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The manager SHOULD be able to open and process rars. I'll play around with it and unrar/rezip it up tomorrow. You can try the same, extract it directly to your install directory, or wait for me to get it working.
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# ? Jun 5, 2013 04:59 |
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# ? Jun 10, 2024 21:41 |
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Bhodi posted:Several of them or all of them? Are you sure you put them in the right place / used the manager program? You shouldn't need to change your pilot's name; scripts come with a file that marks your game as modified. Having to change the name was exactly what I meant by saying it was hard to figure out how to use Improved Races. You do have to do it, unless you know something I don't.
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# ? Jun 5, 2013 05:01 |
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As far as I know, using Thereshallbewings doesn't break anything, so it couldn't hurt to do it anyway just to make sure.
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# ? Jun 5, 2013 06:25 |
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The best missions are the station defense ones. You don't have to go anywhere and you get to shoot some stuff and they're basically impossible to fail (unless you die) because it's usually 5-10 fighters vs a station. If it's hard most of the time you can just run away and the NPC defense forces in the area will take care of it.
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# ? Jun 5, 2013 07:12 |
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MrBims posted:Having to change the name was exactly what I meant by saying it was hard to figure out how to use Improved Races. You do have to do it, unless you know something I don't. I haven't needed to do that. I just use the configure options in the Gameplay Artificial Life options.
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# ? Jun 5, 2013 15:11 |
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Lord Yod posted:This is what was hanging me up. Only problem I'm having now is getting the TIS archive to install. The plugin manager seems to have trouble with non-zip archives, so either extract it and remake it as a .zip, or just install the Universal Best Buys, which does most of the same stuff without the small fee of TIS.
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# ? Jun 5, 2013 15:17 |
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Pittsburgh Lambic posted:gently caress those missions. Seriously. Yeah these missions are bumming me out hard. I was spying on some guy for 3 sectors, staying perfectly within range. Then we jump into a Xenon sector and the dude waltzes right into the center because its the shortest path to the next gate. Strangely enough, they dont start hitting him until he's pretty much at the gate. When that last shot connects, instead of retreating into the jump gate, he turns around dances a little until he became space dust. Everything in this game, even the plot missions, seem incredibly easy to break especially when you specifically aren't trying to.
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# ? Jun 5, 2013 18:09 |
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I think I'm missing something with the SA script package. All of the archive list is in German and I can't tell which mods to use. Is there a translation list or function I'm missing in the installer?
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# ? Jun 5, 2013 18:54 |
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Does anyone have a good configuration for playing this game with a Saitek X52? I don't want to dogfight with a mouse and keyboard and the less time I spend having to map controls, the better I'll be. I've got their configuration manager software, so I'd rather use that; then, when I'm cruising around in a capital ship making beaucoup bucks, I can occasionally do keyboard and mouse when I don't have to do shooty business. Also, does anyone have a save game for Argon that puts you in right after doing the training mission? That thing drags on forever and I'd rather just skip having to do it for the seventieth time.
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# ? Jun 5, 2013 23:27 |
The Muffinlord posted:Does anyone have a good configuration for playing this game with a Saitek X52? I don't want to dogfight with a mouse and keyboard and the less time I spend having to map controls, the better I'll be. I've got their configuration manager software, so I'd rather use that; then, when I'm cruising around in a capital ship making beaucoup bucks, I can occasionally do keyboard and mouse when I don't have to do shooty business. I generally don't get all that far when I start these games up, so there might be some more advanced commands that are missing, but it's a potential place to start from.
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# ? Jun 6, 2013 00:21 |
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Luccion posted:I think I'm missing something with the SA script package. All of the archive list is in German and I can't tell which mods to use. Is there a translation list or function I'm missing in the installer? You can also just look inside the archive, under the uninstall directory; that also has the script name in english. Lord Yod posted:This is what was hanging me up. Only problem I'm having now is getting the TIS archive to install. Changed TIS to a zip from a rar in the archive, added a note about Thereshallbewings
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# ? Jun 6, 2013 00:45 |
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ImpactVector posted:I've got this one from TC that might work. The main idea is it's built around using the 3 modes for Trading (green, using the POV-hat to move around menus and stuff), Combat (red, uses a bunch of buttons for enemy targeting), and Exploration (orange, kind of a mix between the two). Thanks. I'll give it a shot.
