Search found 314 matches

by rustybucket
Fri, 2. Jun 06, 04:27
Forum: X³: Reunion - Scripts and Modding
Topic: [PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007
Replies: 1093
Views: 221332

Cycrow, What happens if you run the shipcreator to build the mod, and then change/edit the base mod that is being used by the shipcreator? The next time you add another ship, will the program overwrite the base mod and shipcreator mod, or will it use the updated base mod and add the new ship files t...
by rustybucket
Fri, 2. Jun 06, 00:48
Forum: X³: Reunion - Scripts and Modding
Topic: [PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007
Replies: 1093
Views: 221332

not sure what the problem with DDRS is but i've run the shipcreator mod with DDRS and it works perfectly fine for me I ran the ship creator, selected the new SHIPCREATOR mod package, and was unable to load a save game (it would just CTD - saved game corrupt). Tried that with 2-3 different saves wit...
by rustybucket
Thu, 1. Jun 06, 05:00
Forum: X³: Reunion - Scripts and Modding
Topic: [PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007
Replies: 1093
Views: 221332

The reason I ask is that Deadly Da says that changing the numbers of guns in a turret can create savegame incompatibilities, prsumably resulting in freezes, ctd's. So Im wondering if ShipCreator has a found a way 'round this? I have tried using the ship creator with Deadly's mod and so far I have m...
by rustybucket
Wed, 24. May 06, 12:41
Forum: X³: Reunion - Scripts and Modding
Topic: A few things I would like to interject.
Replies: 12
Views: 2131

1 Enemies that are actual threats to the universe One of the basic weaknesses in the present game is that the AI is not really compatible with fleet tactics. We don't really have the ability to organize a group of ships around a tactical doctrine and then send them into a sector and say do it. The ...
by rustybucket
Tue, 23. May 06, 08:49
Forum: X³: Reunion - Scripts and Modding
Topic: M-1?
Replies: 16
Views: 2388

NOO!#@! we need the super assault juggernaught, holds 5000 fighters, 50 cruisers, 10 carriers, 5 battleships, has a massive beam weapon array 3000+ turrets, max speed of 1ms, jump drive (wouldn't fit through gates), can manufacture fighters,destroyers,drones, not to mention heavy nuclear seige weap...
by rustybucket
Sat, 20. May 06, 08:33
Forum: X³: Reunion - Scripts and Modding
Topic: Competition: Sector design
Replies: 22
Views: 3653

Here is my .02 Name: Unknown Enemy Core Sector Owner: Khaak Gates: President's End, Ore Belt, Unknown Enemy Sector Official Description: Charted from information obtained from captured Khaak warships; this sector was once a heavily populated mining and manufacturing sector for the Khaak. It is belie...
by rustybucket
Fri, 19. May 06, 15:43
Forum: X³: Reunion - Scripts and Modding
Topic: [idea] Aliens!!!!
Replies: 23
Views: 2054

It would be fun to encounter randomly generated ships assembled from a miscellaneous collection of standard parts, every once in a while. You can never be sure what these are, how they are armed, what they carry, how aggressive they may be, or on who's side they are on. One of these weird ships migh...
by rustybucket
Thu, 18. May 06, 03:02
Forum: X³: Reunion - Scripts and Modding
Topic: (LEVELED) - DDRS V2.5 with 55 custom ships and 6 custom shipyards
Replies: 4093
Views: 777578

Deadly,

Page 1 isn't coming up for me either; I am just getting a blank screen. Wierd.
by rustybucket
Wed, 17. May 06, 00:22
Forum: X³: Reunion - Scripts and Modding
Topic: Adding mods as patch : what comes after 09???
Replies: 32
Views: 2177

LV wrote:
SaintAshley wrote:Probally because he doenst know how to combine mods like rest of the 90% of this community.
looks like i'm part of the 10% then :)
That 10% must cover most of this community. :lol:
by rustybucket
Mon, 15. May 06, 20:43
Forum: X³: Reunion - Scripts and Modding
Topic: (LEVELED) - DDRS V2.5 with 55 custom ships and 6 custom shipyards
Replies: 4093
Views: 777578

Minor bug on 2.3.1:
Spoiler
Show
New Heavy Fighter has the wrong class of freight (m) and is unable to mount 125 shield.
by rustybucket
Fri, 12. May 06, 06:16
Forum: X³: Reunion - Scripts and Modding
Topic: (LEVELED) - DDRS V2.5 with 55 custom ships and 6 custom shipyards
Replies: 4093
Views: 777578

Deadly,

Excellent work! Your team is one of the reasons X3 lives on. I Will be looking forward to your new mod.

