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[SCRIPT] Add Orbital Weapons Platforms to Argon Prime Shipyard v1.01 - 19.12.08
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xiriod





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PostPosted: Tue, 16. Dec 08, 18:33    Post subject: [SCRIPT] Add Orbital Weapons Platforms to Argon Prime Shipyard v1.01 - 19.12.08 Reply with quote Print

This is one of my very first attempts to make a script, so please have mercy. I have tried it many times and it always works at my end. It adds Small, Medium and Large OWPs to the Shipyard in Argon Prime.

Now, the OWPs are rather large. But they can use jumpdrives. So what I do when I get one is that I buy it and equip it with a jumpdrive and energy cells. Then I go to another sector, undock the OWP and jump it to where I want it to be. Then I can go there and use the tractor beam to tow it to my desired location.

Another option is to use one of the Jump scripts available to jump to the desired position. That works too. Although some fine tuning with the tractor beam can be required.

This script is made as is, and since it works I am probably not going to expand on it or improve it further. If anyone wants to do so, please be my guest. I just made it for myself and thought perhaps someone else would like it too. But if you do, I take no responsibility for your save game and such Wink But as I said, it works for me.


Installation:

First you need to enable the Script Editor if you have not done so yet by renaming your character to 'Thereshallbewings' and wait until it finish initializing. It will freeze for a short time, and you will get control back. That's how you know.

In this archive there are two directories. One is called 'scripts' and the other is called 'scripts.optional'.

The first one contains the version you have to run yourself through the Script Editor. If you like to use that, you copy the 'a1.add.owps.to.argon.prime.sy.xml' in to your 'scripts' folder in your game directory. Then you open the Script Editor, select the script and press 'r' to run it. If prompted press 'null' and it should be up and running.

The second directory contains 'setup.add.owps.to.argon.prime.sy.xml', which is the exactly same file except it runs on every gamestart/load. If you like that, then just copy it in to your 'scripts' folder in your game directory and and start to play.

v1.01 Added a second script for those that like it to run on gamestart/load
v1.00 Initial relase

New download links:

Available on xdownloads:


Onedrive mirror:


Outdated link:

File: http://www.sendspace.com/file/gq9nfg

EDIT: August 12th 2010 - This is compatible with v2.7.1



This script can be used in conjunction with this -

OWP Real External docking

Edit: Added new download links. X2-Illuminatus



Last edited by xiriod on Thu, 12. Aug 10, 17:11; edited 9 times in total
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strikor





Joined: 19 Dec 2007
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PostPosted: Tue, 16. Dec 08, 18:53    Post subject: Reply with quote Print

Sounds good. I've always wanted to buy them and I could never get that other OWP script to work right.

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fud





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PostPosted: Tue, 16. Dec 08, 19:08    Post subject: Reply with quote Print

Ideally, I think there should be three new wares made (ST class) for the three OWPs. You buy the ware with a TL, take it wherever you want to deploy it, and with a new command "Deploy OWP" from the TL, it plops one in the sector exactly where you want it.

If you want to move it from there, you can tow it.


This would eliminate the monstrocity docked at a SY.


In fact, I wouldn't think that'd be too hard...

Also, to equip it, rather than buy the guns when buying the ship, you could also offer "equipment packages" for them. Buy one for the cumulative cost of the shields/guns included in the package (another new ware). When the OWP is "built" with the "deploy" command, you beam over the "package" and run the command from the OWP platform.


You could effectively make several differe equipment packages this way as well.

Any really specific/nitpicky loadouts could be done with a transporter.

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xiriod





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PostPosted: Tue, 16. Dec 08, 19:12    Post subject: Reply with quote Print

fud wrote:
Ideally, I think there should be three new wares made (ST class) for the three OWPs. You buy the ware with a TL, take it wherever you want to deploy it, and with a new command "Deploy OWP" from the TL, it plops one in the sector exactly where you want it.

If you want to move it from there, you can tow it.


This would eliminate the monstrocity docked at a SY.


In fact, I wouldn't think that'd be too hard...

