X3 Terran Conflict Scripts
This script adds a new hotkey and a new command to the game, which allow a ships to jump to Jump Gates, Jump Beacons, very large ships and under certain conditions, an arbitrary position in space.
Jump to navigationJump to searchX3: Terran Conflict | |
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Developer(s) | Egosoft |
Publisher(s) | Deep Silver Interactive Gaming Software (US) |
Series | X |
Engine | X3 Reality |
Platform(s) | Microsoft Windows, Mac OS X, Linux |
Release | 16 October 2008 (EU)[1] 25 December 2008 (RU) 7 April 2009 (US)[2] |
Genre(s) | Space trading and combat simulator |
Mode(s) | Single-player |
X3: Terran Conflict (Usually shortened to X3TC and trademarked as X3: Terran Conflict), is a space trading and combat simulator from German developer Egosoft and is the culmination of their X series of computer games.[3] Described as a stand-alone game, based on X3: Reunion, it boasts new plot lines, features and assets. It was first released on October 2008 for the European market and Steam.
- 3Development
Gameplay[edit]
X3: Terran Conflict is a single player, first-person space-based simulator where the player can explore and expand in a constantly changing environment. The player can navigate their ship across numerous sectors owned by the various races (Argon, Boron, Split, Paranid, Teladi, Xenon, Kha'ak, Terran, Pirate and Yaki) which are connected through devices termed Jumpgates, allowing for large-scale travel in the game universe. The entire game universe holds thousands of persistent stations and ships, with a varying economy which the player is encouraged to take part in through trading, construction, and in some instances combat. The game is open-ended, and the player is free to explore and perform various tasks at will, unless a mission instructs otherwise. There are several alien races which the player can interact with, through these interactions shaping his relationship with the races, becoming either friend or foe. Some races are presented as a constant threat where friendship is not an option. Each race has a military presence across the universe and skirmishes can break out without the player's involvement.
The player is capable of acquiring many different types of property, such as ships, stations, and factories. Ships can be piloted manually in the first-person by the player, or can be ordered to perform various tasks on their own such as engaging in combat and trading. Ships can also be grouped together to form wings, where they attempt to perform a task assigned by the player together without the player needing to order them individually. The number of assets the player can own is not limited by the game. Types of ships range from small scout ships equipped with light weaponry and shielding to large capital ships with various capabilities, which can be used for offense, factory construction, ware production or other purposes.
Combat can range from dogfights between small ships to large fleet battles involving many ships, small to large alike. There are several classes of weapons available for use, such as beam weapons, energy projectiles, ammo-based projectiles which must be kept stocked with the appropriate ammunition, various types of missiles, as well as mines. Each ship is usually capable of equipping a wide array of weapons, usually limited by the constructing race and ship size.
Several space installations are available to be built by the player. They can include factories, trading stations, stationary weapon platforms, and more. The player can also build a Headquarters, capable of many different tasks ranging from ware storage to ship construction. Factories can be built basically anywhere in a sector, usually to provide income to the player through the sale of the wares it produces, or the production of wares directly for the player's use. Wares can be bought from stations for a certain cost, and be either sold at another station (ideally for a profit) or to be used by the player. Certain wares are required at each type of station to produce the stations product. As an example, crystals are required at Solar Power Plants to produce its product; energy cells. Basic wares such as minerals, food, and energy go through several stages of production at various factories to become more advanced products, such as weapons, satellites, and drones.
Both plot-driven and generic missions are offered and take place in the universe itself, usually with some kind of reward for the player. Local events may alter the player's experience of the mission. The majority of missions are not restrictive, and the player can perform normal activities after the mission has been accepted and may call upon any available property to help with the objective.
As the game progresses, many more features are made available, such as connecting multiple factories to share resources, and training marines to board capital ships.
Plot[edit]
Centuries before the events of X3: Terran Conflict, the Terrans built their own jumpgate technology, which accidentally connected to an abandoned network of alien jumpgates. They colonized many uninhabited worlds, using robotic spacecraft called Terraformers to make planets suitable for human life. A software error caused the Terraformers to malfunction and they rampaged across the colonies, re-terraforming planets, killing the inhabitants. During the last stand battle in Earth orbit, the Terraformers are drawn back through the jumpgate, which is self-destructed behind them, cutting Earth from the gate network. A small group of humans who led the Terraformers away continued to become the Argon race and the Terraformers evolved into the Xenon.
The player can play the role of many characters. If an alien is chosen as a character, the player must perform an additional mission to gain access to the Solar System. After the events of X3: Reunion, the Solar System is again connected to the gate network, albeit with different sectors and alien life present. The Terran race are far ahead of the other races technologically, but remain cautious almost to the point of xenophobia. Some Terrans begin to integrate with the commonwealth sectors and a dialogue forms between governments.