Thanks.
by rustybucket
Sun, 7. May 06, 11:19
Forum: X³: Reunion - Scripts and Modding
Topic: [WIP] XaiCorp. Automining *Betatesters required*
Replies: 54
Views: 11971

Heres a suggestion, Make it more real. if the roids are collected, its gone. don't respawn them.(helps to cut down the lag too) Then this shall be the script for us to clear out lag in certain sectors.. :) Good suggestion: my primary reason for mining is to try to improve the frame rate. There are ...
by rustybucket
Fri, 5. May 06, 15:12
Forum: X³: Reunion - Scripts and Modding
Topic: (LEVELED) - DDRS V2.5 with 55 custom ships and 6 custom shipyards
Replies: 4093
Views: 777578

Red Spot, I was thinking of the Battle off Samar (1944) with Sprague's taskforce Taffy III. A fleet of six US Escort carriers are surprised by the Japanese Center Force (4 battleships, 10 crusiers, 11 destroyers). The carriers are forced to flee, and their 7 destroyers (4 are only escort destroyers)...
by rustybucket
Fri, 5. May 06, 08:44
Forum: X³: Reunion - Scripts and Modding
Topic: (LEVELED) - DDRS V2.5 with 55 custom ships and 6 custom shipyards
Replies: 4093
Views: 777578

-- The M1/M2 capital ships are now reasonably spec'd in line with their Egosoft counterparts. Where they have more of something (like lasers), they will have less of something else (like hull strength). Deadly, Is it too late to add a new catagory of laser? Something massive that can only be fitted...
by rustybucket
Thu, 4. May 06, 07:40
Forum: X³: Reunion - Scripts and Modding
Topic: [MOD] Extended Complex Hub and Complex Node Bazaar [Updated 6/3/06]
Replies: 73
Views: 38543

Please note, that destroying the Hubs and Bazaars will de-complex all the stations that were in the complexes, so you will have to reconnect them. How durable is your mod? The standard in-game solution is very fragile; which doesn't make much sense to me. You would think that expensive industrial s...
by rustybucket
Tue, 2. May 06, 08:03
Forum: X³: Reunion - Scripts and Modding
Topic: Moon Base
Replies: 327
Views: 66993

How about a planetary base that you can install factories on? (yup, I have had one too many hub complex blow up on me.)
by rustybucket
Mon, 1. May 06, 04:50
Forum: X³: Reunion - Scripts and Modding
Topic: Moon Base
Replies: 327
Views: 66993

I just wanted to add the following to my previous coment:



COOL!
by rustybucket
Mon, 1. May 06, 04:42
Forum: X³: Reunion - Scripts and Modding
Topic: Moon Base
Replies: 327
Views: 66993

Don't forget to arm ot with one million high powered guns which are all to slow to effectively combat an m3; then leave a tiny door open, for no particular reason, with direct access to the main reactor core so we can blow the whole $$$$Mazzinga$$$$ dollar thing to bits with a single mosquito missil...
by rustybucket
Fri, 28. Apr 06, 23:34
Forum: X³: Reunion - Scripts and Modding
Topic: (LEVELED) - DDRS V2.5 with 55 custom ships and 6 custom shipyards
Replies: 4093
Views: 777578

I would like to see most ships equipped with front guns. Not only is combat more fun that way, but on larger ships it provides a useful mounting point for disrupters, tractor, and mobile mining equipment. Beside, it is still the best way to provoke a fight. The military transport should be given fro...
by rustybucket
Wed, 26. Apr 06, 19:13
Forum: X³: Reunion - Scripts and Modding
Topic: OK modders, scripters, and hackers the guantlet lays before you
Replies: 9
Views: 965

Re: ah, framerate...

I like the idea, but with all the turrets aiming, I think the framerate would take a major hit. It's already bad with a carrier and destroyer in an asteroid filled system. And I have a 4800 X2 with a 1900 XT and 2 gbs of RAM... It should be easier then having 4 M2s in a sector. The shadow ships are...

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