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X-Tended Team

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Axeface

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  1. Axeface
    Axeface
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    If you experience bugs with turrets, read on. If not, ignore this post.

    I have applied a fix for a bug with turrets in the XTC AP Experimental version. But because the procedure to fix it requires deleting files, im not sure if the fix will work correctly for users. In case you do have issues, you can fix the problem like so...

    Just a reminder for anyone still playing XTC: AP Experimental version -
    There is an unfixed turret script bug, which prevents NPC ships from using their turrets properly.

    To fix that, go into your X3AP Folder with the installed XTC version.
    First go into the /addon/scripts folder and delete or rename all files beginning with "!turret."
    Then go back into the main folder, and then into the /scripts folder.
    Copy all files beginning with "!turret." from here into the /addon/scripts folder.

    This will fix the bug over time. If you want to accelerate it you can use the script "plugin.XTC.Cheat.Genocide" via the script editor to kill the races (and cause a respawn). Just make sure you don't target any of your own ship while executing this, as that will kill the player race.
  2. yogsothoth207
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    are there a cockpit mod compatible with this?
  3. yogsothoth207
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    Fresh install, started a new game auto dock, ship commands and autopilot doesn't work have to do things manually is this a bug or i just missed something?
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    Tried to reinstall the game and the mod it's fixed
  4. yogsothoth207
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    ...
  5. Really cool mod. Any scripts I can install that are compatible? Specifically to improving trader ai. 

    Ah, I found this post https://forum.egosoft.com/viewtopic.php?t=331351

    I hope that is applicable to my question. 

    As a side note, LOVE that you added documentation for weapon and ship stats. 

    Question about shields. In the documentation you state:
    Shield recharge rate = Shield Efficiency * Ship Generator * (some basic constant)
    Full ship generator output is used, when all (or most of all) shield slots are filled. This is "new" - in Vanilla X3TC/APship generator stat is useless, has no effect, because shields where misconfigured
    This seems to imply that the number of shields a ship can equip only serve to change the maximum battery while the rate of the ships shield regeneration is tied entirely to the ships shield generator multiplied by equipped shield efficiency types. 

    The Pirate Scorpion M4 has 2 shields with a 260 generator. 
    The Split Scorpion M4 has 3 shields with a 260 generator. 

    While it's obvious that the split version has more capacity, do they "heal" the shield capacity at different rates?
  6. X2return
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    Axeface ... Thank ... YOU ... SO ... MUCH ... for this files !!!
    I can't belive it - just 1 zip to extract into game directory - seems everything included. Really well done!

    I only started a game and cheated Map reveal and encyclopedia and what i found looks fine so far - didn't test gameplay yet but as i remember my last played months - i love the map and its expansion the most!

    Actually playing EMC4AP but when i'm done with that guess i'll start anotehr tour in the XTC-Universe.

    I can't repeat enouth times ... love u for this package!
    I will compare the files with an older german translation soon.
    Perhaps i can help you including this on some beautiful day.
    Greetings X2return
  7. JCB24
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    I *do not* recommend anyone use this mod.  It has a high chance of crashing at different points in the game, similar to what GROM452 posted below.  My game, after ~25 or so hours, has finally started crashing at the same time point.  Being in different sectors, staying docked or undocked, even being in a spacesuit instead of a ship has no effect on it.  It will force the X3AP.exe into a "Not Responding" state.

    I timed this by watching a ship I was salvaging and had sent to a Shipyard.  About a minute before it docks, the game goes unresponsive.  I can cancel it's order to dock, which has no effect.  I can create saves at different stations and at different times, then exit and reload those saves, and it still crashes at the same point - a minute before my salvage ship docks.  I even sent the ship to a different station and left it docked there.  Roughly at the same time point as usual - a locked up game.

    It is probably related to the sector expansion from XTC, which is uncontrollable from the player's perspective.  It is unrelated to codecs, overlays, system stability, heat, or any other mitigating factors, all of which I have ruled out.

    Save yourself the heartache of an unrecoverable game and dozens of lost hours - choose individual mods for AP, or another Verified mod package.  This one isn't it.
    1. Axeface
      Axeface
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      Thank you for your helpful comment, it really brightened my day.
    2. iHaku
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      This was the case in the terran conflict version aswell. save often, have many savegame slots. its not related to a specific point in the game, but a certain event, which after many hours i havent manage to figure out what it is yet. playing around with the destroy sectors command i managed to narrow down the sector that it happens in once, but that was it.

      going back far enough however, makes it not happen. i suspect that this is related to some AI script or a certain ship spawning that isnt supposed to spawn somewhere in the galaxy, and not part of the expansion (this bug happened to me in very deep playtroughs way after all gates have opened already. when it happens, i either go back far enough or i destroy sectors till i find the offending one. its a headache but i can deal with it if the file warrants it)
  8. kreskovagheorghe
    kreskovagheorghe
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    I've noticed that there is some text missing when running this mod:

    https://i.imgur.com/1q5lHst.png

    It's mostly on the launcher itself, I haven't seen it anywhere else, but just started playing.
    I am also not 100% sure if this affect settings, for me the quality kinda looks the same.
  9. shrikeexitium
    shrikeexitium
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    Thank you so much for making this. Finding all the component files in 2022 is a pain in the ass; this make it effortless. You're a rockstar!
  10. Rydanovich
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    Tried for five hours, couldn't get anywhere. Trading for 400 credits a run between solar plants and refineries leaving me with weeks of monotony before I can do anything with the capital. Tried hunting pirates, everyone has shields that take thousands of shots to get through and will evaporate me in fractions of a second, assuming I ever get within range of their 400m/s ships while I drag my self at 100m/s. Tried missions, either paying me 800 credits to haul twice my max cargo in crap from corners of the galaxy or they want me to try and dogfight with twenty ships for 4,000. On the rare occasion I found one I could finish, great. Cool. I just need to do that fifty more times and I can do something.

    So what now? Just walk between stations for a week and hope I don't eat my gun before I make progress?
    1. tombyang
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      One thing you can try is fly around to border sectors and see if ships have bailed. That can be an easy source of early credits, as even the cheapest fighters can net you 100k or so. Some missions also ask you to return abandoned ships, and those can be an easy source of credits as well.
    2. tombyang
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      Dupe response
    3. Axeface
      Axeface
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      Thats what I usually do. And Rydanovich, late reply admittedly, but yes getting off the ground is hard by design in xtc - have you experimented with the difficulty settings this mod provides?
  11. tombyang
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    Hey folks, having some issues with the Commercial Agent… the option doesn’t come up for me.

    I’ve got navigation and trade 1 and 2 (and even 3) installed, homebase set. Also have other extensions added just in case. Ship is docked at my station (power plant), but in the trade menu there just isn’t any option to ‘start commercial agent’ or the like. Is this something specific to the XTC mod?

    Thanks for any insight!