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During a routine patrol in the Solar System, the player is called to battle in the Neptune system where Xenon are attacking. Using special beacons, they were able to jump deep into the Solar System without use of a jumpgate. During the battle, a small drone steals information from a Terran station and delivers it to an Argon ship in the Pluto sector which uses a jumpdrive to escape the Solar System. The player is tasked with investigating the odd activity of the Xenon who appear to be under influence of the unknown character.
The Xenon and pirate factions are found to be coordinating attacks to raid ships for valuable resources. New ships begin to appear which resemble the original form of Terraformers, attacking ships of the Boron race. The player aids the delivery of Terraformer wreckage to Terran scientists who deduce that these ships are remakes based on commonwealth technology.
Captain Robert Pearle, an undercover Terran operative has valuable information about the origin of these Terraformer ships but he has been discovered and arrested by Argon forces. The player meets up with fellow Terran agent Patricia Heywood to rescue Pearle from an Argon military sector. When Pearle has recovered, he accompanies the player on a mission to Split space where the Terraformers are rumoured to be built. A makeshift mobile factory is discovered and captured by Terran forces and several Split scientists are captured. Under interrogation, one of the scientists mentions the name, Aldrin.
Aldrin was a colony of the Terrans; established before the Terraformer war. The colonists managed to shut down their jumpgate and safeguard their Terraformers from the software error. Aldrin was presumed lost during the war. A scientist from the original Terraformer project, named Martin Winters, had survived the centuries by cryogenically freezing himself in deep space. He rediscovered the existence of Aldrin and set to work to recreate the Terraformer project using the preserved Terraformers in that sector.
The Terrans launch an offensive by reverse engineering a jump beacon to jump a fleet to Aldrin. They find a Terraformer CPU ship under control of Winters, and the Aldrin people suppressed due to Winters influence on the Terraformers. A fleet of Xenon ships joins the battle against the Terrans, defending Winters. A boarding party successfully takes control of the CPU ship and Winters again makes an escape. The player is tasked with escorting Aldrin dignitaries to the Earth Torus, making the Earth sector open to the player. Four additional plot lines are available for the player to pursue. Each is fully voiced and unlocks several unique features and assets.
Development[edit]
X3: Terran Conflict is a standalone expansion of X3: Reunion, based in the same universe and using the same engine. X3: Reunion had several popular fan made mods, the most popular of which was named The X-Tended Mod. The Mod was created by a team of artists, musicians and modders and added new content and functionality to the game. XTM received attention from Egosoft who interviewed members of the team and hosted the mod for future downloads.[4]X3: Terran Conflict has several assets used by the XTM mod and several members of the XTM team worked closely with Egosoft to develop the game.
Following the announcement of the game, several screen-shots and videos were made available, showing game-play, new features and content. A teaser trailer for X3: Terran Conflict was made available one month after the game was announced.[5] It featured several new ships, stations, weapon systems and graphical effects. Terran ships, which were first seen in X3: Reunion's finale, made an appearance in this trailer.
A series of four informative gameplay videos were slowly released throughout the course of development. They were titled after each of the game's main gameplay premises; Trade, Fight, Build and Think. These videos featured a narrative introducing several new features in Terran Conflict. The first video, entitled Build was made available on 30 July 2008.[6] Focusing on station construction and player progression, this video reveals the existence of new stations and ship classes, as well as a new game-play feature to control large numbers of ships. This video confirms that the player headquarters, which was introduced in X3: Reunion version 2.0, is available in X3: Terran Conflict.
A developer blog was made available, documenting several experiences with the game development by several team members. An XTM and X3: Terran Conflict developer Bobby Wilkinson, known in the X3 community as Syklon, was the first to post, detailing some new aspects of the game.[7]
Release[edit]
The game was announced as having gone gold on 10 September 2008.[8] The release was then pushed back twice due to production delays, finally falling on 17 October 2008; two weeks after the initial release date of 3 October.[9][10]
Some copies of Terran Conflict had become available several days before the release date. The Steam version was activated on the 16th, to coincide with the release of the first update. The release version was 1.0.1. Egosoft later confirmed that a shipping error had caused this.[11]
X3: Terran Conflict Version 2.0 was released in North America on 7 April 2009. X³-Gold, the bundle pack containing X3: Terran Conflict 2.0 and X3: Reunion 2.5 was released on 9 April 2009.
Updates[edit]
X3 Terran Conflict Scripts List
The first update for X3: Terran Conflict brought many improvements, on 16 October 2008 Egosoft released the first patch for the game. A whole new mission to scan for valuable asteroids, enabled mouse control in external view mode, when a target is lost, the nearest enemy is targeted automatically, improved boarding crew functionality, various improvements in the user interface as well as several other improvements and fixes.[12][13] Version 1.2 was available to Steam users as soon as the game was activated whereas several DVD users played with version 1.0.1 for several days before the update was available. The update added a new mission, improved several features and fixed various issues. On 4 December 2008, Egosoft released a second patch, updating the game to version 1.3[14] and on 22 December 2008, they released a third patch, updating the game to version 1.4.
