[Mod] Apricot Merge Mod v2.07 [For TC v3]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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sgtalex
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Post by sgtalex »

WARNING RANT INCOMING! :lol:
so my situation installed response fleet on top of merge no broblems works like a charm :D
started an game as terran defender and because i usually play argon/boron against split/paranid alliance i desided to go to the dark side and do some privateering against argon + boron and here is where things started to go wrong i have no broblems against native fleets i can easily avoid the buggers
but those wanderers r equal to class M0 with top speed of 500 and thers not an single sector without 2-4 of em patrolling and they r not neutral like i thought, the buggers are freaking argon collaborators wich means the second
i killed my first real argon fleet they went red on me and destroyed all my profits! (few solar plants and fleet of traders + 2 M7s and 1 m2 destroyer)
END OF RANT
so where im going? any easy way to either remove em or atleast nerf em without restarting? (or with restaring if thats what it takes :cry: ) cause currently the game is unplayable cant fly kestrel at max speed trough single gate without getting killed (u cant dodge those ap guns lul)
help please ^^
fun fact earth is no longer safe had 3 wanderers breach mars orbit and they killed all defence's there :lol:
using
EDIT/update ^^
RRF with race wars 1.7by LV
well when i think about it there were some minor malfunctions like assasion missions shoving NULL as reward and effect but didnt think much about it then :roll: so it might be just messed up install?
Last edited by sgtalex on Wed, 18. Nov 09, 12:02, edited 5 times in total.
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apricotslice
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Post by apricotslice »

Thats an interesting effect.

They are coded as freindly race, which I assumed was freindly to the player.

I've not heard of them going red against the player because of hitting another race. That must be a race response side effect.

I'll have to ask the race response author how he coded things.

Edit :

Exactly which script are you using ? There are at least 3 different race scripts. I need to know which one to check up on.
sgtalex
Posts: 22
Joined: Wed, 18. Nov 09, 09:44

Post by sgtalex »

y the broblem was at my end :wink: reinstalled, updated and reinstalled mods and it got fixed :roll:
THE22DIVER
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Joined: Tue, 1. Dec 09, 17:34

Nice!

Post by THE22DIVER »

First, I want to say I just got your mod and love it. It brings allot of great mods together.

So, will you be updating it at all, because I downloaded Killerog's new version of Hawks BSG and its would be awsome with your mod. It fixes alot with galactica
killerog
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Post by killerog »

I will be updating the BSG side of this mod, but will wait until i have done some more work on the BSG mod first
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apricotslice
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Post by apricotslice »

AMM will get updated when killerog has completed the bsg modifications.

There is also a new shipbuilder around now and once he gets some completed, they too will probably be included.
THE22DIVER
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Post by THE22DIVER »

Awsome! It's like christmas via X3 and the local Mod Masters!
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dragondream
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Post by dragondream »

Is this mod compatible at all with any of the cockpit mods and MARS?

EDIT: As well, none of the BSG ships are appearing in the game...
EDIT2: Sorry, just saw now the problem with the BSG mod. With the author's and your permission I'd like to merge the new BSG version with your mod for download...
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dragondream
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Post by dragondream »

@Apricotslice. I have succefully merged the new BSG mod with the Apricot Merge Mod, and can make it available as soon as possible. The owner of the mod (killerog) has given me permision to do so. First of all I need to ask whether you want the mod including the new sectors and the like or whether you only want the ships? :)
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apricotslice
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Post by apricotslice »

dragondream wrote:Is this mod compatible at all with any of the cockpit mods and MARS?
I've no idea how the cockpit mods are done, so cant answer that question. If they do not change tships or tcockpits, then at least 1 of them should be compatible.

The mod changes for MARS are already included.
EDIT: As well, none of the BSG ships are appearing in the game...
EDIT2: Sorry, just saw now the problem with the BSG mod. With the author's and your permission I'd like to merge the new BSG version with your mod for download...
NO, sorry I dont give permission for that.

You are welcome to merge it for your own use, but NOT for download.

Killerog has NOT yet completed working on the ships, and while I appreciate that people want working Battlestars, there is no point in updating the MM until he has completed fixing all the BSG ships. At this point I understand there are multiple issues with the fighters that have not been looked at.

The MM is all about merging in completed mods, not mods under development. BSG at the moment is classified as "under development". I know BSG was merged with issues, but they were not clear at the time of merging and had they been known, BSG would not have been included at all.