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# ? Jun 6, 2013 02:13 |
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One thing that you should note in regard to controls is that X3 has always been good about pressing and holding a button for another command. It really lets you get more mileage out of a gamepad or joystick. For instance, when I hit one of the keys on my gamepad, it brings up the sector map. When I hold it, it brings up the universe map.
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# ? Jun 6, 2013 03:20 |
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Just found and claimed an abandoned Kha'ak Corvette, fully kitted out with Beta Kyon Emitters It was in the Unknown Sector west of Xenon Sector 534
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# ? Jun 6, 2013 04:19 |
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I'm not having much luck figuring out how wingmen work. I picked up a pirate nova raider and equipped it with weapons/shields/fight wares. I've set the wingman option in its command console to yes, and I've given it the command to protect my centaur. When I get into fights, it just flies around soaking up damage, but it doesn't retaliate at all, unless I give it the command to attack my target. Is there a way to set it up so it takes care of the annoying fast fuckers, while I take out the bigger ships? Or am I stuck constantly giving it a specific command to attack my target? Hell, at this point I'd just be happy if it attacked on its own without running off into a swarm of bad guys.
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# ? Jun 6, 2013 04:30 |
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Valency posted:I'm not having much luck figuring out how wingmen work. I picked up a pirate nova raider and equipped it with weapons/shields/fight wares. I've set the wingman option in its command console to yes, and I've given it the command to protect my centaur. When I get into fights, it just flies around soaking up damage, but it doesn't retaliate at all, unless I give it the command to attack my target. Is there a way to set it up so it takes care of the annoying fast fuckers, while I take out the bigger ships? Or am I stuck constantly giving it a specific command to attack my target? Hell, at this point I'd just be happy if it attacked on its own without running off into a swarm of bad guys. Protect means it will attack any enemies that fire at and hit the ship its set to protect. There is an attack enemies command you can use but be wary as it will attack any ship thats red to you, including police. As far as I can tell wingmen are not much use except for distractions if you dont have many of them. CODEA might have something that makes all this behaivour much better. But even with 200 hours in this game I have not bothered learning how to use it.
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# ? Jun 6, 2013 11:57 |
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Nomikos posted:Just found and claimed an abandoned Kha'ak Corvette, fully kitted out with Beta Kyon Emitters Are kyon emitters worthwhile now? Last I tried in Reunion they were terrible for player ship, somehow not doing nearly as much damage as they did on AI khaaks
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# ? Jun 6, 2013 13:52 |
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Nomikos posted:Just found and claimed an abandoned Kha'ak Corvette, fully kitted out with Beta Kyon Emitters Yes, the mass Beta Kyon Emitters on the corvette destroy M3 and below almost instantly out to about 2.5km when you autoaim with boresight fire. It's pretty funny. It's a lot less effective when being AI piloted, unfortunately. The CODEA wingman thing is where you set up ships as 'escort' and enable 'escort the commodore' in the CODEA options, and when you're in system 2 fighters are assigned to you. I never used it, because in general M3s get destroyed when you're piloting in the thick of enemies in your M6. Bhodi fucked around with this message at 00:15 on Jun 7, 2013 |
# ? Jun 7, 2013 00:12 |
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So thanks to the aid of this thread I've got this game going and the various mods installed and running. Now that MARS is working the turrets on my Centaur are automatically shooting at things, which is pretty rad. Since at this point I've only completed the 3 tutorial missions I guess I should go and build up enough starter cash to get an AI trader going? This game is pretty cool but the lack of structure has always made it really difficult to get into. Also from the FAQ in the OP I guess I should go and maybe capture some M3's? Is there a specific type that's good to look for or should I just go find some pirates? And what's a good method for doing this, the base weapons on my Centaur destroy most things in a couple of hits so it's somewhat counterproductive. I picked up and installed a particle accelerator which seems to do minimal hull damage but the couple times I've tried it so for I couldn't get the pilot to bail. Edit: Also how do E-Cells work? Whenever I try to use my jumpdrive it says not enough energy, but any time I'm docked at a station with E-Cells in inventory it won't sell them to me.
