The shipyard in Megnir doesn't sell any ship. I've studied the code in the "fixed" AP (ship only) version file "addon\director\cadius ship pack.xml"
Here is the relevant part (removed the actual ship list to make it shorter)
Code: Select all
<find_station race="terran" group="TR" multiple="1" typename="SS_FAC_TR_SHIP">
<sector x="0" y="0"/>
<jumps max="100"/>
</find_station>
<do_all exact="{group.object.count@TR}" counter="count">
<remove_products object="{group.object.{counter@count}@TR}">
<ware typename="SS_SH_USC_TP"/>
[...]
<ware typename="SS_SH_TR_M1H"/>
</remove_products>
</do_all>
<find_station race="terran" group="TR1" multiple="1" typename="SS_FAC_TR_SHIP">
<sector x="13" y="2"/>
<jumps max="0"/>
</find_station>
<do_all exact="{group.object.count@TR1}" counter="count">
<add_products object="{group.object.{counter@count}@TR1}">
<ware typename="SS_SH_USC_TP"/>
[...]
<ware typename="SS_SH_TR_M0"/>
</add_products>
</do_all>
<find_station race="terran" group="TR2" multiple="1" typename="SS_FAC_TR_SHIP">
<sector x="12" y="3"/>
<jumps max="0"/>
</find_station>
<do_all exact="{group.object.count@TR2}" counter="count">
<add_products object="{group.object.{counter@count}@TR2}">
<ware typename="SS_SH_USC_TP"/>
[...]
<ware typename="SS_SH_USC_TL_MINING"/>
</add_products>
</do_all>
<find_station race="terran" group="TR3" multiple="1" typename="SS_FAC_TR_SHIP">
<sector x="11" y="1"/>
<jumps max="0"/>
</find_station>
<do_all exact="{group.object.count@TR3}" counter="count">
<add_products object="{group.object.{counter@count}@TR3}">
<ware typename="SS_SH_USC_TP"/>
[...]
<ware typename="SS_SH_USC_TL_TEPUKEI"/>
</add_products>
</do_all>
[13,2] The moon
[12,3] Mars
[11,1] Saturn
But nothing has been added to [15,10] Megnir
While I can read and barely understand the above code, I lack the knowledge to identify that megnir shipyard and fill it with some ship to sell. I've tried copying an entire section putting TR4 as group argument and 15,10 as sector coords but nothing happens...
While I've made a workaround in my playthorugh via in game scripting tool I'd like to fix the mod for my next playthrough or someone else who may be interested.
Can anyone fix, or tell me how to fix, this problem?