[ALP] Jumpgate Construction Technology 1.4 TC/AP 17/7/12

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zzone007
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How to build a gate with Jumpgate Construction Technology 1.4 TC / AP?

Post by zzone007 » Thu, 27. Mar 14, 23:01

If I use Jumpgate Construction Technology 1.4 TC is possible to build more than 4 gates, on the southwest, southeast, northwest or northeast example?

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X2-Illuminatus
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Post by X2-Illuminatus » Fri, 28. Mar 14, 17:43

Please always ask questions about a script in its specific thread.


*merged*


I don't know what limits the script has, but the game supports up to 6 functional jump gates (or Transorbital accelerators) per sector.
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lone_warrior
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Post by lone_warrior » Fri, 21. Nov 14, 16:16

Doesn't work for me,

I have all the required materials and credits, but it says I don't have the required materials, I have literally thousands of each type of material and still doesn't work

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LV
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Post by LV » Fri, 21. Nov 14, 18:22

your lucky i popped in today

I was playing around last week and can;t remember if it with this script that didn;t work on a fresh start for me or another (i fixed whichever it was anyhow)

open plugin.lv.build.gate in the AP scripts folder via your browser and tell me if this is the same as yours, your looking for a command that gets amount or checks if a ware is installed so if you see any missing text after the check there is something different in your base coded warelist

also keep your eye open for "Jumpgate Construction Technology" as a ware (hopefully you have a way of adding any ware or knowing how to bring up the warelist to check)

if you do come across something let me know and i'll gie you the fix

I can't upload my current version as it's heavily set in cheat mode debugging

Code: Select all

276   $aremove = $jumps * 1
277   $enough. = $ship -> get amount of ware Construction Equipment in cargo bay
278   skip if $enough. >= $aremove
279   |goto label fail
280   $aremove = $jumps * 2
281   $enough. = $ship -> get amount of ware Container in cargo bay
282   skip if $enough. >= $aremove
283   |goto label fail
284   $aremove = $jumps * 10
285   $enough. = $ship -> get amount of ware Deuterium in cargo bay
286   skip if $enough. >= $aremove
287   |goto label fail
288   $aremove = $jumps * 5
289   $enough. = $ship -> get amount of ware Jumpdrive Components in cargo bay
290   skip if $enough. >= $aremove
291   |goto label fail
292   $aremove = $jumps * 20
293   $enough. = $ship -> get amount of ware Labour Kits in cargo bay
294   skip if $enough. >= $aremove
295   |goto label fail
296   $aremove = $jumps * 25
297   $enough. = $ship -> get amount of ware Plutonium in cargo bay
298   skip if $enough. >= $aremove
299   |goto label fail

Welingen
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Post by Welingen » Mon, 24. Nov 14, 12:12

hi,

Where is the 1.4 version, this the 1.2 on your download page ?

Thanx

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LV
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Post by LV » Thu, 27. Nov 14, 19:23

https://code.google.com/p/x3tcscripts/downloads/list

tr4awl your way down it's its there, get the most recent lib scripts as well

Welingen
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Post by Welingen » Mon, 8. Dec 14, 07:49

Thanx for link,

Bug report :

Trying 1.4 ( 1.2 in game ), but not working in tcap + xrm + loco

Same as Midnightknight ;

5 Gate Construction Centres are created, 2 argon 1 pirate 1 split 1 terran, trying many time starting alp and never had 5 differente race. Each time i have 2 same race, split or argon.

4 station for material and 1 for drome transport and more than 200 Environment Technician ship.

Playing some hours, stations never manufactured product.

Station have basic ware ( photopil etc.. ) but nothing happen , no manufactured product.

thx.

Not compatible with XRM.

Welingen
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Post by Welingen » Mon, 29. Dec 14, 23:32

someone tried to modify the script for XRM?

Working good for TC and AP but in XRM Gate/waste station don't do anything, juste making massive TS instead manufactured ware.

happy new year

SgtMaster
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Post by SgtMaster » Sat, 21. Mar 15, 11:04

Does not seem compatible with XRM, / x3ap 3.0

wares do not get collected when near the gate factory.
So i used cycrows cheat to add wares.

I linked CEO doubt to earth, gate construction begins
i see the X gate, testing failed...

But when the constructions is complete, the gate vanishes, replaces by invisible jump beacon.

My ships on auto pilot cannot enter the gate, they just turn in circles around it.

Again, i use cycrows cheat to warp to earth,
all i see is Goner Ranger coming out of the gate/ jump beacon.
Yet my ship will not and cannot use the gate/ jump beacon...

and yes, the hazardous script wreck havoc also...

Was hoping to make earth an important hub in the Xuniverse, :cry:

scav_n_ger
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Re: [ALP] Jumpgate Construction Technology 1.4 TC/AP 17/7/12

Post by scav_n_ger » Thu, 27. Aug 15, 20:51

LV wrote: Final Addition

I added some waste wares to the gate fabs which are produced during trade or production, you are advised to use the Radioactive Waste and Hazardous Waste to fill the Waste Facility that is created with the Gate Factories as they will make needed Trading Drones. It is also much safer than the fabs disposing of the waste themselves ;)

Once a fab is full of either waste it will stop producing until the waste is traded.


Short review for version 1.4
First of all, I thank you very much for all the work you have put into shining-up the game and creating a lot of wonderful scriptworks.

I am running XRM so it might be a compatibility issue. Maybe it works well and i just have a bad environment for the Plugin due to all the mods i lost track of. I got the Imperial Lib of course.
So please understand that i am trying to just mildly complain in the most polite way.

However, i feel like i need to comment on this plugin in order to warn players.

So.. Warning!
The Waste that got into space ruined my universe.
The final addition of waste is a feature i can not recommend.

Description:
About 4/5 stations get changed into production facility for the resources.
Each of this Stations produce toxic materials which are transported to a Sector that contains the only toxic materials recycling facility of the universe. Maybe i did something wrong.

I had about 80 Demeter Environmental Technician something Freighters per Facility/Race. Terran, Split, Argon, Paranid..
All of them heading for the one recycling facility that was located in Blue Arrow.
Once accidents have occured, i dont know if it is an area or the whole sector, nearby ships get a serious damage over time.

So all in all,
- The menu feels unrefined but works. (menu sometimes close after click so thanks also for the hotkey)
- The construction works.
- The "Final Addition" feels like alpha stage



I really do not want to seem unthankful and i know this stuff was produced a good while ago, but i would recommend to enhance the description in the first post by someone editing it eventually.

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