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# ? Jun 7, 2013 00:38 |
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I was going to tell you to get an increased hull strength mod and then link to it, but I can't seem to find it and remember it being really hard to get in the first place. It's really useful if you use MARS or Smart Turret scripts because it's pretty lame when all the battles are over in .2 seconds and you can't even watch them from a distance because of it. If anyone is interested let me know and I'll scrounge around for it and throw it up somewhere. edit: you need to find a place that sells e-cells as a primary resource, if it's a secondary one you'll be fooled into thinking you can buy some when you can't, only sell
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# ? Jun 7, 2013 00:43 |
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Yeah, stop by a solar power plant or trade station that sells energy cells, and stock up there. If you want, you can also open up your own ship's command console (SHIFT-C) and set an automatic refueling quantity, so your ship autobuys energy cells whenever it docks at a station with energy available.
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# ? Jun 7, 2013 02:16 |
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Corvettes and transport class ships take 10 ecells per sector, frigates and larger take 20, M3 and below take 5 cells per hop. If they're in your cargo it'll just automatically use them. Do what Pittsburgh says, hit ctrl-c and set a refueling of 100 jump distance, dock at any solar power station and then forget about it. You probably don't need the increased hull strength mod; AP vastly increased most hulls of M6 and larger - the carrier and destroyer have around 10x the hull HP they used to. Getting ships to bail is relatively common but not something you actively hunt for; in the early game where you are, it's mostly a way to get extra money rather than ships that you'd actually want to pilot yourself. I wouldn't really pilot anything smaller than a M6, it's just not any fun dying to a bad luck missile. The best ships are either Aldrin (because of the speed), OTAS (for shielding and weapons) or unbuyable plot-specific ones like the Amon prototype that you get by completing missions. So basically, Solano, Spitfyre, Notus Hauler, Amon Prototype, Springblossom, Hyperion Vanguard. Kestrel is the best M5 until you unlock the starburst and arrow from the plot mission. Some of the split ships are good, mostly due to speed, for transport or frigate sizes. I use Mistral for TP, Drake for TP+, and a lot of people like the split frigates because one of them is a pocket carrier. Bhodi fucked around with this message at 04:03 on Jun 7, 2013 |
# ? Jun 7, 2013 03:57 |
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What are good missiles to use for what purposes? And is there a way to get a reliable supply of them other than building your own factory?
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# ? Jun 7, 2013 05:31 |
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Read the FAQ under missiles, and other than mosquito, no not really.
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# ? Jun 7, 2013 17:08 |
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Generally the good missiles in AP are the swarmer ones, such as the Wasp (for M4's and M5's) and the Typhoon (for M3's). The Tempest is a non-swarmer, but it's "smart" so it can retarget if the initial one is destroyed before it hits. Most of the dumbfire weapons are pretty useless with the notable exception of the Tornado, which is a swarm dumbfire system, but it's very rare with only one or two factories at start (Split only) Many of the Terran missiles are both swarm and retargeting, I believe.
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# ? Jun 7, 2013 17:14 |
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I stand by the Wraith missile. 51 km range, 175 m/s, heat seeking, proximity fuse, swarming goodness. It splits into 8 warheads that each do 125k damage, meaning only a couple is enough to destroy a capital ship. Anything that can't outrun it (not much at 175 m/s) dies, and if it can outrun it they better hope they stay well clear of the warheads because the proximity fuse means it'll explode if it makes a close pass and starts getting far away again. It's glorious overkill. Also they only take up 1 cargo space, same as a Mosquito. The wiki recommends using a Hyperion to launch them, since it can match the top speed of the missile volley and keep launching, causing a pretty wide area of destruction when 6-10 volleys finally hit home. Firestorm is also good, twice the range and 165 m/s but it doesn't swarm and it's an impact fuse. Might also detonate prematurely and destroy you if you're not using the mod that activates missile warheads once they are a safe distance away after being launched. For smaller targets I like Wasps or Thunderbolts. Moridin920 fucked around with this message at 17:43 on Jun 7, 2013 |
# ? Jun 7, 2013 17:20 |
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So how is that CODEA writeup/guide coming along? It sounds very interesting. I think I remember using it a long time ago, I think you could set fighter wings to patrol, and set the number of fighters in the patrol, and launch attack sorties or whatever. E: Also, anyone feel like starting up an IRC channel? It might help with people wanting to ask minor questions without bumping the thread, and things like that. Twenty Drunk Apes fucked around with this message at 23:58 on Jun 7, 2013 |
# ? Jun 7, 2013 20:18 |
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Moridin920 posted:I stand by the Wraith missile. With the missile rebalance of AP, Wraiths now take up 8 cargo space making them slightly less overpowered. Incidentally they also made the Shadow missile a non-swarmer and reduced the damage, so it's no longer the undisputed "I win" button either. Good changes IMO.
