uiuiuiui wrote:am i the only one who hasproblems with that mod?
when i try to run it, all ships are only available at argon prime and their names are missing its: readtext blabla and so on...
how can i fix this?
Problem with readtext appears when the game can not find localisation files in folder T. There are only english and russian available in the mod at the moment. What language of X2 do you have?
Halconnen wrote:Would it be possible to add language files fr the other languages as well? It's no problem if it's the English one, but some file should be in there.
I added a German language file myself by unpacking, re-naming the 44****.pck/.xml and re-packing the mod, but I think not every German/French/whatever would like to do that by himself, methinks.
This will be done.
But it would be a grate deal if someone can actually translate english text 440100.xml to German/French/whatever, i.e. make a proper 490100.xml, 330100.xml, etc.
khabal wrote:The fact that they are available only at the Argon Shipyard in Argon Prime is not an error. This mod is still in the beta form so the new ships haven't been distributed around the universe yet.
That's true. Some ships are actually too sweet to put them for sale
We (me, RAider and a few other scripters) are making a number of missions for those ships considering them as a great prize to a player for successful completion of some complex mission/set of missions
asyikarea51 wrote:Well ShadowTek, that defeats my purpose one you combine both mods
Are there any blank ship slots left over even after running this?
I'm afraid there are not
RAider has already run out of available positions. And he has some ideas to add few nice M6s too... but no space even for them
I did some experiments with adding extra strings to TShips. The game
can see the ship added this way, in a script I can retrieve all the data of this new ship. But when I try to create this ship somewhere in sector, nothing happens
It must be something else in game engine that perform some odd check that prevents adding new ships
We'll need to contact Egosof on this matter but I'm afraid the situation is not going to change until next patch or addon
StarChaser wrote:Can someone explain the "lasers rebalance" part of (RA_rebalance081m).
Doesn't it mean that Raider enhanced the PPC's to make them more deadly? Or does it refer to more than just PPCs?
PPCs are the ones that haven't been changed
Most others have
Here is the table of specifications of all the guns in RA_rebalance081.
Most of guns have gained their refire rate and speed of their hits (charges). Now some classes of guns (PAC, IRE) become more suitable for shooting at small fast targets, while the other classes (HEPT, PPC) are good only against heavy ships. There are no more outsiders like APAC (it was weaker then GIRE). The energy consumption has also ben changed making the performance of ship generator is really important factor. For examle you can benefit from installation of GPACs on Nova since they use significantly less power then HEPT and they're more precise now (their hits flies 140% faster now).