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[Scripts] Apricot Mapping Service Scripts [TCv2.7.1]
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apricotslice





Joined: 16 May 2004
Posts: 10955 on topic
Location: Mapping beyond the Unknown Regions.
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PostPosted: Wed, 28. Oct 09, 05:16    Post subject: Reply with quote Print

Run the old one. It either works or crashes, but at least its consistent.

The new one is still under development and cant be considered reliable yet.


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BeagleRush





Joined: 09 Oct 2009



PostPosted: Thu, 29. Oct 09, 17:39    Post subject: Reply with quote Print

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
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PostPosted: Fri, 30. Oct 09, 00:21    Post subject: Reply with quote Print

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.


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BeagleRush





Joined: 09 Oct 2009



PostPosted: Fri, 30. Oct 09, 01:02    Post subject: Reply with quote Print

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
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PostPosted: Fri, 30. Oct 09, 01:09    Post subject: Reply with quote Print

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.


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BeagleRush





Joined: 09 Oct 2009



PostPosted: Fri, 30. Oct 09, 02:05    Post subject: Reply with quote Print

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.


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





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PostPosted: Fri, 30. Oct 09, 02:29    Post subject: Reply with quote Print

Turn editor on if not already on.
Go in.
Select script to look at.
hit enter.
scroll down code.
find empty line.
press enter.
look at the menus and commands within the menus.
allow your eyes to glaze over.
exit out of script editor.
Scream "help".


Laughing

Thats what most people do Smile

There are a few guides around, and the original X2 manual, which are limited help. Mostly its try and try again until you get something to work, ask questions on how to do things, or beg a scripter to do it for you.


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Big Bad Orca





Joined: 04 Feb 2007
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PostPosted: Mon, 2. Nov 09, 14:24    Post subject: Reply with quote Print

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.


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apricotslice





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PostPosted: Mon, 2. Nov 09, 14:30    Post subject: Reply with quote Print

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.


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Big Bad Orca





Joined: 04 Feb 2007
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PostPosted: Mon, 2. Nov 09, 16:52    Post subject: Reply with quote Print

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.


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apricotslice





Joined: 16 May 2004
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PostPosted: Tue, 3. Nov 09, 02:03    Post subject: Reply with quote Print

Are you talking about normal caps or NPC bails ?

My expeience is that normal caps are normally empty when you claim them.

NPC Bails on the other hand are more than 50% stocked with goodies.

For the beam problem, try reinstalling the scripts. Its not something I can duplicate.

Are you using the mod scripts or the salvage pack scripts ?


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Big Bad Orca





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PostPosted: Tue, 3. Nov 09, 12:49    Post subject: Reply with quote Print

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!


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Knucles2





Joined: 03 Jul 2004
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PostPosted: Tue, 3. Nov 09, 13:29    Post subject: Reply with quote Print

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 Very Happy
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 Very Happy ) 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 Very Happy

Anyways, thanx for a cool mod package. It will keep me busy for quite a while in the X Universe Smile


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apricotslice





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PostPosted: Tue, 3. Nov 09, 13:41    Post subject: Reply with quote Print

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.


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corhen





Joined: 16 Oct 2008
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PostPosted: Tue, 3. Nov 09, 22:41    Post subject: Hey. Apricot.... im having a little trouble with your mods.... Reply with quote Print

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.


oops, just noticed that...


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