It was announced from Egosoft an open beta, on 19 January 2009, for version 2.0 of Terran Conflict, which was available to forum members who have volunteered to be part of the 'Developer Network'.[15] 2.0 contains 'a whole new mission, new stations and new sectors'. It was made available for download 3 April 2009.[16] Due to a packing error, 2.0a was made available shortly after initial release to fix a problem, on 10 June 2009, they released the sixth patch, updating the game to version 2.1.[17] and on 14 October 2009, it was a seventh patch released, updating the game to version 2.5. This patch along with numerous fixes and improvements removed the Tagès copy protection.[18]
Egosoft has released an eighth patch on 27 April 2010, updating the game to version 2.6. This patch introduced achievements with the steam client. Before release of 2.6, Valve enabled X3: Terran Conflict DVD users to register their game on steam so they could also use the achievement system. 2.6 also brought numerous fixes and improvements.[19] After this eight patch, released Egosoft on 2 June 2010 the ninth patch and it updating the game to version 2.7.[20] This was followed on 17 June 2010 by the patch version 2.7.1, fixing several minor issues.[21]
Egosoft released the tenth patch on 7 October 2010, updating the game to version 3.0.[22] It brings a new plot mission called 'Balance of Power', which was specially developed as a feature for the X Superbox. Also featured in the update is a reward for the Operation Final Fury plot. Update 3.0 also features the Dead-is-Dead gameplay mode for X3: Terran Conflict which is only available to players who play through the Steam client.
A further update:[23] was released on 12 April 2011 for the Windows version, And on 24 March 2011 for the Mac OS X version.A last update was released on April 19th adding controller support and providing bugfixes.[24]
Digital rights management[edit]
Until the removal of digital rights management in the 2.5 update, X3: Terran Conflict used Tagès as copy prevention. For the DVD versions of the game, the DVD was required to be in the drive to start the game. For online distribution version of the game, including Steam, the number of installations was limited to 5 machines. More activations were available by contacting either Egosoft or Valve.
Reception[edit]
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On release, X3 Terran Conflict was generally well received by critics, and scored very well on review aggregator websites,[25] including a 73/100 on Metacritic,[26] a 76.63% on GameRankings,[25]
Allgame awarded it 3.5 out of 5 and said 'X3: Terran Conflict continues German developer EgoSoft's long-running series of space combat games in which players fight, manage an intergalactic corporation, and explore the X Universe in an attempt to return home to Earth',[27]IGN reviewed it and gave 8 out of 10 possible points.[28]
IGN's Gord Goble on X3: Terran Conflict[31]
Gord Goble's review also spoke well of the game's content, simultaneously praising the gameplay and the depiction of the life of an entrepreneurial spaceman.[31] The game received a B- rating from GameShark, with writer Dave VanDyk saying 'Why do we keep coming back to the same game, over and over again? Because it's just that addictive. Broken, but still addictive'.[29] Criticism included slow frame rate on high settings, high learning curve, inconvenient controls, lack of multiplayer, bad voice acting, and poor story, although the critics mention that the severity of most of the frustrations were noticeably reduced when compared to previous games of the X series.[31]
See also[edit]
References[edit]
- ^'NEWS - GOLD! X3: Terran Conflict has gone gold!'. Egosoft's Forum. 10 September 2008. Retrieved 11 September 2008.
- ^''X3: Terran Conflict 2.0 - The Aldrin Missions' Announced for US'. WorthPlaying.com. 17 February 2009. Retrieved 18 February 2009.
- ^Purchese, Rob (4 February 2008). 'Deep Silver reveals X3: Terran Conflict'. EuroGamer. Eurogamer. Retrieved 5 February 2008.
- ^'NEWS: XTM .7a now available for free download from Egosoft'. Egosoft's forum. 14 June 2007. Retrieved 17 October 2008.
- ^'First X3TC Teaser Video released'. Egosoft's Forum. 3 May 2008. Retrieved 3 August 2008.
- ^'X3:TC 'Build' Video'. Egosoft's forum. 30 July 2008. Retrieved 17 October 2008.
- ^'XNews: Preview about X3: Terran Conflict'. Egosoft's Forum. 11 August 2008. Retrieved 11 August 2008.
- ^'NEWS - GOLD! X3: Terran Conflict has gone gold!'. Egosoft's forum. 10 September 2008. Retrieved 11 September 2008.
- ^'Egosoft September News Archive showing delay 1'. Egosoft. 18 September 2008. Retrieved 17 October 2008.
- ^'Egosoft October News Archive showing delay 2'. Egosoft. 2 October 2008. Retrieved 17 October 2008.
- ^'Terran Conflict Steam Group: Announcement 'Welcome to the Terran Conflict!''. Steam Community. 16 October 2008. Retrieved 27 October 2008.