Introducing an uncontrolled version of the MM is NOT an option. I appreciate your enthusiasm, but it just isnt good practice, and would cause chaos in the future.

BSG in MM WILL be updated as soon as Killerog completes fixing the ships. Patience please.

As I said, you are welcome to merge it for your own use, but NOT for download.

By all means test it as a merged version, if you find anything thats a problem, it will shorten the testing period when its done officially.

All I'm waiting for now is for killerog to say he's completed work on the ships. As soon as thats done, and he sends me the changed files, I'll release a new version of MM.
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dragondream
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Post by dragondream »

When I start the custom game starts (the Kha'ak one for instance) my ship is loaded with no shields, weapons or wares. The other races also seem to be neutral to me even though I'm Kha'ak. How do I get the gamestart scripts to load properly.

I activated script editor, scripted in Salvage Insurance with Cycrow's Cheat Pack, saved the game, reloaded it but still didn't work properly. All the other scripts seem to work fine...

EDIT: And just a suggestion, please add CAG script by Lucike and Property Baron by Nividium to you mod. :)
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apricotslice
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Post by apricotslice »

Exactly which start are you referring to ?

Salvage insurance is included with all starts. If your not getting any, then something serious is wrong. You should be able to save 3 times immediately without doing anything except turn the script editor on.

Does this happen with all starts, or just the one ?

Are you using the AMM as a mod, or false patch ? If the latter, what comes after it as a higher numbered patch, or as the mod ?

How many scripts do you have installed ? Its possible that if you have too many of them, then the starts are being interfered with.
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dragondream
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Post by dragondream »

apricotslice wrote:Exactly which start are you referring to ?

Salvage insurance is included with all starts. If your not getting any, then something serious is wrong. You should be able to save 3 times immediately without doing anything except turn the script editor on.
I referring to all custom starts, the Kha'ak start, the BSG start, that AMS start, all of em... For some reason I am not getting any salvage insurance at the start so I'm having to script it in.
apricotslice wrote:Does this happen with all starts, or just the one?
Only the custom ones.
apricotslice wrote:Are you using the AMM as a mod, or false patch ? If the latter, what comes after it as a higher numbered patch, or as the mod ?
I'm using it as a mod, not a false patch.
apricotslice wrote:How many scripts do you have installed ? Its possible that if you have too many of them, then the starts are being interfered with.
AFAIK I have only the scripts included in the mod and the Ring of Fire script.
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apricotslice
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Post by apricotslice »

What about the vanilla starts ? It makes no sense that the new ones dont work but the vanilla ones do.

The vanilla starts should also have salvage insurance. Do they also come without ?
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dragondream
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Post by dragondream »

Ok, thanks for the help, I seem to have solved the problem. :)

I found out what was causing it. I already had Cycrow's Cheat Package.spk installed via the plugin manager, but your mod already has this package included. For some reason the two were conflicting with each other, so after I disabled it, it works fine now.

Thanks for the willing help. Just shows sometimes you gotta use your own head to solve your problems. :roll:
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apricotslice
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Post by apricotslice »

Glad it was that easy !
Arma Corp
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Post by Arma Corp »

How's it going?
I'm pretty new to the game but I would like to check this nifty looking Merge Mod out... before I do though I have a few questions that weren't very clear to me in the OP.

1) My game is completely unmodified (no scripts or mods installed). I take it this means that I don't have to do anything but install the mod and start a new game?

2) Is there any way to disable some of the mods included. For example if I want everything except the New Ship mods, would that be possible?

Thanks!
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apricotslice
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Post by apricotslice »

Install, start a new game, turn on the script editor, save, load, save and play. (A lot of the setup gets done after the first save is loaded).

No its not possible to disable anything. However, as the ships are only used in shipyards for you to buy, if you never buy them, its like not using that part of the mod. The only ship you cannot ignore is the Apricot Wanderer which turns up in the game anyway.

The added features are mostly on hotkeys, so if you dont give the hotkeys a key, they wont show in the game as usable functions.
Arma Corp
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Post by Arma Corp »

Fair enough. I'm probably going to try out the ships anyways, I was just curious heh. Thanks for the info though.
I'll give it a whirl and then give you some feedback when i've played enough :P
KELMAR
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Post by KELMAR »

hmm, i'm getting missing textures

[ external image ][ external image ]

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x3tc 2.5
merge mod
combat mod (fakepatch)
That was my health bar?

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