Mod : Apricot Gunbus Mod V3a AND Gunbus v3a for XTM

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apricotslice
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Post by apricotslice » Sat, 25. Mar 06, 14:33

al_main wrote:Yeah, thats what I meant by "changed its name and script name".
I didnt touch anything ! I swear they fixed themselves on their own !

I have had trouble keeping the new UT moving. It sits in one place cycling products, and half the time it doesnt seem to find anything to buy.

I wondered for a bit if the code was ignoring my cargo bay upgrade, but then it went off after some nostrop.

Its currently level 11. So I guess its still considered "stupid".

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apricotslice
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Post by apricotslice » Thu, 30. Mar 06, 04:16

Thankyou to everyone who helped with this, and for those who helped me with the Collect wares in sector command as well.

I've just zipped up both resulting scripts and Giskard has kindly hosted the zip for me so anyone can use them.

See the OP for download address.

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Post by Jakesnake5 » Thu, 30. Mar 06, 08:06

Nice EXPENSIVE UT. But will they use installed weapons to defend themselves?

I have several Merc UT's, and every now and then they'll want to deliver/pickup something from a fact/complex(npc) in Mi Ton's Refuge, usually by jumping to the north gate.

This is a bad place with Loom's next door spawning more pirates all the time. Of course, the ship comes under fire, launches drones and STILL tries to run to the fact that was its destination.

I eventually set a Centaur with enough bHEPT's to make a destroyer wince on a patrol around front of that gate. (OOS it just keeps kicking butt).

If I use a M6 UT, I want it to SHOOT the idiots that attacks it if it decides not to jump.

Alphalvr: try having the ship LOAD the missiles, I think i'll use them then.

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apricotslice
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Post by apricotslice » Thu, 30. Mar 06, 08:30

Jakesnake5 wrote:Nice EXPENSIVE UT. But will they use installed weapons to defend themselves?
At this point I'm not sure. It hasnt been shot at yet. Its loaded for bear, with 8 bpbe's and bpacs, with 3 gig sheilding so maybe the bad guys will leave it alone simply because its kick-a.se designed :)

Sure its expensive, but the mod also has a 20,000 cargo bay, so when it fills up with anything, it makes profitsssssssssss. It went from level 11 to 24 so quick I didnt realise it. Getting it to 10 was a real pain in the proverbial though because it exausted sales potential in a sector very quickly.

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Post by Hieronymos » Fri, 31. Mar 06, 20:56

Apricotslice, saw yr post in another thread mentioning yr 'M6 Merchant Cruiser' script. The creation of a ship of this capacity and power is something I'd been hoping would be created within the DDRS mod, which I'm rather partial to. And with 20,000 cargo, merchant "cruiser" seems an apt description. Does the script give all M6's 20k cargo?

And you mentioned 3Gj shielding. Does the script bump M6 shielding up to 3Gj, or is that just yr own personal variant?

And DO yr M6 UT's defend themselves like normal M6's?

If I wanted to use this script, but reduce M6 cargo space to a more modest 8k, how would I do it?....(Frankly, 20k seems a bit much, in play-balancing terms..)

And would the script conflict with the DDRS, which has 2 new M6 classes (and adds 2x 125Mj shields to almost all M6 types)???

An idea to complement yr 'M6 Merchant Cruiser' script would be to expand the script to enable an M6 UT the option to specialize trade in just high-end products, like high-tech and weapons--which seems consistent with the overall concept of the script, a specialty 'sherman tank' UT. Obviously, the Game programs AI traders as specialty traders--Tech, Weapons, 'Heavy Lifter", etc. Is that hard-coded?

Ideally, I'd love to see either a mod or an Egosoft upgrade offer a dedicated "Merchant Cruiser" ship, which I see as something that would be slightly inferior in OOS combat capabilities to an M6--i.e. less manoeverable, speed around 110 m/s, fewer + weaker forward guns--but with 3 or so double turrets, and perhaps somewhat stronger shields--like 1Gj, and around 8k cargo. With a price tag in the M6 range.

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al_main
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Post by al_main » Sat, 1. Apr 06, 00:38

I'm afraid scripts cant modify allowed shielding and the like.