- ^'X3: Terran Conflict v1.0.1 to v1.2 Incremental Patch'. GameSpot. 17 October 2008. Retrieved 31 January 2010.
- ^'Update 1.2 now available for X3: Terran Conflict'. Egosoft's Forum. 16 October 2008. Retrieved 17 October 2008.
- ^'NEWS: Update 1.3 for Terran Conflict and X-News'. Egosoft's Forum. 4 December 2008. Retrieved 4 December 2008.
- ^'Public Beta for X3TC 2.0 now available to Level 3 users'. Egosoft's Forum. 19 January 2009. Retrieved 20 January 2009.
- ^'X3: Terran Conflict - Update 2.0 is here! (UPDATED)'. Egosoft's Forum. 2 April 2009. Retrieved 25 April 2009.
- ^'X3: Terran Conflict 2.1 has arrived!'. Egosoft's Forum. 10 June 2009. Retrieved 10 June 2009.
- ^'X3: Terran Conflict 2.5 has arrived!'. Egosoft's Forum. 14 October 2009. Retrieved 19 October 2009.
- ^'X3: Terran Conflict Update 2.6 is here!'. Egosoft's Forum. 27 April 2010. Retrieved 27 April 2010.
- ^'X3: Terran Conflict Update 2.7 is here!'. Egosoft's Forum. 2 June 2010. Retrieved 2 June 2010.
- ^'X3: Terran Conflict Hotfix 2.7.1 now Available!'. Egosoft's Forum. 17 June 2010. Retrieved 19 June 2010.
- ^'X3: Terran Conflict 3.0 has arrived!'. Egosoft's Forum. 7 October 2010. Retrieved 8 October 2010.
- ^http://forum.egosoft.com/viewtopic.php?t=296699 X3: Terran Conflict 3.1
- ^'Steam Community :: Group Announcements :: X3: Terran Conflict'. steamcommunity.com. Retrieved 29 April 2017.
- ^ abc'X3: Terran Conflict for PC - GameRankings'. GameRankings. Retrieved 10 September 2010.
- ^ ab'X3: Terran Conflict (PC)'. Metacritic. Retrieved 16 November 2010.
- ^ abBrown, Christopher. 'X3: Terran Conflict - Overview - allgame'. Allgame. Retrieved 16 October 2010.
- ^ abGoble, Gord (29 October 2009). 'X3: Terran Conflict Review - PC Review at IGN:'. IGN. Retrieved 16 October 2010.
Conflict is only part of the adventure..
- ^ abVanDyk, Dave (13 May 2009). 'X3: Terran Conflict Review'. GameShark. Retrieved 16 October 2010.
Why do we keep coming back to the same game, over and over again? Because it's just that addictive. Broken, but still addictive.
- ^Lloyd, Bryon. 'X3: Terran Conflict'. GameVortex. Retrieved 16 October 2010.
I have heard it said that, Going out in a blaze of glory is still just going out. That may be true in life, but X3: Terran Conflict is doing just that.
- ^ abcGoble, Gord (29 October 2008). 'X3: Terran Conflict Review'. IGN. Retrieved 12 September 2010.
External links[edit]
- X3: Terran Conflict at MobyGames
- X3: Terran Conflict on IMDb
I offer this thread as a central place to discuss the issues in making these scripts compatible - instead of having partial discussions scattered over multiple threads. Apparently the issue is that the fix that Lucike provided for XTC1.2 no longer works in XTC 2.0 - there is now a single command slot used by two different commands. Proposed alternative fixes can be found on the Egosoft Forum XTC 2.0 compatibility thread at and on the XTC 1.2 compatibility thread here at (bottom of page - post 270) UPDATE Two ready-packaged solutions are now available - CLS is covered in this thread (CLS + CAG is covered in this thread (I intend to install the Lucike scripts at some future date, but not in the immediate future.
I therefore have nothing to add in terms of personal experience, but would be interested in hearing the experience of others. Today I spend few hours searching for a solution of my problem and nothing. I've installed Commercial Agent, Commodity Logistics Software MK1 and MK2, Economy and Supply Trader scripts and I have problems with internal commodity logistics, because I can't select any consumer station (my stations are exeptions). I don't know if it is general issue. The rest seems to work just fine.
You should be using external logistics, and not internal? If your stations are exceptions (blacklisted you mean?) then that's why its not working. Hi, Both CAG's and CLS traders are working just fine for me in 2.0. They always were as I used part of the older 1.2 fix provided by Lucike. However, while working, they had overwritten a couple of XTC's commands and broken another script.
Applying the fix by vukica in the linked (above) Egsoft thread seemed to fix things for me. The missing commands returned and the broken one started working as it should. Hopefully we'll get something official soon either directly from Lucike, or via the XTC team. I firmly believe that Lucikies scripts, at least the trade & prospector ones, are ESSENTIAL for anyone who wants to run a factory. If they did not work, I'd simply not bother. Cheers, Scoob.
