Author Topic: X3 - Terran Conflict - Questions for Intermediates  (Read 57787 times)

Offline Lancefighter

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #30 on: April 01, 2010, 07:30:00 PM »
o.0

uh..

you.. ... ... Wait, huh? link the mod you cant get to work?


and its because you have it set to a different weapon group.. open up the weapons menu (g i think? if not, enter, your ship (the triangle one) advanced, weapons..) i think. Then, click on weapon slot two, it should have 'add to group 1' or something as an option.
the number keys (1-4) allow you to have different groups of weapons setup, like say, 6 hept and 2 prg, and only fire one group at a time (say all of them for bashing something big, just the hepts for somethingoranother, and just the prgs for swatting flies)
incredibly useful for area of effect weapons (ion-d, psg, flamer) as those have friendly fire issues.. leave them in their own special group..
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Offline Spikey00

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #31 on: April 01, 2010, 10:42:45 PM »
http://forum.egosoft.com/viewtopic.php?t=249690
and
http://forum.egosoft.com/viewtopic.php?t=229178

Those are two of the three that I have tried--from the posts, I think that a mod is using the tships/whichever, but I should only have a few.  Any way to check if this is true?

--

I'll have a check on that tomorrow when I have a chance at it.  Thanks for the information (I didn't realize it could have been the weapon group).
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Offline Lancefighter

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #32 on: April 01, 2010, 11:56:46 PM »
http://forum.egosoft.com/viewtopic.php?t=249690
and
http://forum.egosoft.com/viewtopic.php?t=229178

Those are two of the three that I have tried--from the posts, I think that a mod is using the tships/whichever, but I should only have a few.  Any way to check if this is true?

--

I'll have a check on that tomorrow when I have a chance at it.  Thanks for the information (I didn't realize it could have been the weapon group).
are those even compatible?
Also, on the splash screen when you launch the game there is a 'mods' button, click on that and select one of them?
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Offline Spikey00

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #33 on: April 02, 2010, 02:17:22 PM »
I tried those individually, deleting the files after before trying another.

...I must be blind, missing the splash screen's mod section.  Seems [one of] the mods are working now--thanks a lot once again.
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Offline Lancefighter

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #34 on: April 02, 2010, 02:30:43 PM »
Yeah, the button isnt very visible, and tends to not be noticed.. the first time you see the splash screen its not there (no mods in the mods folder), and thats really the only time people examine the splash screen..
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Offline eRe4s3r

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #35 on: April 06, 2010, 11:41:10 PM »
rather than using that you should use the x³ mod manager, the actual mod application not the start menu thingy. Reason is that this mod installer can manage mods much better and "cleaner" than x³'s integrated mod system.

Though if you use only scripts theres no problem.
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Offline Lancefighter

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #36 on: April 07, 2010, 02:48:10 PM »
rather than using that you should use the x³ mod manager, the actual mod application not the start menu thingy. Reason is that this mod installer can manage mods much better and "cleaner" than x³'s integrated mod system.

Though if you use only scripts theres no problem.
lies and deception.

for scripts, its like taking all your favorite toys, and throwing them into a toybox. they are all there when you need them, but horrible disorganized. (just putting scripts in the scripts folder)

With the mod manager, you are taking all your toys and neatly organizing them so you know where they are all the time, and if you no longer like it, you dont have to go digging aruond to find it to throw it out.


Also, I am a huge modding guy. I routinely ran 6+ 'false patches', manually taking care of each one. I put hard work and love into my tc folder..  ;)
and the inevitable conflicts.. yay manual resolutions. I wanted the mod manager as far away from my cat/dats as possible.
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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #37 on: April 07, 2010, 05:42:58 PM »
Heh, sounds like you've been at X3TC since the release with all that experience and familiarity!  Unfortunate that Egosoft isn't going to base another game on X3.

Oh, and you mean the manager that handles SPK files?
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Offline Lancefighter

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #38 on: April 07, 2010, 06:01:44 PM »
Heh, sounds like you've been at X3TC since the release with all that experience and familiarity!  Unfortunate that Egosoft isn't going to base another game on X3.

Oh, and you mean the manager that handles SPK files?
yes, and yes  ;D

been an x-er since x2.. didn't do much modding though back then. x3 got really mod-heavy, but.. theres nothing like watching the community grow like it did for x3.. (I've had tc since the release).. just watching the modders rediscover evertything, and find the new stuff..
*sigh* the good times.
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Offline Spikey00

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #39 on: April 11, 2010, 10:01:09 PM »
I am finally back, and I'm wondering about larger ships such as TLs and Frigates/etc. since I am soon to make the choice of purchasing either a TL to build stations, or a Panther to spank everyone with. 

If I choose to purchase either:  how would you load items into these vessels, as if I'm not mistaken, they cannot dock at most stations beyond shipyards and other similars.  I assume you use your peon ships to do the work, but I'm wondering what's the most efficient way, instead of having to actually command those ships manually.

If I decide for the Panther:  what's best to equip it with, weapon-wise and such?  I heard that IBLs (or something similar) were amongst the best you could give a capital ship, but I haven't seen many being sold around [at all].  For the meanwhile, whilst I hunt down more weaponry, what's the best temporary weapon that I can fit the turrets with (PRGs, and after I could equip new fighters with)?  Lastly, I assume corvettes can't dock with this vessel, but I heard that it was associated with their cargo space being XL and thus being restricted--then would most transporters be included?

If TL:  how do I minimize that horrible complex lag?  Aren't there any mods to remove the horrifying, eye-burning monstrosity, tubes extruding from all ends!?


