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

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
birdtable
Posts: 1559
Joined: Sat, 7. Feb 04, 21:42
x4

Post by birdtable » Wed, 12. Dec 12, 19:27

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 ..... :?:

User avatar
DrBullwinkle
Posts: 5704
Joined: Sat, 17. Dec 11, 02:44
x3tc

Post by DrBullwinkle » Thu, 13. Dec 12, 02:48

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
Posts: 1559
Joined: Sat, 7. Feb 04, 21:42
x4

Post by birdtable » Fri, 14. Dec 12, 00:16

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.

User avatar
DrBullwinkle
Posts: 5704
Joined: Sat, 17. Dec 11, 02:44
x3tc

Post by DrBullwinkle » Fri, 14. Dec 12, 01:04

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
Posts: 1559
Joined: Sat, 7. Feb 04, 21:42
x4

Post by birdtable » Fri, 14. Dec 12, 19:00

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. ..... :?: :?: :?:

User avatar
DrBullwinkle
Posts: 5704
Joined: Sat, 17. Dec 11, 02:44
x3tc

Post by DrBullwinkle » Fri, 14. Dec 12, 20:11

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
Posts: 1559
Joined: Sat, 7. Feb 04, 21:42
x4

Post by birdtable » Fri, 14. Dec 12, 22:12

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.

User avatar
DrBullwinkle
Posts: 5704
Joined: Sat, 17. Dec 11, 02:44
x3tc

Post by DrBullwinkle » Fri, 14. Dec 12, 22:18

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
Posts: 121
Joined: Wed, 9. Dec 09, 05:53
x3tc

Post by lamoyja » Tue, 8. Jan 13, 16:18

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
Posts: 121
Joined: Wed, 9. Dec 09, 05:53
x3tc

Post by lamoyja » Tue, 8. Jan 13, 21:08

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
Posts: 14
Joined: Sat, 12. Jan 13, 22:55

Post by Staxed » Wed, 16. Jan 13, 23:26

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).

User avatar
DrBullwinkle
Posts: 5704
Joined: Sat, 17. Dec 11, 02:44
x3tc

Post by DrBullwinkle » Thu, 17. Jan 13, 01:51

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
Posts: 14
Joined: Sat, 12. Jan 13, 22:55

Post by Staxed » Thu, 17. Jan 13, 02:58

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
Posts: 43
Joined: Mon, 15. Mar 10, 15:50
x3ap

Post by Binesi » Thu, 7. Feb 13, 15:20

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.

User avatar
DrBullwinkle
Posts: 5704
Joined: Sat, 17. Dec 11, 02:44
x3tc

Post by DrBullwinkle » Thu, 7. Feb 13, 21:04

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.

Post Reply

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