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apricotslice
Joined: 16 May 2004 Posts: 10955 on topic Location: Mapping beyond the Unknown Regions.

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BeagleRush

Joined: 09 Oct 2009
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Posted: Thu, 29. Oct 09, 17:39 Post subject: |
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Hey apricot, I'm a bit of an RTS fan so I like the idea of building up my credits to a point where I can set myself up as self-sufficient in a little corner of space - my very own empire. Unfortunately, as far as I can see, even with the PHQ I wouldn't be able to produce additional shipyards for my expanding empire, nor would I be able to buy any more factories as I would have no shipyards. Clearly this would be a problem that would raise its ugly head around the same time I told all the other races in the Universe to bugger off.
Anyway, I was looking at your scripts and noticed you said it was possible to script in the factories and shipyards to the PHQ. I'm all for this, and am planning on downloading your PHQ scripts when I get a spare mo', so I thought I'd ask early - how exactly can I script it so that I'm able to manufacture my own stations and shipyards?
Thanks for any reply!
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apricotslice
Joined: 16 May 2004 Posts: 10955 on topic Location: Mapping beyond the Unknown Regions.

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BeagleRush

Joined: 09 Oct 2009
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Posted: Fri, 30. Oct 09, 01:02 Post subject: |
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| apricotslice wrote: |
There is no point in having player shipyards. They are a paperweight, nothing more. They dont do anything.
The PHQ was designed to be the all purpose Player HQ, including the shipyard functions.
Scripting, you use the 'Add blueprints to PHQ' command in a script. So whatever stations you want to make, you just add the blueprint for it. Once the PHQ has the blueprint, you can select it just like a ship. Once built, you load it on your TL and drop like normal. |
Ah, okay, I thought by 'script in' that I would have to tinker with scripting for each blueprint I wanted to add. My mistake!
Also, I asked about Shipyards because I assumed there could only be one Headquarters, and I planned to use Shipyards to supplement building queues. Is it fine to have multiple PHQs running concurrently?
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apricotslice
Joined: 16 May 2004 Posts: 10955 on topic Location: Mapping beyond the Unknown Regions.

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Posted: Fri, 30. Oct 09, 01:09 Post subject: |
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Yes, you can have as many as you want.
But there is a problem with scripting blueprints, as the script will only work on the last one added, if run from the ship.
But if you write a script to add all blueprints you will ever want, each time you add a PHQ, you just run the script again and they will be added to it.
The devs didnt really build the PHQ for having more than 1, but at least they didnt build in any major problems with having multiples. I always tend to use 2 or 3 in my games. One is for basing ships. One is for scrapping ships and building. One is for npc sales.
_________________ Apricot Mapping Services HQ
CLICK HERE for : X3 Handbook; Guides; X3TC Apricot Mapping Service (Gunbus) Mod v2.12; X3TC Scripts; X3 Mods & Scripts.
Apricot X3 Forum
Apricot Download Mirror Site |
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BeagleRush

Joined: 09 Oct 2009
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Posted: Fri, 30. Oct 09, 02:05 Post subject: |
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| apricotslice wrote: |
Yes, you can have as many as you want.
But there is a problem with scripting blueprints, as the script will only work on the last one added, if run from the ship.
But if you write a script to add all blueprints you will ever want, each time you add a PHQ, you just run the script again and they will be added to it.
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This was the bit I was inquisitive about - I've never scripted anything and was wondering how exactly to do it?
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apricotslice
Joined: 16 May 2004 Posts: 10955 on topic Location: Mapping beyond the Unknown Regions.

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Big Bad Orca

Joined: 04 Feb 2007 Posts: 190 on topic Location: Belper, UK

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Posted: Mon, 2. Nov 09, 14:24 Post subject: |
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Thanks for the scripts - I'm using the salvage pack (latest) and enjoying the new features!
I am wondering about the claim software which strips the wares and dumps them in space... where? They are certainly being stripped, however not appearing in space anywhere. Also, when I use the beam containers hotkey, I hear the noise and they disappear from space, but don't show up in my cargo bay...
Any ideas,
Thanks.
_________________ Kind regards,
BBO |
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apricotslice
Joined: 16 May 2004 Posts: 10955 on topic Location: Mapping beyond the Unknown Regions.

