[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
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- Posts: 357
- Joined: Sat, 13. Dec 08, 22:02
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Hi apricotslice,
You mentioned somewhere that you had a script in this mod that would equip a ship with shields, guns, missiles, etc., and of course charge a fair price for the convenience. What might that script be? I'd like to take a look at it and perhaps use it. Or am I remembering wrong?
You mentioned somewhere that you had a script in this mod that would equip a ship with shields, guns, missiles, etc., and of course charge a fair price for the convenience. What might that script be? I'd like to take a look at it and perhaps use it. Or am I remembering wrong?
"It's so simple. No, wait--it's needlessly complex!"
- Homer Simpson
You need this!: Cargo Delivery Service
- Homer Simpson
You need this!: Cargo Delivery Service
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Normal HUB Plot with Early trigger of PHQ Plot.
This is an Alpha release of a version of the HUB plot that starts the HQ plot after you dock at the HUB for the first time. The PHQ plot should begin 6 game hours after you dock, give or take a bit.
Testers Needed please.
See here : http://forum.egosoft.com/viewtopic.php? ... 99#2763499
This is an Alpha release of a version of the HUB plot that starts the HQ plot after you dock at the HUB for the first time. The PHQ plot should begin 6 game hours after you dock, give or take a bit.
Testers Needed please.
See here : http://forum.egosoft.com/viewtopic.php? ... 99#2763499
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Apricot Hard Hub Plot, thanks to AlderonDark
Stage 1:
400 Computer components (unchanged)
500 Microchips (unchanged)
Stage 2:
15.000 Teladianium (original value divided by 10)
45.000 Ore (original value divided by 10)
Stage 3:
500 nividium (unchanged)
75.000 Crystals (original value divided by 10)
Stage 4:
40.000 Silicon wafers (original value divided by 10)
8.500 Microchips (original value divided by 10)
Stage 1:
400 Computer components (unchanged)
500 Microchips (unchanged)
Stage 2:
15.000 Teladianium (original value divided by 10)
45.000 Ore (original value divided by 10)
Stage 3:
500 nividium (unchanged)
75.000 Crystals (original value divided by 10)
Stage 4:
40.000 Silicon wafers (original value divided by 10)
8.500 Microchips (original value divided by 10)
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Hub plot isnt a script, its a director file, so its go as soon as its in the director directory.
PHQ is a mod, so its go as soon as you place it as a false patch, but it wont effect any PHQ already in the game.
Abandonned ships does need the script editor activated, and will then create ships each time the game is started. So if the script editor is turned on in your game, the process is automatic each time you start up.
PHQ is a mod, so its go as soon as you place it as a false patch, but it wont effect any PHQ already in the game.
Abandonned ships does need the script editor activated, and will then create ships each time the game is started. So if the script editor is turned on in your game, the process is automatic each time you start up.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Depends how many you use. The pack comes with 12 scripts which each create 1 ship. But if you delete some out of the scripts directory, it will create as many as the number of scripts you leave in. Likewise, by duplicateing the scripts, you can have more if you like.
You probably wont notice them for a while. They do get put in the back of beyond for the most part, so if you stick to the gates areas of sectors, the majority will be outside scanner range.
Its why I wrote the jump to derelict command, because I couldnt find most of them otherwise
You probably wont notice them for a while. They do get put in the back of beyond for the most part, so if you stick to the gates areas of sectors, the majority will be outside scanner range.
Its why I wrote the jump to derelict command, because I couldnt find most of them otherwise
Well I want to try finding them on my own
Anyway, I tried installing your full sector map script as well, but for some reason, nothing happens. It doesn't even show up in the script editor... Any idea what I might be doing wrong?
EDIT: Found it in the script editor, but pressing R on it didn't do anything...
Anyway, I tried installing your full sector map script as well, but for some reason, nothing happens. It doesn't even show up in the script editor... Any idea what I might be doing wrong?
EDIT: Found it in the script editor, but pressing R on it didn't do anything...
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
I didn't read the part where we're not suppose to use the Abeam to beam up plot characters and used it to get Capt. Pearle to come aboard my ship (he was wandering in Argon Prime after i sold the ship he was in) and now the mission is broken!
Can i salvage the character in any way (like blowing up my ship with him in it and then waiting for him to respawn and find another way to pick him up) or is the Terran plot doomed in this savegame (i will not begin again because i'm too advanced in the Final Fury plot).
Help... please... the pain...
Can i salvage the character in any way (like blowing up my ship with him in it and then waiting for him to respawn and find another way to pick him up) or is the Terran plot doomed in this savegame (i will not begin again because i'm too advanced in the Final Fury plot).
Help... please... the pain...
Argnu beef.. now with 30% less Boron!