The scripts simply add the commands.

I assume apricotslice runs his own personal mod to get the mention effects. Maybe if you ask nicely he'll let you have that but you'd be better off getting the modding/edditing tools (look in the sticky) and doing it however you want to.

Personally i'd alter the teladi osprey variants as only the standard osprey actually appears anyway (I think) and so it wouldnt effect any ships except your own.

AL

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Post by Hieronymos » Sat, 1. Apr 06, 03:04

Modify an Osprey variant, that's damn clever...as there are 3 of them, and one wouldn't be missed overmuch. Now I have to ask myself if I want to actually get fully entangled in modding another game...*sigh*

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Post by apricotslice » Sat, 1. Apr 06, 03:36

Hieronymos wrote:Apricotslice, saw yr post in another thread mentioning yr 'M6 Merchant Cruiser' script. The creation of a ship of this capacity and power is something I'd been hoping would be created within the DDRS mod, which I'm rather partial to. And with 20,000 cargo, merchant "cruiser" seems an apt description. Does the script give all M6's 20k cargo?
No, as al_main said, you need to mod to get the changes in the ship. But with the x3 editor its very easy to do once you understand what your doing.

The other thing to bear in mind is that once you change an exisitng ship in the game, every ship of that model will have the changes. So in my game, taking an assasination mission against an Argon target, flying an M6 with M6 escorts is going to be very very very difficult to complete. A Mammoth will be easy in comparison, the target simple but the escorts will be killers.

Idealy, you create a new ship, insert it into a shipyard, and buy it normally, but at this point, I dont have the scripting ability to do that.
And you mentioned 3Gj shielding. Does the script bump M6 shielding up to 3Gj, or is that just yr own personal variant?
My personal variant. It also carrys PBE's and PPC's. I like the BPE's, they area lethal gun with a slightly longer range.
And DO yr M6 UT's defend themselves like normal M6's?
I dont know yet. I only have 1 at UT level, and it simply hasnt been attacked yet ! I dont know if this is sheer luck, or the fact that no-one would dream of shooting at it.
If I wanted to use this script, but reduce M6 cargo space to a more modest 8k, how would I do it?....(Frankly, 20k seems a bit much, in play-balancing terms..)
I mainly put that much in, because I collect a lot of loot, and couldnt be bothered hassleing around with freighters. Besides, when you look at the actual size of the ship, 1500 cargo means that 50% of the volume of the ship is empty space. imo.

The mod is easy to do when you know how. I wish I knew how to get a new ship into the game. Then I'd do a mod which people could use.
And would the script conflict with the DDRS, which has 2 new M6 classes (and adds 2x 125Mj shields to almost all M6 types)???
Combining mods is something being discussed in scripting and modding forum at the moment.

I have actually been able to combine several mods, but only where they are not large. The DDRS mod is huge in comparison to most (I havent looked at the mod itself), so anything else would need to be added into that. It is possible, but needs a lot of care to ensure you dont inadvertently lose something critical, because one file over rides another.
An idea to complement yr 'M6 Merchant Cruiser' script would be to expand the script to enable an M6 UT the option to specialize trade in just high-end products, like high-tech and weapons--which seems consistent with the overall concept of the script, a specialty 'sherman tank' UT. Obviously, the Game programs AI traders as specialty traders--Tech, Weapons, 'Heavy Lifter", etc. Is that hard-coded?
I suspect it is, but honestly wouldnt know. One of the Script Masters wouldnt need to answer that one, as UT behaviour is all scripted, but I'm not sure about the NPC traders.
Ideally, I'd love to see either a mod or an Egosoft upgrade offer a dedicated "Merchant Cruiser" ship, which I see as something that would be slightly inferior in OOS combat capabilities to an M6--i.e. less manoeverable, speed around 110 m/s, fewer + weaker forward guns--but with 3 or so double turrets, and perhaps somewhat stronger shields--like 1Gj, and around 8k cargo. With a price tag in the M6 range.
Its likely to be a mod. The likelihood of egosoft adding more ships to this game is remote. I guess there is the posibility that they may sign off on some of the mods and release an upgrade pack containing mods, but who really knows ?