Prospector is working fine so far for me, i have six up and running. CODEA, running fine MEFOS, not yet tested CAG, working as intended CLS, never used it, might do so at one point or another EST, working as intended, why should i bother with ST/UT:D Basic Salary, working Military Transports, haven´t seen a racing TP yet, but i barely venture into argon sectors at the mom Complex Planner, working, even takes products of configurable fabs into account, only downside, you get one fab for free Dockware Manager, working Missile Defense Mosquito, active, but has yet to see combat for thorough testing Rescue and security service, not tested S!
I only installed the trader 3 scripts. Working very well sovar however i noticed CAG can be a real bitch sometimes.
I set up one complex in Atropos IV and CAG didnt work there and gave no hint why. What i read sofar this can be caused by a hidden hostile ship somewhere in sector tho i couldnt find any. So after trying and searching allot i just moved the complete complex to the next Teladi sector and there CAG suddenly worked like a charm right away. Check your message log, usually if there is an enemy present, even one you can't see, the CAG agent will send you a message.
You could also try restarting the CAG, that will get it working again. Actually, I find that CAG's rarely send a message if there's hostiles about. Though, invariably, manually checking their destination sectors shows that there are hostiles present. I'm unsure of the rules of exactly when we get a log book entry about such things, but while the reaction to hostiles works, the messaging is intermittant at best. Their behaviour can be odd, i.e. They've sold/bought their target ware in the target sector, then a hostile appears in that sector. A promoted CAG could easily jump back and be in no danger, yet it will still wait at the station.
Adobe acrobat 6.0 professional free download filehippo. It seems while they know a hostile is present, they have no idea as to it's proximity and the real threat present against a jump drive equipped trader. Their behaviour can be odd, i.e. They've sold/bought their target ware in the target sector, then a hostile appears in that sector. A promoted CAG could easily jump back and be in no danger, yet it will still wait at the station.
It seems while they know a hostile is present, they have no idea as to it's proximity and the real threat present against a jump drive equipped trader. Just because they have a jump drive equipped, doesn't mean they'll use it. Can't be sure on the ranks, but I know its a fairly high rank for them to use the Jump Drive, then there is all sorts of rules set in their settings on when they can/can't use it. Although I don't ever recall CAG ever using the JD unless their attacked, and that's in vanilla. To be honest I've not really noticed anything odd about their behavior. I do get messages about hostiles now and again, but I've not noticed anything that could be explained as odd behavior due to XTC. Its a fairly high rank for them to use the Jump Drive Yes, it takes some experience for them in order to use JD.
For me once they reached that rank they use it for every movement between sectors (i have allowed them to jump even to the adjacent sector due to the size of the sectors in XTC and low speed for the haulers). I dunno how they react when enemies are preset however. I only know that i once lost a CAG pilot to some pirate m3, idk how that happened but since then everything works well.
One thing i cant seem to manage is to activate EST (i know its offtopic but still, worth mentioning). Every time i activate the guy he just sits on standby. Idk what else to do, the settings for the EST have been set properly as far as i know. So now im using sector/universe traders sadly. Yes, they need to be Trader or higher to jump - I'm pretty good with my CAG's and the like:) EST's can be funny, but very useful. When low ranked, and not using Mk3 Trader Software, they start out only being able to trade ONE ware. This may sound a bit poor, but imagine if he's got a 5,000+ hold and is buying EC's for 12cr and selling for 19 - all automatically of course.
They have great potential. With the Mk3 Trade software, they work a little differently, however I usually use them without. Coming from the XRM mod that Mk3 software was so very expensive! Back to CAG's - they can sometimes exhibit odd behaviour and do silly things. The prime example is when they are attacked, have loads of EC's on board etc.
Yet decide to fly somewhere manually. There was (maybe still is) a glitch whereby they'd have plenty of EC's to jump to safety, yet would choose a sector out of range, this would then trigger them to fly manually to the nearest SPP. Still, I do genuinely consider CAG's a must have as they are far far better than vanilla trade scripts.by far:) Scoob. Yes, they need to be Trader or higher to jump - I'm pretty good with my CAG's and the like:) EST's can be funny, but very useful.
When low ranked, and not using Mk3 Trader Software, they start out only being able to trade ONE ware. This may sound a bit poor, but imagine if he's got a 5,000+ hold and is buying EC's for 12cr and selling for 19 - all automatically of course. They have great potential. With the Mk3 Trade software, they work a little differently, however I usually use them without. Coming from the XRM mod that Mk3 software was so very expensive! Back to CAG's - they can sometimes exhibit odd behaviour and do silly things. The prime example is when they are attacked, have loads of EC's on board etc.
