Search found 314 matches

by rustybucket
Sat, 17. Mar 07, 21:35
Forum: X³: Reunion - Scripts and Modding
Topic: How about the Nonstromo (Alien) as TS?
Replies: 1
Views: 1369

[ external image ]

The Nostromo commercial tug

http://time.absoluteavp.com/pics/nostromo.jpg

The nostromo with it's refinery in tow

additional images:
link

Link edited - STL
by rustybucket
Sat, 17. Mar 07, 21:28
Forum: X³: Reunion - Scripts and Modding
Topic: How about the Nonstromo (Alien) as TS?
Replies: 1
Views: 1369

How about the Nonstromo (Alien) as TS?

Just add a dockable (1 m6/TS slot) mineral refinery, and you are ready to head off to the nearest Asteroid belt. The refinery will have its own TL-like stats but would be scripted to perform two special tasks. 1) The refinery has its own manufacturing processes 2) The refinery is scripted to have ze...
by rustybucket
Sun, 21. Jan 07, 01:58
Forum: X³: Reunion - Scripts and Modding
Topic: Script request: Emergency mass drop
Replies: 1
Views: 565

Script request: Emergency mass drop

You have the throttle wide open; and, you have just managed to pull through that last tight turn before the missile hit. Now you have hull damage and enemy has just unleashed another missile barrage. Worse yet; he is gaining on you and soon your battered ship will be within gun range. Perhaps, you c...
by rustybucket
Wed, 20. Dec 06, 00:08
Forum: X³: Reunion - Scripts and Modding
Topic: "Production Complex" can it be done?
Replies: 9
Views: 1412

My biggest problem with the whole mess is that player complexes are extremely fragile. I would rather replace the feature with three (S,M,L) standard industrial complex and add production lines via script as you install additional factories within the complex.
by rustybucket
Thu, 16. Nov 06, 06:06
Forum: X³: Reunion - Scripts and Modding
Topic: Please help with new patch!!
Replies: 6
Views: 1515

It is not just the mods.

Doubleshadow's X3 editor release 7 does not work well wit the new patch. It shows a Type Mismatch when editing T-ships and editing the compatible missiles shows the problem clearly.
by rustybucket
Mon, 17. Jul 06, 22:38
Forum: X³: Reunion - Scripts and Modding
Topic: doubleshadow's X3 Editor (0.15 - patch 2.0 compatible)
Replies: 316
Views: 131816

@rustybucket: It seems that you have X3E set weirdly (eh: weird->weirdly? too lazy to check my vocabulary ;) ). It seems that it cannot find the needed files. Thanks, that was it. The editor was set to MOD folder instead of the main game folder. As soon as I corrected it all of the files loaded up.
by rustybucket
Mon, 17. Jul 06, 14:19
Forum: X³: Reunion - Scripts and Modding
Topic: doubleshadow's X3 Editor (0.15 - patch 2.0 compatible)
Replies: 316
Views: 131816

EDIT: @rustybucket - you don't have to activate the DevIL - just install it and then you can look into Help->About and click on Libraries. You should see "DevIL for X" with version.) Yes, I see it. If you have it and you open lasers or missiles with TXT Editor, you will see their icons displayed in...
by rustybucket
Sat, 15. Jul 06, 03:11
Forum: X³: Reunion - Scripts and Modding
Topic: doubleshadow's X3 Editor (0.15 - patch 2.0 compatible)
Replies: 316
Views: 131816

How do we activate the DevIL library?
by rustybucket
Thu, 13. Jul 06, 15:26
Forum: X³: Reunion - Scripts and Modding
Topic: [PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007
Replies: 1093
Views: 218966

