Abandoned Ship Spawner for AP (ASS-AP) v88 [AP][ALP]

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birdtable
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Post by birdtable » Wed, 12. Dec 12, 18:27

Thanks for bringing Albion back to life with your mods ... Your mods give the perfect balance to the game... Searching and patience is it's reward ...but, always a but ...when i locate a new ASS some of the equipment is unreadable..starting ... ZA_EMP_BLANK or 10173, 10063 ..... Have looked around but can find no other refernce to this ..What have I done wrong ..... :?:

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DrBullwinkle
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Post by DrBullwinkle » Thu, 13. Dec 12, 01:48

Thank you, birdtable.

Those sound like EMP wares, and I do not know why you would see them in an A.S.S. ship. Can you give me the exact names, with all of the numbers? I can try to look them up.

birdtable
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Post by birdtable » Thu, 13. Dec 12, 23:16

Hi ....The trouble is that these wares/equipment are missing from equipment docks etc ... For example i cannot find a bioscanner anywhere,, so i think i will do a complete uninstall and start again with just your mods and see what happens ..... but out of curiosity what is ZA_EMP_10053_WARE_CUSTOM1_1_999992cr This does not appear to be a problem for others so i must have got to many old and unused mods still floating around in the folders....... Thanks for assistance.

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DrBullwinkle
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Post by DrBullwinkle » Fri, 14. Dec 12, 00:04

ZA_EMP_10053_WARE_CUSTOM1_1 is a custom ware used by EMP - Extended Mod Pack. However, I do not know which script uses ware 10053. LV uses it in his example, so it may be one of his scripts.

EMP is a system that is intended to allow scripters to use custom wares in their scripts.

EMP is built into the Plugin Manager. If you use the PM to install a script that uses EMP, then the PM tries to include the EMP information for that ware. However, the PM can be fooled by other installations of EMP.

The result is that EMP tends to be flaky (unreliable).

Common problems are:

- Following the instructions for an old script, which leads to a broken EMP installation.

- Ignoring the instructions but installing a script using one of the old EMP wares. These wares will no longer work with current EMP.

- Manually installing a script that uses an EMP ware without using the PM *and* without installing EMP.



If you post a list of your current scripts then I can try to help you to track down the culprit(s). For scripts installed using the Plugin Manager, you can get a list from the Help Menu (Export Package List).

birdtable
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Post by birdtable » Fri, 14. Dec 12, 18:00

Hi ... This looks like it could be the culprit .... Community Extended Mod Pack V2.01 Aalaar/Cycrow ........ Why and when it was used cannot remember. ..... :?: :?: :?:

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DrBullwinkle
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Post by DrBullwinkle » Fri, 14. Dec 12, 19:11

Yes, very likely.

That is an old version of EMP. Remove it, open and close the Plugin Manager (so that it can do its magic), then re-try your game.

Probably you installed it because some other old script told you to... sadly, those instructions are out of date.

birdtable
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Post by birdtable » Fri, 14. Dec 12, 21:12

Greatly appreciate your guidance ... Have not only removed old EMP but also did a total flush out .....just your mods and Cycrows Salvage... Gives just enough to keep up the interest without getting too many ships to salvage .... Then i only use the ships that have been discovered ,,, no purchasing of any ships/marines etc .... still found no ships with marines so no need to worry about boarding yet. ...... Once again thanks for your input for me and to Albion Prelude .... Have a good Christmas.

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DrBullwinkle
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Post by DrBullwinkle » Fri, 14. Dec 12, 21:18

And thank you for your reports, birdtable.

You can use scripts that require wares. Just know that some of the older scripts use older wares which are incompatible with current EMP. If you need an old script to be fixed, then post the link Bullwinkle's List.

Also, use the Plugin Manager to install scripts requiring custom wares. Do not install a separate version of EMP -- let the PM do it.

Kaplah!

lamoyja
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Post by lamoyja » Tue, 8. Jan 13, 15:18

Great plugin, goes well with your others of course.

My only problem, is I found a super tuning... and it spawned inside the atmosphere of a planet, and I blew up as I was closing in on "hot 2km" :D

lamoyja
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Post by lamoyja » Tue, 8. Jan 13, 20:08

Hmmmm seems the tunings are just plain invisible unless you drop an advanced satellite right on top of them. So most likely it wasn't in the atmosphere to the point where it would kill me, they're just not normally visible.

