[Mod] Apricot Merge Mod v2.07 [For TC v3]

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mevko
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Post by mevko » Sun, 16. Aug 09, 00:07

I was wondering if u could include this great mod as well if its mot to late. "[MD-QUEST/MOD/SCR] "The Yaki-Conflict" (Part 1) and "A Research Job" (Part 2)[V2.4]".
Many thanks to its creator

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apricotslice
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Post by apricotslice » Sun, 16. Aug 09, 00:19

Yes, but not until its development has completed. It appears to still be very much in beta stages.

I wasnt aware it had a new ship, so hadnt bothered considering before. But your right, it does fit in.

Also, its name is misleading. Yaki conflict suggests to me its a script to change the behaviour of the yaki and make them more of a threat, than a mission plot.

Worth doing when its a stable mod.

Waylander2
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Post by Waylander2 » Wed, 19. Aug 09, 10:23

Any chance these could be added

Advanced Jumpdrive by Cycrow

MARS Fire Control (MARS) by Gazz

and

Auto Aim by Gazz

Other than that it is pretty damn fun

Cheers
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apricotslice
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Post by apricotslice » Wed, 19. Aug 09, 10:49

Suggest those for inclusion in the superbox itself.

The way its being done, it will be easy for anyone to install on top of the merge mod.

Mars is already catered for, so adding it doesnt need the mod part, only the scripts.

Waylander2
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Post by Waylander2 » Thu, 20. Aug 09, 05:22

Just wondering if the Apricot Minotaur is ment to have any turrets?

Mine just flys around the enemy in circles, looks kinda funny.

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apricotslice
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Post by apricotslice » Thu, 20. Aug 09, 05:27

I've been told the Minotaur is working correctly.


Edit :
The Minotaur doesnt carry any guns. Its turrents are purely missile. It will single fire any missile, but it will only barage fire flails and hammers. (apparently)

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yospanky
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Post by yospanky » Wed, 26. Aug 09, 12:28

some of killerog's oldies ships are incomplete and i can see thru the incomplete texture. gameplay seems good and works with my other scripts such as Improved Races, Pirate Guild v1.35.
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apricotslice
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Post by apricotslice » Wed, 26. Aug 09, 12:36

Can you bring any model problems to the attention of killerog in his thread ? Its not possible for me to do anything about them, but if he can fix them, then they can be fixed here too.

killerog
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Post by killerog » Thu, 27. Aug 09, 15:14

yospanky wrote:some of killerog's oldies ships are incomplete and i can see thru the incomplete texture. gameplay seems good and works with my other scripts such as Improved Races, Pirate Guild v1.35.
If you can provide a list of broken ships in my thread i will be able to fix. Thanks
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killerog
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Post by killerog » Sat, 29. Aug 09, 00:17

apricotslice i am working on a big update for my X2 mod and am wondering if you have a date when i have to have it done by.

Thanks.
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apricotslice
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Post by apricotslice » Sat, 29. Aug 09, 00:20

I've been told that the superbox release is not as close as was first thought. mainly because of the immenent release of v2.5. (Which is a releif as 2.5 changes several things in both my mods).

So for now, theres no time constraints. The immediate pressure we thought we had is off.

killerog
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Post by killerog » Sat, 29. Aug 09, 00:27

Thats good to hear, free time will be a bit tight in the next free weeks.

Do you have a release date for 2.5?
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apricotslice
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Post by apricotslice » Sat, 29. Aug 09, 00:30

September sometime. :D Which could be next week, or 4 weeks time.

Its in rc1 at the moment, so I finally peaked at the files. It doesnt change any ships or cockpits, so the ship mods are ok, but it does change factories and bullets.

killerog
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Post by killerog » Sat, 29. Aug 09, 00:35

Ok :) .

Well at least it doesn't change any of my mod files :D Makes a change.
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XDrake
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Post by XDrake » Sun, 30. Aug 09, 06:24

I will see how this works. Let you know.
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XDrake
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Post by XDrake » Mon, 31. Aug 09, 18:37

Loaded the mod. Everything so far is working with the exception to the Battlestar ships.. guns will not fired. Tried cheating the ships in, tried buying the ships and none of the turret weapons will fire. I have also tested them out of sector and nothing. I have loaded the Battlestar Galactica mod before my HD crashed. it seamed to work fine then. so I am not sure what could be wrong?

One other question: I would like to use the Advanced Complex-Hub mod as a fake patch, will this work with the Merge?
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apricotslice
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Post by apricotslice » Tue, 1. Sep 09, 01:48

The advanced complex hub mod might be compatible as long as none of the types files are used. If its just a model change, then it would be ok.

Several of the Battlestar turrents on each ship are bugged, and they are the same in the original mod, even the 1.8 version. I've tested them and found most of the guns work though.

Check your game to ensure you removed everything for the BSG mod itself, as anything left over from that mod being installed could conflict with the ships in this mod. The 2 mods are not directly compatible. Especially remove all the scripts.

Edit : Oops, I'd forgotten I fixed the non firing problem in the current version I've been testing but not yet released. There was a file left out. I'll get a v2.02 uploaded asap.

Edit 2 : 2.02 uploaded.

saw424
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Post by saw424 » Wed, 2. Sep 09, 21:01

Great work so far Apricot.

I decided to test Merge-Mod-v2.01-Beta, so i reinstalled the game patched it up and installed only your mod, nothing else. I followed the installation procedures and got it up and running smoothly. I have found one thing I would like to mention.

The cheat scripts included in your mod are missing some of the commands that where available in Cycrow's CheatCollectionPackage-V1.50-02.06.2009, such as instant breaks.

I will explore the mod further and report my findings.
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apricotslice
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Post by apricotslice » Thu, 3. Sep 09, 01:31

Thats because its version 1.41 thats been used. I wasnt aware he had released any followup versions. I'll download the newer version and include in the next release.

Thanks.

gapper4
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How do I remove the mod ?

Post by gapper4 » Sat, 5. Sep 09, 18:32

How do I remove this mod ? Sorry to sound dense but I can see no obvious way.

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