Side question:  how does the abundance of sunlight (ie. 100%/150% etc.) affect the production of energy cells with a power generator?  Is it simply a 1 + (1 * 0.X_)?
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Offline Lancefighter

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #40 on: April 12, 2010, 12:12:53 AM »
loading items - a TS, preferably a large one (dolphin SF, around 10k cargo... OTAS OP, around OMFGk cargo ::) ) + Transport device(on your ship). Best way really.. Others like falcon haulers, as they hold around 1,000 XL cargo and can dock with your bigship. I prefer a TS. Generally, tell the TS to buy what you need through regular commands, and then have it follow you, and then use the transporter to magic it over.

panther - IBLs are great, but hard to find. If you cant find IBL, fit it full FAA with CIGs in the main gun (attack my target). CIGs are ok ish when it comes to shooting other bigships, but without IBLs its your only option..
As for finding IBL - Yaki territory sells them if you have the rep, alternatively blow up hostile m7s until they drop some..

For either - Only m5, m4, and m3 can dock.

TL - there is a mod to remove the tubes (make them invisible), turn off complex collision (lowers cpu use), a mod to 'crunch' complexs into a single item (does a combination of both..) and a mod that allows you to put factories inside stations.. erm what kind of mod were you looking for again?
I personally use FDN, it lets me place stations out of sector and never have to visit them - it teleports stuff between the stations and a 'node', (for a cost, of course), up to a few sectors away. This means, as said, my stations can be in a totally different system, that i never have to go in except to place a mine (its special, you cant remotely build mines, scripts cant set mine yield).

Sunlight directly influences e-cells. a 400% sun system (ill let you find it) will produce 4 times as many e-cells. standard seems to be 150% though.. one or two 200% and 300% systems
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Offline Spikey00

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #41 on: April 12, 2010, 06:50:08 PM »
Thanks again for all the help--I'll hopefully have some progress on the frigate, then.  Though I do have CODEA as you suggested it [though I haven't had the opportunity to use it yet], but is that only useful on offensive-side?

Anyhow, I'll see what works best when I jump on into the game here.


Oh, I can't believe I haven't remember to ask this yet:  is there any working mod to reduce the volume of weapons such as the CIGs...?  I think I'll go crazy if I'm hearing that all the time in a capital ship.
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Offline Lancefighter

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #42 on: April 12, 2010, 07:36:42 PM »
Thankfully, sound volume is.. er inversely proportional to the distance? ie: if they arent near the cockpit, you dont hear them. Guns in capital ships are a good deal away from the cockpit..

And.. Not so thankfully. Flak.

Yep. (WTS: earplugs)
(i use cmod3, so i cant really comment on the vanilla noise level of flak/cig, they seem bearable...)
CODEA is awesome if you have the money to throw at fighter wings.. and well, I suppose a wing of solanos or nova's is 'only' 1.2m or so per, but they are expensive to replace, and for most things, just having the panther on the field is enough :p

its useful in a defense role, as in, you want to go on the offensive so the enemy doesnt have any resources to make you need a defense  ;D jk, itll do well as a sector patrol - pretty much anything within 30km of the carrier gets blown up.
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Offline Spikey00

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #43 on: April 12, 2010, 08:04:17 PM »
I'm mainly looking forward to relaxing and sitting back (though bitting nails and hoping fighters aren't destroyed) to watch everything asplode, heh.

--

I'm a bit lost looking at CODEA in-game--it appears to be, from the Egosoft topic, that you can do a lot with this mod including supplying and etc., but I don't know exactly where to start.  The main issue at the moment is in:  a) making use of my fighters that I already have docked that it doesn't seem to recognize in the hanger menu, b) having my Mistrals and such work automagically for me to refuel/etc. everything (including the attached ships).

Since they can't dock, is it [un]safe to say that they will need fuel to jump (and somewhere to hide)?

EDIT:  Okay, I have found out how to assign the fighters (hopefully), but now I'm having trouble with the TS ships (I have pilots in them)--I'll re-read the topic and see if I find an answer.
« Last Edit: April 12, 2010, 08:55:09 PM by Spikey00 »
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Offline Lancefighter

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Re: X3 - Terran Conflict - Questions for Intermediates
« Reply #44 on: April 12, 2010, 08:56:42 PM »
I'm mainly looking forward to relaxing and sitting back (though bitting nails and hoping fighters aren't destroyed) to watch everything asplode, heh.
Easily done, for the most part...


A: Take panther. Goto military base. Open CODEA screen, goto.. er.. pilot management? youll want to buy pilots for all fighters. ... forget how to do this. Being docked at a military base is a requirement.
Muck in the menus till you find that button.. Then assign them to a hangar - there are 3 different types.. er.. i think they mainly correspond to threat level and range - the shortest one sends more to deal with a threat, but only to a shorter distance.. I leave mine in the attack hangar?

b... er...

Eh.
Pilots need to be a certain level before you can give them to a TS.. really that stuff is for fleet management - the 'carrier' can have other carriers/destroyers attached as escorts.. er.. i never got past a panther tbh >.<
I managed refueling myself mostly - its fairly easy when fighters only use one type of missile (wasps), and only the one ship needs fuel..
Might cheat up game and mess around if we cant figure that part out.

Also, ifyou installed MEFOS (something about personal.. lol) i think they can dock, otherwise I'm fairly sure they keep themselves safe. Like i said, i managed it all personally, I just let codea throw fighters at things.

As a note - keep 4 kestrals or small m5s set in the recon hangar - it greatly extends your view range :p (make sure they have a triplex)
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