:O

Staxed
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Post by Staxed » Wed, 16. Jan 13, 22:26

can you remove the #deca from the spawn list? It's supposed to be a 1 of a kind ship only obtainable during the Terran Campaign...but I just found it floating in space...

didn't even know what it was until I googled it (can't seem to claim it either, and even using marines the boarding has failed a few times...still trying though).

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DrBullwinkle
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Post by DrBullwinkle » Thu, 17. Jan 13, 00:51

There are a few unique ships that can spawn -- with very low probability. That is part of the fun of the script (at least for some players).

Rather than my changing the script for everyone, you could simply destroy any ship that you do not want and another ship will spawn somewhere else on the next cycle.

It is a Terran ship, sort of. So boarding may be more difficult than it was during the plot. You might need highly trained mechanics and/or boarding pods. But it should be boardable.

Staxed
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Post by Staxed » Thu, 17. Jan 13, 01:58

DrBullwinkle wrote:There are a few unique ships that can spawn -- with very low probability. That is part of the fun of the script (at least for some players).

Rather than my changing the script for everyone, you could simply destroy any ship that you do not want and another ship will spawn somewhere else on the next cycle.

It is a Terran ship, sort of. So boarding may be more difficult than it was during the plot. You might need highly trained mechanics and/or boarding pods. But it should be boardable.
Gotcha, I already destroyed it (took a while...lol) but that makes perfect sense.

Don't have a ship capable of using boarding pods yet, but maybe I will if I see it again to give it a shot :).

Binesi
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Post by Binesi » Thu, 7. Feb 13, 14:20

The mod adds a nice reward for exploration and improves the game (especially mixed with your detector). Thanks for that. One minor thing though.. any purpose to flagging the ships with a special name? I am running the NPC bailing mod as well and I would rather not know for sure where something comes from... adds some mystery I suppose or at least not reminding me of a specific mod's presence.

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DrBullwinkle
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Post by DrBullwinkle » Thu, 7. Feb 13, 20:04

The script does use the (A.S.S.) in the ship's name when it removes "stale" (old) ships. It will only remove ships that it added -- any other abandoned ships are left alone.

I can probably make that a configurable option in a future version. Thanks for the suggestion, Binesi.

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psyclon
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Post by psyclon » Fri, 5. Apr 13, 12:17

Hi!

After a long search i finally found my first A.S.S. ship - a Cobra in Gaian Star. I read that big ships cannot just be claimed, but have to be boarded. As far as i know, the equipment in a boarded ship is randomized - so what's the chance to actually get repair lasers and tuning?
"Cobras are overpowered" - said no Cobra owner ever

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DrBullwinkle
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Post by DrBullwinkle » Fri, 5. Apr 13, 18:34

That's a great question, Psycon!

Let me know what you experience when you try it (scan the ship first to see what it is carrying).

modisch
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Post by modisch » Sun, 7. Apr 13, 02:11

I've only boarded to A.S.S. ships so far, both M6s. Both lost all of their equipment but retained some upgrades. One had no tunings after being captured while the other had some tunings, but not overturned (wasn't prior to boarding, anyways).

You can claim big/hugeships using the Salvage Command Software.

Personally, I only use SCS claim for fighters, doing what I could do anyways with a mildly tedious spacewalk. I have very little experience boarding so I'm using the A.S.S. ships as practice.

-m

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DrBullwinkle
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Post by DrBullwinkle » Sun, 7. Apr 13, 02:18

Thanks for the report, modsich.

Since most spawned ships can simply be claimed during a spacewalk, I had not thought about the equipment on larger ships. I will have to take that into account in the next version.

Probably the simplest solution (that will work with all scripts) would be to spawn equipment bonuses separately.

Yes, ASS-AP ships are perfect for boarding practice!

Vayde
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Post by Vayde » Sun, 2. Jun 13, 13:02

Hi Dr B,

I've been scanning all the ships that spawn with this script and the other day an M7 Tern Sentinel, popped into existence. As always this needs to be boarded and can't just be claimed via space walk.

However the scan revealed it had the Software signature scrambler on board, what luck says I, a rare bit of kit for my nefarious deeds ;p

It also made me think that if it can spawn rare software, what are the odds of catching one of the spawned ships with CLS software Mk 1 or Mk2 on board. With my new Terran start in AP using the Terran Revitalisation Project, this software is sadly, a bit to time consuming for a fledgeling fleet to get hold of.

As always thanks for giving TC and AP hours and hours of extended game play.

Vayde
Still life in the old dog yet...

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