I agree the TEC ships are undergunned. I've been looking at the spec files, and for a trading race, there isnt that much difference between all of them. TEC should have a definite trading advantage and they dont. The argument for being able to build more ships doesnt wash. At some point you will reach the fleet cap, and if you are in a large game, protecting more than one planet with sizable fleets, an enemy who isnt doing that can hit you with everything they have and there i
apricotslice
I'm in the process of writing a modding 101 guide. [link="http://apricotmappingservice.com/X3forum/viewtopic.php?t=296"]Click Here.[/link] The Jump blockers dont add to each other, but if you put them in strategic places, you can ensure that all jump lines and the areas around them are covered. You can increase the range of them too. For enforcing your space or creating a block point, I use 5 hangers with a 6-4 mix of fighters and bombers. And then I will buil
I'm using a slightly different strategy. I build a free Akkan Battlecruiser, and then as soon as I can, I build a Kol. I then send both out to the nearest planets and colonise them. I dont waste time with small ships. On the more heavily defended pirate planets, 2 battleships without upgrades will prevail, even if both lose their shields and maybe even some hull. (Thats not a problem, they will repair themselves). If the world has more than 6 defenders or mor
After you uninstall the game and everything, try running a registry cleaning. If the values are in the registry, then the cleaner should detect that they are not attached to anything anymore and delete them.
I've started making a Modding guide for anyone who wants to tweak the basic end of the game. Things like how many capital ships, fleet size, ranges, firepower, costs and such like. The guide is being assembled on my games forum, and I'll copy it in here when complete. Click Here . I wont be covering anything to do with ship building or graphics, just how to actually create a mod, and how to go about t
Definitely got game lag :) But its because of other changes I think. Well I've figured out I dont actually need the Forge tools. All one needs for modding the basic level of the game is the developer version of GameInfo with the text versions of the files. The tools are for other stuff.
Noted :) Took me a bit to figure out which was which, but I noticed that fairly early. Fortunately they did separate files for them too. Edit : If anyone is interested in what I'm doing, I've started a thread on a Sins section added to my X3 forum, which if I start doing a number of mods for Sins, may need a revamp. :) [link="http://apricotmappingservice.com/X3forum/viewtopic.php?t=295"]Click Here.[/link]
Ok, think I found it. I did a dir print ot a file and seached for repair. Found an ability file with a range in it. Hopefully thats it ! :)
That makes sense, ta. :)
What about the range for the repair platform ? Thanks for that ! :)
Got them, just cant find the field to change. I thought it was minzoomdistancemulti, but nothing changed. Upped them from 2 to 15 and didnt make any distance so it would appear thats the wrong field. Any idea the right feild to change ? Edit : I was just reading earlier comments, and I wouldnt go with lowering the tax too much. The whole thing with this sort of modification is that it also changes any other TEC in the game, and could give them an unfair advantage. Whil
An update of sorts. I've managed to do the upgrade of some basic stuff like number of capital ships and fleet size, and also a few tweaks like more fighters. Still trying to get a bigger range for the orbital repair and the jump blocker. If I can get it all to work ok, I'll release it as a mod. But I'm noticing a definite lag now with so many extra fighters in the air, so will probably have to tweak the tweak a bit to get it stable. Only doing TEC for now, but
Ok, progress :) You need to copy the entire gameinfo directory to the mod directory first, then copy the text changes over the top. Something I read gave me the impression you only needed the files you changed, but apparently not.
Thanks for that. Hopefully someone can take that a step further. Figures they are beta. I missed that, or ignored it, cant recall :) The only part of the pack I can see any use for is the original code. Except my first attempt at changing a few of those, caused an instant crash.
1.09 ? Mine is showing 1.05, and that is the highest patch I've found. If there is a 1.09 patch, where do I get it ? I'm a little hazy about these tools. None of them appear to do anything. I've text edited the text version files. Guessing a bit on the right feilds to change but they seemed logical. Ah, good, they dont need to be converted. I'm more used to using xml these days, which X3 is scripted in. Any idea what the maximum number of capital ships is ? I
Ah. Thanks for that. I hadnt looked at Vasari tech properly. So hadnt noticed it, or at least, hadnt gotten the meaning of it yet. And I've been playing with pirates off, so havent really gotten into them yet.
I've edited some of them. Select mod, instant crash. :( In lack of any other documentation, I put the text versions in a mod gameinfo directory where specified, edited the values I wanted, saved and then tried to run it. What I dont get is why the game versions are in binary, and we can edit the text versions ? Do the text versions need to be converted back into binary and if so, how ? Needless to say, the minidump the program spits out as the game crashes, w
Uggg. That wasnt what I wanted to hear. But at least it makes a bit of sense. Thanks.
I've been noticing this a bit, until just now when things really looked weird. I've seen in the past, pirates seeming to be flying long distances without a phase line. And in my current game, I've noticed one of the enemies seemingly amass a huge fleet with ships coming in from several directions with no apparent phase lines. Not long ago, I saw a few ships seeming to be coming down from another solar system, in a ONE system game ! But just now, I actually had a fleet
Can someone please give me a rundown on how to use the Developer to make basic changes to the game. Things like increasing the number of cap ships and the fleet size, upping the range of repair and jump inhibitor, giving the gauss gun for TEC some hitting power and range, and little tweaks like that. I've got the Developer program running, but it just looks like the game running. What am I missing ?
Well my inclination is to just double the final fleet size and cap ships number and leave the rest alone. But you cant please everyone. :) But such a small mod could be made in a half dozen variations and distributed in 1 pack, and people choose the one they want to use. I did unzip the zip into sins directory in the end. (no reply on the tools thread). The Developer program does not run in the directory its put in, but does if you manually copy it to the sins director
Ok, I got the tools to load, but its just the same game running. Can we please have some basic instalation and running instructions please ? eg. What you do with the zip. What you run to get the Developer running. What steps you take to create a new mod, and then how you go about using the developer to change things. It doesnt have to be extensive, but at least enough to show people how to to start off using the tool. (Basic common sense to include thi
[quote]it would be hard to find a mod that simple but if you get stuck with this or anything else for that matter (open to all viewers) PM me and ill upload an example if im able to do it. All i would ever ask is that if you upload a mod with it drop me somewhere in the credits -Sin[/quote] I think a lot of people would like a few simple mods ! My basic requirement is upping the capital ships and fleet sizes, and I'd be quite happy with a little mod for that for the time being.
Ok, call me thick, but the instalation instructions appear to be a bit thin. I've downloaded the zip. What do I do with it ? Do I just unzip it into the sins directory ? Or do I need to unpack it and move things somewhere manually. Since I havent done any assembly editing since Privateer, I seriously hope this is the tool I need for the basic tweaks I want to make.
I've been playing with the map generator :) Talk about the ability to manufacture a solar system ! :) I've been playing a 3 limb solar system with 4 players, so each starts with about 25 variations of planets before you hit an outright enemy. And each has a block point, as long as you reach it before an enemy does, and fortify it, your fine. But I accidently just made a very interesting system, with about 12 Terrans in a short ring in the center, and a motley lot of a