I've done that in the past too. SOmething was screwy, so I deleted ALL component.txts from every cat file. X3 will make a new one on startup, which you'll know when it does, since it'll take considerably longer to get the in-game menu screen. The X3 generated component files do not seem to support ...
by rustybucket
Wed, 12. Jul 06, 12:19
Forum: X³: Reunion - Scripts and Modding
Topic: Source for ships in XSP
Replies: 695
Views: 149298

tensin wrote:Yea. I'm pretty sure that the problem is with the import, not the original. The most common cause I've seen thusfar is when the scene file calls another scene file (that was the case with the Dralthi, which is now working).
Where is the new Dralthi? I can't seem to find it on the web page.
by rustybucket
Mon, 10. Jul 06, 15:41
Forum: X³: Reunion - Scripts and Modding
Topic: [PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007
Replies: 1093
Views: 218966

tensin wrote:Let me know if you need more examples of ships with working turrets in their original mods that then fail to function when exported (Nebulon-D, ISD, etc).
The front guns are not working on deadly's Draithi M3. It works well in the original mod, but fails when merged.
by rustybucket
Sat, 8. Jul 06, 02:21
Forum: X³: Reunion - Scripts and Modding
Topic: What is a weapon?
Replies: 3
Views: 1187

I always forget its name.
The alpha/beta pulse emitters
by rustybucket
Sat, 8. Jul 06, 00:27
Forum: X³: Reunion - Scripts and Modding
Topic: What is a weapon?
Replies: 3
Views: 1187

What is a weapon?

There seems to be a hard coded limit to the number of weapons objects available in X3. Which makes it hard to develop new weapon types for the game. I am wondering if we might impliment new weapons effects by combining a mix of the available weapons. E.g. create a weapons turret such, that by mounti...
by rustybucket
Fri, 30. Jun 06, 00:42
Forum: X³: Reunion - Scripts and Modding
Topic: Space is BIG
Replies: 30
Views: 2944

You could also add a new game dynamic and boost reality by greatly reducing the rate of acceleration. The only thing missing would be an AI piloting system that can help in figuring out the course vectoring. In play, you would have ships engaged in a 3d dog fight even as they continue to travel in a...
by rustybucket
Thu, 29. Jun 06, 20:23
Forum: X³: Reunion - Scripts and Modding
Topic: [PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007
Replies: 1093
Views: 218966

the latest version is 1.53
by rustybucket
Thu, 29. Jun 06, 19:08
Forum: X³: Reunion - Scripts and Modding
Topic: Specific ship requests... Open to all that want to have a go... :)
Replies: 10
Views: 1165

How about a real TL/mobile trade station. A ship with a large cargo hold that travels between sectors; but, once stopped within a sector it is managed as a trade station. Commercial traffic within the sector will detect its presence and dock. Your docking bay would contain player and non-player owne...
by rustybucket
Thu, 29. Jun 06, 18:45
Forum: X³: Reunion - Scripts and Modding
Topic: Space is BIG
Replies: 30
Views: 2944

Maybe the X-universe is actually sideways, so that up and down in the denizens' perspective is actually East and West. The possibilities are really quite endless when you open up the pandora's box of a 3-d universe. But real space is pretty flat on a large scale, and a 3-d universe map would be ins...
by rustybucket
Wed, 28. Jun 06, 20:37
Forum: X³: Reunion - Scripts and Modding
Topic: Space is BIG
Replies: 30
Views: 2944

Cycrow wrote:maybe u should wait for firelance, some of the sectors are going to be 2000km wide with stations spread out ;)
More then just spread out; I was hoping for a more logical grouping of stations. Something that forces you to explore the various geographic points.
by rustybucket
Wed, 28. Jun 06, 19:51
Forum: X³: Reunion - Scripts and Modding
Topic: Space is BIG
Replies: 30
Views: 2944

There would have to be a proportional increase in scanner range too, otherwise exploration would become a little tedious. The increased speeds would also probably make hitting enemy ships a lot harder too, unless there was a proportional increase in the various weapon "bullet" speeds. I don't know ...
by rustybucket
Wed, 28. Jun 06, 19:43
Forum: X³: Reunion - Scripts and Modding
Topic: Editing the mission profile
Replies: 4
Views: 609

afaik editting the games missions isn't possible (i am not sure) even if it was possible, i wouldn't recommend it, it would most likely have bad repurcusions I mention it because I accidentally managed to edit the profile a few days ago; and, figured that there must be a better way to do it. In my ...

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