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Posted: Mon, 2. Nov 09, 14:30 Post subject: |
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They get dumped into space as close to 0,0,0 as can be done. If something is there, they get spread around it.
You might not see them on the map, but they should be listed.
Not all ships have anything, so you might just have been unlucky.
Are you sure you have cargo space ? If you dont have enough space, they will be destroyed.
Likewise, if its a fitting or software, and you already have it on board, it will just be destroyed.
_________________ Apricot Mapping Services HQ
CLICK HERE for : X3 Handbook; Guides; X3TC Apricot Mapping Service (Gunbus) Mod v2.12; X3TC Scripts; X3 Mods & Scripts.
Apricot X3 Forum
Apricot Download Mirror Site |
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Big Bad Orca

Joined: 04 Feb 2007 Posts: 190 on topic Location: Belper, UK

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Posted: Mon, 2. Nov 09, 16:52 Post subject: |
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Thanks for the info - I've tried this several times in different sectors. The last one I did had Ore and 3 25mj shields on board. Scanned it first... then when I claimed it with the hotkey it had nothing and there were no containers in space anywhere - have a good satellite set up in most sectors now.
The beam containers aboard makes them disappear in my game too... they don't turn up in the ship even though there's loads of room for them.
_________________ Kind regards,
BBO |
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apricotslice
Joined: 16 May 2004 Posts: 10955 on topic Location: Mapping beyond the Unknown Regions.

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Big Bad Orca

Joined: 04 Feb 2007 Posts: 190 on topic Location: Belper, UK

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Posted: Tue, 3. Nov 09, 12:49 Post subject: |
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I'm using the salvage pack scripts. I installed them with the new plug-in manager. I'll retry by installing with the old (tried and tested and wonderfully crashing) one.
Thanks for your help!
_________________ Kind regards,
BBO |
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Knucles2
Joined: 03 Jul 2004 Posts: 298 on topic Location: New Jersey

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Posted: Tue, 3. Nov 09, 13:29 Post subject: |
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Hi apricot,
I'm playing X3TC 2.5 with AMS Mod v. 2.10 installed. I was a bit fearfull that the 2.5 upgrade might mess with your mod but no probs so far
One prob i have had even before 2.5 follows:
When i first start a new AMS game (I've started several to learn what it does) I get the Piracy and Custom options in the Command list. Seems after I save the game they disappear. Do I need to upgrade my AMS Mod? Is there one to upgrade to?
Also, a curiosity:
I've just completed the Hub mission ( on Easy, of course ) and about a game hr later I noticed about 20 (!) Apricot Wanderers stacked on on of the Hub Gates. The Boron have a less impressive force stacked on their gate. Is there something about the Wanderers I should know??? The Boron seem to thinks so
Anyways, thanx for a cool mod package. It will keep me busy for quite a while in the X Universe 
_________________ X2-The threat, $20
A new gfx card to play X2- the Threat, $100
Having a wife so addicted to GTA/SA she doesn't care how much time I play X2-The threat, Priceless!
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apricotslice
Joined: 16 May 2004 Posts: 10955 on topic Location: Mapping beyond the Unknown Regions.

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Posted: Tue, 3. Nov 09, 13:41 Post subject: |
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Current AMS is v2.11 . That was the 2.5 version.
Wanderers do have a habit of meeting up, but I've not seen more than 6 at a time in a sector. Must be something to do with the gate you joined using the hub. The more busy the gate is, the more of them potentially will have to wait to go through. I have seen big fleets stationed round the gates at time, but thats nothing to do with the mod.
Most of what you need is hotkeyed now, so you dont need the piracy menu, use the hotkey. Custom though would be the Cheat pack. Best to get the latest version of that and install over the top to be sure nothing happened to it.
The wanderers can make enemies. If they hit a ship while you are in sector, and it turns red to them, they will take it out. That can then affect race relations, and a race may decide not to like them.
_________________ Apricot Mapping Services HQ
CLICK HERE for : X3 Handbook; Guides; X3TC Apricot Mapping Service (Gunbus) Mod v2.12; X3TC Scripts; X3 Mods & Scripts.
Apricot X3 Forum
Apricot Download Mirror Site |
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corhen

Joined: 16 Oct 2008 Posts: 260 on topic Location: Angle 225.06, Distance: 7,295.43

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Posted: Tue, 3. Nov 09, 22:41 Post subject: Hey. Apricot.... im having a little trouble with your mods.... |
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Hey. Apricot.... im having a little trouble with your mods....
for some reason, your scripts keep trying to rename the Hub Sector (Gian Prophecy) to some name with apricot in it...
then, if i look at the info pane on the HUB sector, it dedicates the secotor to "Apricot MAping Services"
why is this? did i DL a bad script?
Thanks
| Quote: |
New Apricot Rename Hub Sector
This is a tiny mod that allows you to change the name of the HUB sector to whatever you like.
Unzip into the TC folder. Zip contains a readme, a text file and a script.
In order to change the name and description of the sector, you must edit with notepad, the file t/8687-L044.txt and change the Apricot name and description to whatever you like. Then start the game and the sector should have the new name showing.
Please let me know if you find any issues.
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oops, just noticed that...
_________________
| Jovianmoon wrote: |
| apricotslice wrote: |
| ...auto-pillok... |
Are we ready to collide with that asteroid?
Yes sir! Engaging auto-pillock! |
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