Yet decide to fly somewhere manually. There was (maybe still is) a glitch whereby they'd have plenty of EC's to jump to safety, yet would choose a sector out of range, this would then trigger them to fly manually to the nearest SPP. Still, I do genuinely consider CAG's a must have as they are far far better than vanilla trade scripts.by far:) Scoob. I thoughts CAGs (as part of the bonus pack) didn't work with XTC. Also, is there a link to where everybody is downloading Lucike's scripts? Is this the right place?
(Those forums are blocked at work. Thoughts CAGs (as part of the bonus pack) didn't work with XTC.
Also, is there a link to where everybody is downloading Lucike's scripts? Is this the right place? Those forums are blocked at work.
Lucike's scripts from the bonus pack are ancient compared to the newer versions. I also suspect there are other aspects of the BP that can break things. That looks like the correct thread, ultimately it should link you to Lucike's site where they're hosted, if I remember correctly. Note: you DO need to apply the fix as detailed earlier.
You can have CAGs in XTC if you install Lucike's scripts. There was a post around here somewhere detailing how to make it work since some scripts of that pack cause some issues.
Let me look for it and ill update this post with the link. I am using CAG in my game and EST:) UPDATE: There you go, follow what Commander says and you should be fine: That's great news. So I go here: (Click) Then download the top zip, and bottom patch, then modify the patch files what what Commander produced, and install the whole thing? Or do I install the base script pack first and then do the rest? The instructions is all there.
Go here and see what scripts you like to install from Lucike (since his collection is all in german you will need to get the translation here in this thread) Download the script collection from that link and use that post to identify the scripts you want. Once you know what scripts you want from that collection, install them.
Follow then by installing the libraries (which can be found at the same link, second post). After that, install the x-tended compilance update from here without the t files (this is very important, do not install the T folder, only the script folder). Once you have done that, download the file comander-07 gave us and place that file in the t folder in your X3 installation folder and overwrite if asked.
Thats it, sadly there isnt an easier way. You will have to make do with this.
Important thing, install everything in that order. I don't suppose we can just get a zipfile to extract and call it done? Why the song and dance? Nope you cant. Because following your instructions, i ended up having faulty installations of lucikes scripts, im still lacking the language files. Well I dont know what to tell you, following those exact steps you should not have a problem. NOTE, I said leave the T folder only in the XTC 1.2 compilance!
Not the rest of the scripts. Install everything until you reach the XTC 1.2 compilance patch and then install ONLY the scripts. The T file you take from the link Comander-07 has given on the other thread which i copied here now: (http://www.thexuniverse.com/threads/23216-Pirate-start-FAQ?p=215106&viewfull=1#post215106). The instructions is all there. Go here and see what scripts you like to install from Lucike (since his collection is all in german you will need to get the translation here in this thread) Download the script collection from that link and use that post to identify the scripts you want. Once you know what scripts you want from that collection, install them. Follow then by installing the libraries (which can be found at the same link, second post).
After that, install the x-tended compilance update from here without the t files (this is very important, do not install the T folder, only the script folder). Once you have done that, download the file comander-07 gave us and place that file in the t folder in your X3 installation folder and overwrite if asked. Thats it, sadly there isnt an easier way. You will have to make do with this. Important thing, install everything in that order. Nope you cant.
Did all this. Lots of overwriting of the same set.ini file. I guess each specific script comes with its own copy and they all overwrite each other as they go in. Fingers crossed. My install of Lucike's scripts went fine, though I do have two sets of binding options for Commercial Agents (CAGs), one of which is in yellow text in the interface menu, and another for ESTs, which seem to be the exact same thing. It was a bit confusing, given the above, and the CAGs sure seemed to be a LOT dumber than the official Egosoft CAGs. After about an hour of fiddling and testing, I finally managed to get all the CAGs for my station working correctly.
Five hours of SETA cheesing later, I woke up to 40 million more credits in my account. I can confirm that a Solar Power Plant L in Rhonkar's Hindsight absolutely prints money. I also have a Silicon Mine+Computer Plant M in Revolving Wreckage that is hilariously profitable with a mid-40s silicon yield asteroid.
I'm going to have to make a Computer Plant plex with my two Silicon Mines in Sirius II, but it seems that I'm going to need to tow them around before I can connect them, and I'm not sure how to go about the towing. The context was that the script would cause ships to fight in a group intelligently, eg a replacement for 'wings' - Commercial Agent makes no sense to me in this context, but they were calling it 'CAG' - and the only expansion that makes sense to me would be the 'combat air group' - my mistake? EDIT: apparently the correct expansion would be 'carrier air group' and that term went away in the 60s in favor of 'carrier air wing' @/URLdraeath (I dont know why they are calling it CAG but thats how its called. Yes, normally CAG stands for what you said but here, apparently, it doesnt. In the context of X3, CAG refers to Commercial Agent. It's the abbreviation of Commercial Agent that was widely adopted when Egosoft released the official X3TC bonus pack a number of years ago. If you guys came straight to XTC after finding X3TC, I wouldn't be surprised that you weren't familiar with it.
