Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you want bugfixes and updates, use Xenon Hunt 2 instead of this mod!
Took a look at Xenon Hunt because of a complaint over at Marine Rebalance from someone having trouble capping a Xenon I. You might want to take a look at your md\Boarding.xml. No conflicts, but it looks like it might be a bit out of date.
@Rikku
It works for 3.51 but you can find slightly modified version here: http://www.filedropper.com/xenonhunt
@Dark-Chummer
I will look into tha the drone issue as soon as I can. But a K has no cargo hold and cannot take normal wares.
Bleibt das Problem mit dem transverrieren der Waren von Schiff zu Schiff.
Es ist nicht möglich einem Xenon K mittels einer Rahanas oder Tanaris Waren/Drohnen zu transverieren, da die besagten Schiffe (vermutlich auch andere) nicht richtig an der Xenon K andocken können. Sie hängen dann press an der Hülle und kommen halt nicht näher. Der Warenaustausch kommt dann nicht zustande.
Bitte behebe dieses Problem.
Ob ich eine Xenon K an einer GKS Werft mit Drohnen ausrüsten kann, werde ich gleich noch testen.
http://www.filedropper.com/xenonhunt
Can you think of any solution to this?
Thanks!
<position x="0" y="330" z="1800"/>
<quaternion qx="0" qy="0" qz="0" qw="1"/>
Values for the xenon k are below
@Atrocious
I can take care of the mod, if you want
Using the cap ship bridge mod kinda makes it an "interesting" experience when everything's upside down :p
Otherwise thanks for a great mod :)
<position x="0" y="0" z="700"/>
<quaternion qx="0" qy="0" qz="0" qw="1"/>
for a great view with the capship bridge mod.
But would you mind putting the docking bay on top/front of the xenon k?
This way, your mod would be much more enjoyable with the capital ship bridge mod.
Du bist der beste, funktioniert super
Und danke für den Link.xenonhunt_standart.rar
You're the best, works great
And thanks for the link.xenonhunt_standart.rar
Sorry for my bad English
Change text in ships.xml on this
<diff>
<!-- checked for 2.10 -->
<!-- make xenon capital ships capturable -->
<replace sel="//ships/ship[@id='xen_destroyer']/@capturable">true</replace>
<replace sel="//ships/ship[@id='xen_destroyer_xl']/@capturable">true</replace>
<!-- give them internal defenses -->
</diff>
Bitte ein Update für XR 3.20+
Please update for XR 03.20+
funktioniert nicht
1.XR-3.20 rc4
2.MOD: Xenon Hunt Version 1.02
.Ordner Gelöscht (md)+Boarding.xml < Gelöscht
.Ordner Gelöscht (libraries)+ships.xml < Gelöscht
funktioniert nicht
not working
1.XR-3.20 rc4
2.MOD: Xenon Hunt Version 1.02
.Deleted folder (md)+Boarding.xml < Deleted
.Deleted folder (libraries)+ships.xml < Deleted
not working
Unpack the mod. Delete the folder, md. Remove from the libraries folder, file ships.xml.
Mod works for version 3.2 rc4.
Please update for XR 03.20
Please update for XR 03.10
Danke
It also included 2x Dronebays...
For K everything works thou.
Does anyone else have the same issue?
I subscribed on it, then i launch game, it say "checking subscribes in workshop", then game is starting and... Nothing. It not appear in /extensions and nmm do not sees him... And i can't capture K/I ofc ,_,
Maybe with welding laser Mod ^^ :D
@suvorin: Xenon I does not have shields in the vanilla game. I did not add them, because they were not the focus of this mod. Egosofft will add shields to Xenon I probably in the next update though.
I mean, SERIOUSLY.
Sorry for sentences structure, eng isnt my native :D