The multi gun turrents are already in the M6 upgrade mod. So if you took that ship, in whatever M6 you prefered, and modified it, then it would be what you want in your game. Thats the easiest way, but it does change every ship in the game the same way, so you need to accept that consequence.

If you want to try that, send me an email with a spec for which ship you want modded, and all the changes you would prefer. Remind me to use the M6 upgrade as a base, so you get the extra turrent guns. I'll email you back the mod files in a zip. If you like it, I'll add it to the M6 extension zip for anyone.

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al_main
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Post by al_main » Sat, 1. Apr 06, 14:12

apricotslice wrote:The other thing to bear in mind is that once you change an exisitng ship in the game, every ship of that model will have the changes. So in my game, taking an assasination mission against an Argon target, flying an M6 with M6 escorts is going to be very very very difficult to complete. A Mammoth will be easy in comparison, the target simple but the escorts will be killers.
Thats why I suggested an osprey variation, as not in the game! (I think)

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apricotslice
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Post by apricotslice » Sat, 1. Apr 06, 14:16

al_main wrote: Thats why I suggested an osprey variation, as not in the game! (I think)
Its certainly listed, so very possible. But it would need to be scripted into the game to use, rahter than bought at a shipyard.

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al_main
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Post by al_main » Sat, 1. Apr 06, 15:31

Quick script to add it to shipyard could be done by anyone in about 30 seconds!

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apricotslice
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Post by apricotslice » Sat, 1. Apr 06, 15:33

al_main wrote:Quick script to add it to shipyard could be done by anyone in about 30 seconds!
Can I have 30 seconds of your time then ? :)

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LV
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Post by LV » Sat, 1. Apr 06, 15:46

Code: Select all

$ship = Nemesis Vanguard (the shiptype)
$shipyard -> add product to factory or dock: $ship (define your station of course)

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al_main
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Post by al_main » Sat, 1. Apr 06, 15:53

Here you go then:

http://www.savefile.com/files/6211555

Adds a shiptype to the shipyards of the race you select.

Currently run it from SE and select
null
then shiptype you want to install
then the race whose shipyards you want it on sale

If you want to use it so that it runs automatically use SE to copy and rename it to have setup. at the beginning of the name. Then change lines 1 and 2 to the ship and race you want.

AL
Last edited by al_main on Sat, 1. Apr 06, 15:54, edited 1 time in total.

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apricotslice
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Post by apricotslice » Sat, 1. Apr 06, 15:53

Thankyou :)

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apricotslice
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Post by apricotslice » Mon, 3. Apr 06, 03:47

For those interested, I'm having a serious go at doing this mod. Stay tuned.

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apricotslice
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Post by apricotslice » Mon, 3. Apr 06, 11:07

This call for help is brought to you from the Apricot Mapping Service.

I've got the prototype M6 transport into a shipyard, but all I get is readtext17 - 4515 instead of a ship name.

The problem appears to be in 44002, which doenst seem to be accepted into the program properly.

Help !

Edit : Shipyard will take my money, but it gets stalled on fitting the ship out, only way out is esc,a nd you get nothing.

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al_main
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Post by al_main » Mon, 3. Apr 06, 19:16

Put in a text file:

<language id="44">
<page id="17">
<t id="4515">YOUR SHIP NAME</t>
</page>
</language>

Then load it in ur setup file.

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apricotslice
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Post by apricotslice » Tue, 4. Apr 06, 01:51

Armageddon came back with some good instruction in another thread.

And I've had an offer to look the mod over, as its an interesting failure and opportunity to learn from it.

Going to attempt the changes needed today, but the scripting bit is my worry since the script editor and I are not exactly on speaking terms. Not so much speaking, as speaking a different language and not understanding each other. Sign language isnt working !

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apricotslice
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Post by apricotslice » Tue, 4. Apr 06, 04:50

The loadtext command worked, after oit took me 10 minutes to find it :)

However......

Next problem :

When you buy the ship, the shipyard takes you to a outfit ship screen but is unable to trade and hangs on this screen. When you esc out, you have less money but no ship.

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