a new game, and the CAG refuses to work. And I think I know why, but I don't understand why it's happening, I haven't changed anything in the installation, just started a new game: This is what happens: When I edit the ware list, and add a ware to the 'trade list', it is also being added to the black list.
When I remove it from the black list, it also get's removed from the trade list. Obviously, those two lists are mixed together, because afaik it shouldn't be that way (i never used black list though). But the CAG only says 'standby' which is logic, because he has the goods on the blacklist. Any idea how to fix that, anyone ever noticed that?
Thanks for helping:) (edit) never mind, the bitch is working now. I restored defaults, entered exactly the same as before (doublechecked it's the same) and now it works.
Lists are not messed, seems to be normal. However, in that case I have no idea how some should add anything to the black list.
Mar 11 2011 Released 2009 Futuristic Sim The X-UNIVERSE mod is built in a modular platform, meaning you install what you want to be in the game. The purpose of this mod is for research, testing.
X3 Terran Conflict
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Been some years since i played last time and i really don´t want to explore all the sectors one by one again. So i´m searching for a script to show me all the sectors (galaxy map) and all the station inside these sectors. Please help me find one such script.
I already searched a bit on sizewell and ergosoft but could not find any script that works. Thanks for your help guys. Yogis Satellitenscript and Teemetal.Satelittenscript dont work. The Game does not find these scripts ingame.
Although I found it somehow nice to explore again in my latest run I know exactly what you mean;) So I made a simple script package for several of such 'not-again-tasks' some years ago ( www.dropbox.com). Most of the scripts should be self-explanatory (like a.map which does exactly what you are asking for) and there also is a small menu script with some brief explanations (a.menu). I think the most convenient way I implemented for quick usage of the package was to run a.init as soon as you are in the game and then look in the key bind menu for a respective entry where you can assign a hotkey to call the menu. It's really been a while but I think I should be able to help in case of any questions or problems. Hope this helps.
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