In the context of X3, CAG refers to Commercial Agent. It's the abbreviation of Commercial Agent that was widely adopted when Egosoft released the official X3TC bonus pack a number of years ago. If you guys came straight to XTC after finding X3TC, I wouldn't be surprised that you weren't familiar with it. Yes I know that, thats exactly what i was telling draetah.
I was also saying that i do not know why they chose to call commercial agent, CAG and not something else I've used CAG (commercial agent) since X3R. Oh and btw, EST aint same as CAG.
EST is an alternative to UT, in theory it works better than UT. EST stands for Economy and supply trader for those wondering and UT for Universe Traders. Yes I know that, thats exactly what i was telling draetah. I was also saying that i do not know why they chose to call commercial agent, CAG and not something else I've used CAG (commercial agent) since X3R. Oh and btw, EST aint same as CAG. EST is an alternative to UT, in theory it works better than UT.
EST stands for Economy and supply trader for those wondering and UT for Universe Traders. Since Egosoft is based in Germany, I doubt that they're familiar with US military acronyms. If I activate the EST script on a UT, any idea if the EST retain the UT's rank and abilities? @draeath (I'm in a good mood today, here is a repacking of CLS and CAG, libraries and the patched tfiles (sorry, only for english, I've not looked into patching the 49s). For the record I also found a mad circling trail of posts and shakey instructions, none of which was clear. Only found the answer because I'm reasonably experience in modding and scripting here.
Credit goes to @Turnus (for packing up the CLS, hope he doesn't mind me bolstering CAG into here too? Also to @Comander-07 (for the original patching. If you use cycrow's mod manager, the latest version lets you add archives and it unpacks it all nicely for you. Makes it easier to remove after. @draeath (I'm in a good mood today, here is a repacking of CLS and CAG, libraries and the patched tfiles (sorry, only for english, I've not looked into patching the 49s). For the record I also found a mad circling trail of posts and shakey instructions, none of which was clear. Only found the answer because I'm reasonably experience in modding and scripting here.
Credit goes to @Turnus (for packing up the CLS, hope he doesn't mind me bolstering CAG into here too? Also to @Comander-07 (for the original patching. If you use cycrow's mod manager, the latest version lets you add archives and it unpacks it all nicely for you. Makes it easier to remove after. Don't mind at all. Draeath be carefull not to overwrite the 7213-L044.xml as that is the fix (I don't know if each of his scripts have a copy of it or if it was a CLS exclusive. (Think I'll post up a copy of it just incase someone overwrites the fixed file).
Turnus I checked quickly, it seems that it is a shared file, so the updated file (in there) works for both. I took out the german lang file you left in though since that doesn't contain the fix.
IIRC if a lang resource is missing it will use another alternative, and I assume the German speakers would prefer English text to a broken game. I'm using it myself atm, looks like smooth sailing so far I see so the xml fix is for the library not the script? Well it still won't hurt to keep the xml up, curious minds and all that. @draeath (I'm in a good mood today, here is a repacking of CLS and CAG, libraries and the patched tfiles (sorry, only for english, I've not looked into patching the 49s). For the record I also found a mad circling trail of posts and shakey instructions, none of which was clear. Only found the answer because I'm reasonably experience in modding and scripting here.
Credit goes to @Turnus (for packing up the CLS, hope he doesn't mind me bolstering CAG into here too? Also to @Comander-07 (for the original patching. If you use cycrow's mod manager, the latest version lets you add archives and it unpacks it all nicely for you. Makes it easier to remove after. Can I just confirm? - If I have a fresh install of to XTM2.0 (no scripts currently installed) and I extract the contents of that zip file to the appropriate places then fully 2.0 compatible CAG and CLS will then be installed?
-^^^^^ Sorry for clarification request but the trying to work all this out is a maze of about 6 different threads over 2 forums! EDIT it's XTC!!!
For archpriest Paranidia's sake!:D. @Bishop149 (That's the plan yes. I can't guarantee 100% compatible, but as far as we see there are no missing references, no overlapping resources or IDs and it seems to be working for me well enough. It may be easier to use Cycrow's installer. It supports adding archives too which isn't much more than a case of it extracting, but it means if you ever want to uninstall it it is much easier.
At the end of the day it's just a zip with the files in the right folders. All I did was extract the CLS, get the CAG script, get the fixed text resource, and put it back together in a zip. Oh, and you owe me 30% of all profits made EDIT tsk tsk. Black on blue is even sneakier than small print!
Hello everyone. And onto my first post here About CODEA I dont know if its just me being stupid. But to me it seems that i cant assign ships on my Pleco wich have Fight command Software MK1 preinstallled to the battlegroups (Interceptor/fighter). In the Commodre hangar they appear but not in the others. Since every other equipment is the same i asume the error lies there Bought 2 Barracuda which have those preinstalled. 2 bailed m4 do work where the MK1 is not displayed as preinstallled Well i hope its not again just me being unable to use CODEA:P if so. Please enlighten me^^.
