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It assumes that you are familiar with X3: Terran Conflict and its features, either through having played it or having read the manual. This Survival Guide tells you all you need to know about what is new and different in X3: Albion Prelude.
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Add option for whether to fill spawned ship docking slots.This Survival Guide is also available in PDF format from our Downloads section. Added ship equipment setting (minimal, standard, optimized) Increased sanity check limit on polling for playership creation from 10 to 20 seconds. Replaced the original ! with a new ! that X-Studio won't fail to load, and is therefore more likely to properly make the game modified so the script will load. Write a log file to support debugging reported menu no-shows: %USERPROFILE%\Documents\Egosoft\X3AP\log09051.txt. Fix a bug causing the menu not to appear at game start. Improve start sector selector temporary map reveal to account for sectors and objects already discovered. Add text files for DE, PL, CS, IT, ES, FR, RU with English strings. Add replicators to spawned ships when the Replication script is detected Add a jump beacon to spawned ships when the Beacon Jump script is detected Observe max fighter size that can dock and add an M6 if possible. Improved logic for populating carriers. Add a toggle for whether to scan asteroids Made Custom Start compatible with Terran Conflict To uninstall, delete those files, in particular those which the game will automatically load (!, ).Įdit : replaced outdated with working xdownloads link. Then start a new game and the menu should pop up. To install, copy the t\9051 file into the AP addon\t folder, while copying the scripts files into the addon\scripts folder. I've taken this a step further and added a menu, so I can achieve the most common things I tend to want (particular ship, salvage insurance, exploration) without having to edit scripts before starting a new game.

This way I can play through the game with script editor deactivated, without temptation being in my way. The idea is that the setup script will perform one-time changes at game start without having to activate the script editor to do it manually. I instead started creating custom setup scripts for my new game scenarios, which would run once at the start of a game. I find having the script editor enabled invariably spoils the game as temptation is always there to use it once its activated. Sometimes I simply want to avoid re-exploring the galaxy over again. Having played through many X games, I often prefer to start the game with a particular scenario in mind. This is to allow the menu to be popped up when the script editor is not enabled. Note: Games will automatically be flagged *modified* by the presence of the init script. The menu can be skipped without applying any changes and it cannot be opened again within that game. Money, salvage insurance, unfocused jumpdrive, player HQ, jump beacons This script will pop a one time menu when starting a new game, with options to customize:
