[Mod] Apricot Mapping Service Mod v1.3 for APv3.1 / v2.14 (For TCv3).

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Thu, 5. Mar 09, 14:48

There should be an 07.cat/dat in the zip. It needs to be the last number in your TC directory, so you may need to rename them.

If not there, download the phq file and unpack into the TC directory. If you have an 07 already, then unpack it somewhere temp, rename and copy.

You must do this before you drop an HQ, or it wont be used.

HookedOnX3
Posts: 61
Joined: Sat, 21. Jul 07, 22:41
x3tc

Post by HookedOnX3 » Thu, 5. Mar 09, 20:49

I had the 07 cat/dat in between 2 and 3, moved to after 6 and ive now got 50mil cargo.

Thanks Apricot, your a star!

Mike Hooper
Posts: 2
Joined: Mon, 5. Apr 04, 13:31
x2

Applying Mods

Post by Mike Hooper » Mon, 16. Mar 09, 01:55

Hi everyone, I'm new around here.
edit LV you signed up in 2004 :o :)

Please post questions for topics in that topic: merged ;)

[url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]

-----



I've got X3TC v1.4 and, realizing the game's a bit of a slow starter, have downloaded your amazing (but rather long!) manual and also the AMS Mod V.1. Unfortunately I have not been able to apply it as I have not yet seen the instruction on how to do so. I tried unzipping straight to the program folder and that didn't work, then I added a "mods" folder and sent it to that and that didn't work either. I have fiddled around with the folders but so far haven't hit on the right combination. I have succeeded in getting the "Select Mod" on the first screen to light up occasionally but then the game proceeded as normal. I get the feelimg that I have missed somethjing obvious but can't think what it is. Can someone point me in the right direction, please.

Cheers
Mike

StormRazor52
Posts: 74
Joined: Sat, 9. Jun 07, 19:19
xr

Post by StormRazor52 » Tue, 17. Mar 09, 01:56

Hey Apricotslice, I am running into a problem with your combined mod, v1. when I jump into the battlecrusier I can't land any ships on it. It indicates there is docking for 50 but no docking commands come up in the menu's. any way you can tell me how to fix this. thanks for you time your scripts are great. Oh sorry not combined but merged-Mod thanks

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Tue, 17. Mar 09, 02:00

The M2 doesnt have a docking port in the design, so its impossible to dock a ship normally.

You have to use beamdock to get them on or off. And never jump into a ship from the M2, always beam it out first, then beam accross to it. And vise versa, beam back to the M2, then beamdock the ship.

StormRazor52
Posts: 74
Joined: Sat, 9. Jun 07, 19:19
xr

Post by StormRazor52 » Tue, 17. Mar 09, 02:03

Got it, thanks for the input.

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Wed, 18. Mar 09, 01:13

The AMS mod should be in the mods directory (both files).

The zip should just unzip into the TC directory and create the other sub directories directly beneath it.

If the zip didnt unzip into the game properly, I'd like details of where you unzipped to, and a screen print from windows explorer showing the directory structure it created.

The jump off screen for the game should have the select mod option highlighted, go in there, click on the AMS mod, then ok, then start the game. To use the mod immediately, use the Argon Patriot start.

btw, this should have been posted on the AMS thread, and could a mod please move it there ?

Point taken, I seem to have not put any instructions on the OP. I'll rectify that presently.

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Wed, 18. Mar 09, 01:32

Instalation instructions added to the OP.

And the download link has been changed to the download site, and not the specific file, in preparation for v2.

Plans :

When the v2 patch is released, the AMS mod should be out for it within a day or so, real life permitting.

After v2, I plan to add in the Khaak, Pirate and Goner mods I did for X3R with game starts for each, and possibly a Xenon version. Not sure on timing though. All of them will be in the 1 mod, so what you play will depend on the game start you select.

Stoneface55
Posts: 1
Joined: Sat, 29. Nov 08, 06:23

Gunbus and Beamdock

Post by Stoneface55 » Fri, 27. Mar 09, 20:14

Apricotslice,
I just installed your AMS mod. bought the gunbus at light of heart shipyard, installed the default wares plus a transporter device, jumpdrive and ecells.
I tried using the beamdock on a Disco and it keeps telling me "command rejected".
I'm playing the custom game.

What am I doing wrong?

nevermind.
I deleted the game. Tired of it crashing to winsuk every time
I'm in a mission.

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Sat, 28. Mar 09, 09:14

M6 isnt a ship that Beamdock works on. It only works on TL, M1, M2 (with docking slots) and TM.

Just dock the M5 normally !

Whats "winsuk" mean ? If your game is crashing, then you have issues for technical support. Its highly unlikely the mod is causing this.

There are 2 missions where beamdock will cause a CTW. These are documented in my walkthroughs.

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Mon, 6. Apr 09, 05:55

Updated to TC v2. Please advise of any issues found.

Download AMS version 1.1 from my download site, link in signature.

Unzip into the directory above the TC directory.

PHQ patch is now numbered 08. If you have other patches 08 and above, renumber them upward by 1 before installing AMS 1.1.

Remember to reselect the new version of the mod before you begin playing the game again.

Walterses
Posts: 201
Joined: Sat, 27. Dec 08, 18:20
x3tc

Post by Walterses » Tue, 7. Apr 09, 07:05

errm ok what exactly does this mod do (noob moment yes i know lol) just want to know completely other then my basic understanding...?
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Tue, 7. Apr 09, 07:13

If you use the Argon Patriot start, it gives you a fleet to start with instead of a bit of tissue paper with popguns, on the basis that you already had a fleet from the previous game, and you didnt lose it, and are not starting again, but just continuing on with your previous game entity.

Any other start gets the normal tissue paper with popguns, but gives you access to buy the Apricot ships.

Gives you Apricot ships that can mount all guns and missiles, all sheilds, much bigger cargo bays and docking bays, and can be a lot faster.

Basically the idea is that the ships can be customised any way you want, to fit the way you play the game, and any performance problems you need to overcome. Like getting a blank ship with all the options and you can fill it in how you want.

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Fri, 10. Apr 09, 07:00

Version 1.11 just uploaded.

V2a text issue resolved.
Ships back in shipyards.
Minicar added to shipyards. (Must have forgotten it.)

rcso
Posts: 20
Joined: Thu, 17. Nov 05, 03:41
x4

Post by rcso » Sat, 11. Apr 09, 19:22

ok I just got 1.1, a few ship names and commands are still scrambled. I'm new to your mod so I don't know what they're supposed to say/do. I'm steam so I'm still 1.4

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Sun, 12. Apr 09, 04:32

The text file got stuffed up for 1.1, no idea how.

Download 1.11 and unzip over the top. If theres still something not looking right, let me know.

Zippgunn
Posts: 7
Joined: Thu, 22. Jan 04, 07:00
x4

Using AMS saves from ver 1 in ver 1.11?

Post by Zippgunn » Wed, 22. Apr 09, 12:46

Hi,

Seems my saves from when I had XTC v1.4 with AMS 1 is not working in XTC 2 and AMS 1.11.

I can load load saves in XTC2 and AMS v1 mod but if I select v1.11 it loads almost complete and then stops with a message that says the save is corrupt.

I was able to test XTC2 and AMS1.11 by doing a new start.

Is there a way to fix this?

Please?

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Wed, 22. Apr 09, 12:52

o.oh.

I did notice something like that at first, but wasnt sure what caused it.

I have a horible suspicion I used the wrong ships. There was something I was experimenting with to allow all cap ships to board marines. I suspect the ships now have TC settings and the original mod had R settings for that field. Problem is, I cant reset it either.

I'll have a look at it as soon as I can.

Zippgunn
Posts: 7
Joined: Thu, 22. Jan 04, 07:00
x4

Post by Zippgunn » Wed, 22. Apr 09, 12:57

It would be great if you were able to fix that, will wait and see for a while.
If you can't, I'll have to start a new game I guess.

"Clicks happen" :D

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Wed, 22. Apr 09, 12:59

I'll try and look at it tomorrow.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”