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apricotslice
Joined: 16 May 2004 Posts: 13376 on topic Location: Mapping beyond the Unknown Regions.

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bob hope
Joined: 06 Nov 2002 Posts: 1431 on topic Location: 10 miles north of Manchester - UK

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Posted: Sun, 21. Oct 07, 19:54 Post subject: |
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ahh thanks, but i was wondering if it would be the 50mill thing and the script thats means you can add stations to it, but this will do i think for a bit 
_________________ About the name - i was lost for a name on the forum and looking round, then a Bob Hope film came on, and i thought "that will do nicely"
i was born and raised argumentative i dont mean to offend ...... sorry |
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apricotslice
Joined: 16 May 2004 Posts: 13376 on topic Location: Mapping beyond the Unknown Regions.

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bob hope
Joined: 06 Nov 2002 Posts: 1431 on topic Location: 10 miles north of Manchester - UK

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Posted: Mon, 22. Oct 07, 07:53 Post subject: |
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but doesnt that mean i have to enable the SE too? i am trying to avoid that lol
_________________ About the name - i was lost for a name on the forum and looking round, then a Bob Hope film came on, and i thought "that will do nicely"
i was born and raised argumentative i dont mean to offend ...... sorry |
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apricotslice
Joined: 16 May 2004 Posts: 13376 on topic Location: Mapping beyond the Unknown Regions.

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paulms1980
Joined: 05 Mar 2004 Posts: 833 on topic

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Posted: Thu, 24. Jan 08, 22:00 Post subject: |
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does this phq extender work wit 7.3xtm?
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apricotslice
Joined: 16 May 2004 Posts: 13376 on topic Location: Mapping beyond the Unknown Regions.

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Posted: Fri, 25. Jan 08, 02:48 Post subject: |
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As long as the phq files have the highest number, it should. But I ahvent tried it, so you will have to tell me.
If xtm is 11.cat, then phq must be 12.cat, for example. If its reversed, then xtm may overwrite this mod.
Try it and then tell everyone if it works or not.
Sorry about not knowing, but I've never been interested in xtm.
_________________ Apricot Mapping Services HQ
CLICK HERE for : X3R/TC Handbook; X3R, TC and AP Guides, Mods, & Scripts; X3R, TC and AP Downloads
Apricot X3 Forum |
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apricotslice
Joined: 16 May 2004 Posts: 13376 on topic Location: Mapping beyond the Unknown Regions.

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ORIOLE
Joined: 20 Oct 2004 Posts: 274 on topic

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Posted: Mon, 28. Apr 08, 01:00 Post subject: |
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Hi apricotslice,
I got your modified HQ. I manually added all wares. I set the stock level of each ware. I got two Super Freighters to start to stock the HQ. However, when I click "Start Commercial representation", both my ships just sit at the HQ with a "Standby" as order.
Is your HQ compatible with the Commercial Agent script?
Thanks!
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apricotslice
Joined: 16 May 2004 Posts: 13376 on topic Location: Mapping beyond the Unknown Regions.

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ORIOLE
Joined: 20 Oct 2004 Posts: 274 on topic

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Posted: Mon, 28. Apr 08, 07:58 Post subject: |
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A TL dropped it in President's End.
How do you stock your HQ?
Thanks!
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apricotslice
Joined: 16 May 2004 Posts: 13376 on topic Location: Mapping beyond the Unknown Regions.

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Posted: Mon, 28. Apr 08, 09:18 Post subject: |
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I scrap most of the ships I cap.
And use the 'station in HQ' scripts and make what I need onsite.
Depends a bit on what stage of a game I'm at.
I've gotten past the build it myself phase. So my HQ is just a resupply depot for myself. Mainly it contains a closed loop ecell production complex, and does not allow npc access. Any overproduction I ship manually to a 2nd HQ I use as a superstore, which also is where I put everything I pick up in battlezones.
I'm afraid I play a fairly modified game these days. 
_________________ Apricot Mapping Services HQ
CLICK HERE for : X3R/TC Handbook; X3R, TC and AP Guides, Mods, & Scripts; X3R, TC and AP Downloads
Apricot X3 Forum |
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ORIOLE
Joined: 20 Oct 2004 Posts: 274 on topic

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Posted: Mon, 28. Apr 08, 09:25 Post subject: |
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Thanks for your reply!
I changed some settings on the HQ (example: no trading with NPCs, added more credits ....) and now my agents started to work. You got to love software.

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Mr Tibbs
Joined: 21 Mar 2004 Posts: 31 on topic

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Posted: Tue, 5. Aug 08, 17:49 Post subject: |
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Ist there something you need to do in order to kick off the extended storage capacity? I've got EMP and cockpit mods installed already so HQ is now using 11.dat/cat.
The HQ is available at kingdoms end ship yard but my original HQ is still saying it only has 500K cargo space. Could use the extra 45 million. Got 3 TLs stuffed with mosquitos, minerals and weapons for when I run out of space and the HQ is building capital ships.
I've loaded the game, saved it then loaded it again but still no change to storage.
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apricotslice
Joined: 16 May 2004 Posts: 13376 on topic Location: Mapping beyond the Unknown Regions.

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Posted: Wed, 6. Aug 08, 02:12 Post subject: |
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Any PHQ that exists in the game before the mod is installed, remains as it was. Thats just how the devs built the phq.
The only thing to suggest, is remove everything from the existing phq, destroy it with LV's script, then add a new phq into a cargo hold (also LV script) and drop it again. It will then get recreated with the new spec.
_________________ Apricot Mapping Services HQ
CLICK HERE for : X3R/TC Handbook; X3R, TC and AP Guides, Mods, & Scripts; X3R, TC and AP Downloads
Apricot X3 Forum |
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