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# ? Jun 7, 2013 22:05 |
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I'm trying this game out at least one more time but I'm running into a problem with the mods. I downloaded the big pack and I'm a bit lost. Are the Lucike addons necessary because they add a lot? Also I'm getting compatibility errors with the speed boost and wares script (I downloaded the latter for the Detector mod included in the pack). Could someone help me with what is what and how important they are? I can't even install all of the recommended mods at this rate.
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# ? Jun 8, 2013 20:33 |
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What compatibility errors? What wares script? Lucike's scripts don't interact with either of the ones you mentioned. Are installing them through the plugin manager? Are you running any scripts you have previously installed? The reason I ask is I've never seen compatibility errors and I test-installed all the scripts from the package in the OP.
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# ? Jun 8, 2013 22:37 |
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I can confirm the same. I installed the package with the Plugin Manager, every script in it, plus two that were missing at the time, with no compatibility issues at all.
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# ? Jun 8, 2013 23:04 |
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Bhodi posted:What compatibility errors? What wares script? Lucike's scripts don't interact with either of the ones you mentioned. Are installing them through the plugin manager? Are you running any scripts you have previously installed? It was the speed boost package, using the plugin lite manager I get the "Not compatible with X3AP" so it won't get made. As for the Luicke I was just thinking that it may be a bit too much of a learning curve already in this game, but I'll install them.
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# ? Jun 8, 2013 23:09 |
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Is there a way to get a TS to automatically supply a TL with energy cells? I'm moving one of mine across the galaxy pretty often and having to constantly re enter the resupply command is getting annoying.
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# ? Jun 9, 2013 06:03 |
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Giggily posted:Is there a way to get a TS to automatically supply a TL with energy cells? I'm moving one of mine across the galaxy pretty often and having to constantly re enter the resupply command is getting annoying. http://forum.egosoft.com/viewtopic.php?t=274545 Hmmm, not sure, I don't know if transporter trade* works on ships oos. but thats not so important, Pilots, tired of the logistics of having to dock to trade? get transporter trade, get within transporter range of a station, bingo. *requires transporter, and plenty of salvage insurance, and the common sense to use them, because if you don't autosave when you dock.... well, work it out. fakedit: OOS supported. realedit: seems that it was ripped off from this, http://forum.egosoft.com/viewtopic.php?t=270669 which, to be honest, might be overkill if you just want to trade via transporter. I usually start as the ruffian, as its a little more challenging, but starts with a good M3, the mamba. staberind fucked around with this message at 10:49 on Jun 9, 2013 |
# ? Jun 9, 2013 07:52 |
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Ok, I think I got everything working now. Time to try this for the 30th time but this time ignoring the dumbass "Humble Merchant" start.
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# ? Jun 9, 2013 08:00 |
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I'm having some trouble with EST. I've got a Mistral set up with all the prerequisites listed in the OP, but the EST control in the Trade orders menu is still greyed out. I've tried undocking and redocking the Mistral with no results. Is there anything else I need to check to get this to work? I installed it from the modpack posted in the OP.
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# ? Jun 9, 2013 12:18 |
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Nope. If you followed the quoted guide it should work. Double-check your settings, the installed wares on your mistral and read the notes at the bottom. Start it while docked!
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# ? Jun 9, 2013 19:57 |
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Here's my Mistral's setup. I think I got everything. That's it docked to the left of shot there, in Argon Prime.
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# ? Jun 9, 2013 20:41 |
I've tried about six or seven of the "go kill <person>" missions. I haven't been able to actually kill the target before something else does even once. The worst was when I had the target down to a little under half hull when a missile streaks in from nowhere all "HAHAAHA, NO EASY MONEY FOR YOU, FUCKER."
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# ? Jun 9, 2013 21:45 |
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# ? Jun 10, 2024 21:41 |
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fatman1683 posted:
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# ? Jun 9, 2013 21:49 |