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[Script] Electronics Packages v2022 (27-5-2007)
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Should I create a rudder/engine/hold package?
Yes
82%
 82%  [ 23 ]
No
17%
 17%  [ 5 ]
Total Votes : 28

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arcana75





Joined: 02 Dec 2003
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PostPosted: Fri, 25. May 07, 04:00    Post subject: [Script] Electronics Packages v2022 (27-5-2007) Reply with quote Print

Adds 5 custom wares to all Argon Equipment docks (Requires EMP AND Bonuspack (lib.cy.addware) and Cycrow's Addware and Keepstock scripts).

Master Electronics Extension (1,705,148cr):
Once installed, allows Electronics Packages to be downloaded into your docked ships.

Basic Electronics Package (141,360cr):
Special Command Software.
Navigational Command Software.
Duplex Scanner.
Triplex Scanner.
The below plugins can be additionally installed if available:

Combat Electronics Package Plugin (30,572cr):
Fight Command Software Mk 1.
Fight Command Software Mk 2.
Boost Extension.

Trade Electronics Package Plugin (86,920cr):
Trade Command Software Mk 1.
Trade Command Software Mk 2.
Best Buys Locator.
Best Selling Price Locator.
Trading System Extension.

Misc Electronics Package Plugin (118,336cr):
Mineral Scanner.
Freight Scanner.
Video Enhancement Goggles.
S.E.T.A.
Ecliptic Projector.
Docking Computer.

USAGE:
Basic Electronics Package
Purchase the wares from any Argon Equipment Dock. When you have a Basic Electronics Package in a ship's hold, a command "Install Electronics Package" appears under Custom. Once activated, it'll first install the Basic package. It'll then search ur hold for any presence of either the CEPP and/or TEPP and/or MEPP and install them as well.

Master Electronics Extension
Purchase the MEE at any Argon Equipment Dock, and any EPs you would like to use. Once installed a command "Begin Electronics Slipstream" appears under Custom. Once activated, if the ship installed with the MEE has docked ships, it'll install as many BEPs (and plugins) as it can.

These are upgraded versions of existing software, so any older versions will be patched. Very Happy

Once the software is installed, hashes are computed for data integrity. Hence plugins can't be installed post-BEP installation. U'll have to run a format and reinstall. Very Happy

Usage Note:
This script uses Cycrow's Addware and Keepstock scripts. If you don't already have them, get them from Cycrow's site. Bonuspack already includes lib.cy.addware.

EMP Wares:
28;0;0;0;0;408;13323;0;1089;1;1;0;1089;0;0;0;SS_WARE_SW_CUSTOM8_17;
28;0;0;0;0;409;13333;0;3096;1;1;0;3096;0;0;0;SS_WARE_SW_CUSTOM9_17;
28;0;0;0;0;410;13343;0;4215;1;1;0;4215;0;0;0;SS_WARE_SW_CUSTOM10_17;
28;0;0;0;0;411;13353;0;5035;1;1;0;5035;0;0;0;SS_WARE_SW_CUSTOM11_17;
28;0;0;0;0;412;13363;0;60735;1;1;0;60735;0;0;0;SS_WARE_SW_CUSTOM12_17;

Command slots used:
COMMAND_TYPE_CUSTOM_38
COMMAND_TYPE_CUSTOM_39

Version Info:
Version 2.0.2.2
.: Added Master Electronics Extension.
.: Moved Trading System Extension to the Basic Package.

Version 2.0.2.1
.: First release.

Compatibility Info:
As I also use CisorTech Dynamic Bay Configuration, I made this compatible with that, so it correctly installs the Packages into TPs/TSs docked into your TL/M1. As long as it's a Player ship (YM ID code) and it's docked in your "Carrier", it'll install the Packages.




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Last edited by arcana75 on Wed, 30. May 07, 18:39; edited 6 times in total
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Tenlar Scarflame





Joined: 30 May 2005
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PostPosted: Fri, 25. May 07, 05:05    Post subject: Reply with quote Print

GREAT idea. I'd DL it immediately. Very Happy


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arcana75





Joined: 02 Dec 2003
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PostPosted: Fri, 25. May 07, 08:32    Post subject: Reply with quote Print

Tenlar Scarflame wrote:
GREAT idea. I'd DL it immediately. Very Happy

Well if no one does it by this weekend, it'll prolly be available thru me Smile


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BurnedToast





Joined: 10 May 2007
Posts: 60 on topic

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PostPosted: Fri, 25. May 07, 09:31    Post subject: Reply with quote Print

I'd love such a mod, I already love the jumpdrive kits to death (got a TL with like 500 of them next to my PHQ lol..) this would make it even easier to kit my new ships out.