If your fighter fright shows Fight C S MkII it probably has MkI aswell. I had a little issue with a few bailed ships, despite the fact they were equiped properly, codea simply refused to recognize them. So i sold them out. Every single figher bought in the shipyard works for me. You need fight command software Mk I Mk II nav software and a pilot with recruit rank. I also install docking computer and duplex scanner.
Dont forget that figher must have at least 1 weapon installed. U cant have SETA, googles, boost extension installed on fighter or codea wont recognize them. Hi all, just returning to X3TC after finding out that XTM has just came out with a latest version.
First off, thanks Loriel for making a ready-packaged solution. From what I understand, since that already contains all the fixes and whatnot needed to make Lucike's scripts work, would I be able to just install one of those (say the CAG + CLS one) and then install EST and the EST portion will work? Don't thank me - I just started this thread to collect comments on how everybody found the various fixes worked. Credit should go to Turnus and Tritous for their packages and Comander-07 for the original fix. Haven't tried it myself, but that should work. It's possible that EST overwrites the fix, so you might need to install EST first, then the fixed CAG/CLS package. Loriel PS To avoid confusion, this is XTC, not XTM which was the corresponding mod for X3 Reunion.
I'm hoping this might be a good place to ask. Had a 'red' install, with Lucikes and a couple other mods. But everything seemed to work perfectly.
But it annoyed me.so fresh install, used this CAG/CLS set and added the other mods and now I have a 'green' install.one problem. Now the AI won't recognize integrated jumpdrives (on my TL's so far). I can jump as a pilot, but I can't make them jump no matter what command I use, and they are all still there (including the 'ship tools' scripts). Is there anything part of this set that would disrupt this?
Tried duping the ships, remove/install jumpdrive (won't let me remove.which makes sense), buying new ones.pretending to exchange it.nothing tricks it. Tried some other ships and it appears to be true for all my integrated jumpdrives. Another thing that I don't know if is related or always this way. When I go to exchange freight from a TL and another ship, if the other ship doesn't have a jumpdrive.it doesn't appear on the trade list (this I assume was always like this.) However if the other ship does have a jumpdrive, it appears on the list and each will say '1'. However if you highlight the jumpdrive as if to do a trade the.?progress bar? (I guess I'll call it) will show the TL having 0 and the other ship having 1, but not able to shift the bar. This makes sense since you shouldn't be able to put two on the TL, but I'm wondering if the jump script for the AI is seeing this '0' instead of, well, however else it's flagged in the game.
The game obviously knows it's there, it lets me use it and lets me set the auto/emergency jump settings.even though the AI doesn't use it. Edit: Something is pointing to the default install. I've gone to a few new sectors and I think I am hearing old (vanilla) betty callouts. Like Xenon XXX in one of the races' sectors, and 'The Moon' I think in a Boron sector. These are called out immediately before and overlapped by the XTC sector name. Greetings, one hint for players who got problems with ideling ESTs and CAGs ect.(btw CAGs: germans do know US military terms and lucike is not from egosoft) try altering: show as enemy if enemy to me - to NO on that ships because there r many TS and M0s from hostile species traveling around which r escorted by some M3s and so they wont start.
Afaik those escorts wont attack normaly and the union pilots will jump away if attacked by someone no matter which color it has. Just enable emergency jump and shield strenght to 99% or something. To codea mefos. I play the space shanty scenario (bonehead pirate northeast of split), it seems at least argon, boron,aldrin and terran ranks r locked at a certain level. Afaik i need a good standing with argon to profit from the military transports which provide the personnel for codea and mefos. Since i cant raise my argon standing i will have difficulties gaining the personnel for codea and mefos. For mefos its no problems cause i intend to use mars anyway but running a codea carrier could be difficult.
Most m4 and m3 figthers have a built in booster wich is restriced by codea, is this not a problem too? And again I need to ask for help with the CAG's, sorry:( Has anyone noticed that problem and can maybe offer an solution to me? I played XTC for a while, and the CAG was just working fine. Now, I started a new game, and the CAG refuses to work. And I think I know why, but I don't understand why it's happening, I haven't changed anything in the installation, just started a new game: This is what happens: When I edit the ware list, and add a ware to the 'trade list', it is also being added to the black list. When I remove it from the black list, it also get's removed from the trade list. Obviously, those two lists are mixed together, because afaik it shouldn't be that way (i never used black list though).
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But the CAG only says 'standby' which is logic, because he has the goods on the blacklist. Any idea how to fix that, anyone ever noticed that? Thanks for helping:) (edit) never mind, the bitch is working now. I restored defaults, entered exactly the same as before (doublechecked it's the same) and now it works. Lists are not messed, seems to be normal. However, in that case I have no idea how some should add anything to the black list.