Might I suggest an 'everything' kit too, with every upgrade available - jumpdrive, docking computer, goggles, SETA, all software.. everything except trade Mk3 (and rudder/cargo/engine) for like 5x the cost of buying them all seperate? It's annoying to fly around buying everything for every ship you might fly and 5x the cost would be a fair trade for the convience I think.

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Squelch





Joined: 15 May 2004
Posts: 249 on topic

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PostPosted: Fri, 25. May 07, 10:41    Post subject: Reply with quote Print

I like this idea, and wanted to do it myself.

My method was to re-use the plain container ware to hold one upgrade at a time, and have a command to unpack the ware when that container is on a ship. This way the player can transport upgrades around, and beam them over to other ships ready for unpack/install. The container is just a placeholder for the real upgrade which gets added to the ship under script control when unpacked.

This of course leaves the question of how to obtain the containers, and pack them, but that is up to whoever takes it on.

I look forward to seeing this.



Last edited by Squelch on Fri, 25. May 07, 16:50; edited 2 times in total
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arcana75





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PostPosted: Fri, 25. May 07, 11:06    Post subject: Reply with quote Print

It'll be alot easier (I think) to just use a custom ware(s) tied to a custom, ship or general command. Ship commands seem crowded. That way when the command is run, the related software or even rudder/etc upgrades gets installed.

I'll prolly attempt this this weekend.


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Saint-Ashley





Joined: 03 Dec 2005
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PostPosted: Fri, 25. May 07, 16:09    Post subject: Reply with quote Print

I hope you decide to make fabs for these wares. Very Happy

Otherwise I may have to do something about that myself, so I can equip my PHQ built ships... Laughing


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arcana75





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PostPosted: Fri, 25. May 07, 16:29    Post subject: Reply with quote Print

Actually, I finished the script Very Happy

Wait a few minutes while I update the thread...


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matches





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PostPosted: Fri, 25. May 07, 17:38    Post subject: Reply with quote Print

Sweet! Good idea.....will try it out tonight, thanks! Very Happy


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arcana75





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PostPosted: Fri, 25. May 07, 17:54    Post subject: Reply with quote Print

Saint-Ashley wrote:
I hope you decide to make fabs for these wares. Very Happy

Otherwise I may have to do something about that myself, so I can equip my PHQ built ships... Laughing

That'll make it a mod, which is prolly outside the scope of this script Smile


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arcana75





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PostPosted: Sat, 26. May 07, 02:16    Post subject: Reply with quote Print

Any bugs?

Next version I'm going to add a Master Electronics Extension, which will download the EPs into your docked ships. Naturally this'll only work on ships that can dock ships (TL, M1, M7).

Will work incredibly well with docking scripts like DBC.


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matches





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PostPosted: Sat, 26. May 07, 02:21    Post subject: Reply with quote Print

Ahhhh! I don't know! Actually I didn't get the chance last night but my wife works late tonight, soooo...........After I finish some beta-testing for another project, I'll try it out! Rolling Eyes


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ttl





Joined: 06 Feb 2005
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PostPosted: Sat, 26. May 07, 14:43    Post subject: Reply with quote Print

Maybe you could have a package that includes all the upgrades needed for Commercial Agents? Possibly minus the jumpdrive. With these packs, one would apparently need all four to get a CAG freighter properly set up. The only ships I buy in relevant quantities are CAG and combat ships.

The combat package is good for fighting ships. The misc. one is only needed for personal ships, and the trade one appears somewhat marginal too. I can´t see other use for it than personal TS ships, and fleet supply ships that source weapons and shields.

Just my two cents to improve this great idea Thumb up Smile Thumb up

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arcana75





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PostPosted: Sat, 26. May 07, 14:55    Post subject: Reply with quote Print

According to the Bonuspack 3.1.05, Commercial Agent v3.2.07 requires the following:

Navigation Software MK1
Trading System Extension
Trade Command Software MK1 and MK2

Perhaps the Trading Extension should go into the TEPP... yes my intention for the MEPP was for personal ships (hence inclusion of many manually activated extensions like Docking, Goggles and SETA), while the other 3 were more for remote ships. TEPP and BEP will then make a ship CAG-ready.

I tried to use as few wares as possible while maintaining flexibility; 4-5 was a good compromise; I'll prolly work the change in after I do the Master Extensions Package. Thanks for the comment!


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Saint-Ashley





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PostPosted: Sat, 26. May 07, 16:40    Post subject: Reply with quote Print

arcana75 wrote:
Saint-Ashley wrote:
I hope you decide to make fabs for these wares. Very Happy

Otherwise I may have to do something about that myself, so I can equip my PHQ built ships... Laughing

That'll make it a mod, which is prolly outside the scope of this script Smile


Naught necisarily... Considering factorys CAN be scripted in. Wink Like how LV has his JDK fab in CBSW...


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