Also, to equip it, rather than buy the guns when buying the ship, you could also offer "equipment packages" for them. Buy one for the cumulative cost of the shields/guns included in the package (another new ware). When the OWP is "built" with the "deploy" command, you beam over the "package" and run the command from the OWP platform.


You could effectively make several differe equipment packages this way as well.

Any really specific/nitpicky loadouts could be done with a transporter.


Which is exactly why I made it simple like this. First of all because it works. And as I said, it is simple. And no need for extra wares, which I personally keep a long distance from. No EMP for me. But if you want to make one, I am sure many will like that Smile It just that I'd been asking for something like this for some time and since no one wanted to do it I just did it myself Wink

I do not mind that big Large OWP docked at the Shipyard, it ain't that big. I have undocked it in-sector and it works as well. Just take some shield damage, but that's it. But OOS it undocks nicely.

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fud





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PostPosted: Tue, 16. Dec 08, 19:29    Post subject: Reply with quote Print

Oh, I know. Wink

I just tend to think out loud a lot. I'll likely use your script because it's easy. I still think it's a shame Egosoft didn't intend to allow the player to own the OWPs. Maybe it'll be in an up-coming patch, but I wouldn't hold my breath.


Maybe if I'm bored/drunk enough, I'll look into my idea, most likely to only get half way with it and move on to something else.

ADHD is a bitch. Smile

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Malkuth74





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PostPosted: Wed, 17. Dec 08, 03:00    Post subject: Reply with quote Print

Do the OWP come with weapons?

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xiriod





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PostPosted: Wed, 17. Dec 08, 03:01    Post subject: Reply with quote Print

No. It's just like with the ships, as it is classified as a ship. Wink

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Stealth17





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PostPosted: Wed, 17. Dec 08, 12:47    Post subject: Reply with quote Print

How well do those OWPs work OOS? I've cleared out Xenon Sector 347 and I now use it as my own HQ. Through the Take-over-sector script I'm the official owner. That is eh... still debated by the Xenon. Therefore I have a Boreas patrol the sector. Would it be enough to put two OWPs at the two gates (S and E) and have them do the defense work?


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xiriod





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PostPosted: Wed, 17. Dec 08, 15:47    Post subject: Reply with quote Print

Stealth17 wrote:
How well do those OWPs work OOS? I've cleared out Xenon Sector 347 and I now use it as my own HQ. Through the Take-over-sector script I'm the official owner. That is eh... still debated by the Xenon. Therefore I have a Boreas patrol the sector. Would it be enough to put two OWPs at the two gates (S and E) and have them do the defense work?


I have not tested that much, but a little. The large owp can hold its own against quite a few fighters and M6's though. I view the owp as a stopgap that can buy me just enough time for me to jump in and help out. A 28 mill a pop they are much cheaper for this job than any M1/M2. Smile

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Stealth17





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PostPosted: Wed, 17. Dec 08, 16:08    Post subject: Reply with quote Print

Ok, I'll try using two OWPs with PPCs; one at each gate. Backed up by a Thresher with PCCs and Ion Cannons. Hopefully that'll teach em Cool


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Stealth17





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PostPosted: Fri, 19. Dec 08, 00:51    Post subject: Reply with quote Print

Ok, here's a random thought: would it be handy/interesting/nice to have a sort of "Deep Space Fortress" available in the game? The OWP can fit the jobdescription but they aren't shielded any heavier than your (above)average Capital-ship.

I'm thinking more along the lines of something with 15 or 16 GJ shields. Up to 80 guns from separate turrets. Something you could deploy in a Xenon sector as something of a doorstop.
For those of you out there who've seen Star Trek Deep Space Nine; you probably know what I mean.


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amurph0



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PostPosted: Fri, 19. Dec 08, 01:20    Post subject: Reply with quote Print

Stealth17 wrote:
I'm thinking more along the lines of something with 15 or 16 GJ shields. Up to 80 guns from separate turrets. Something you could deploy in a Xenon sector as something of a doorstop.


You could edit the TShips file to get that kinda power out of a OWP.


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apricotslice





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PostPosted: Fri, 19. Dec 08, 02:11    Post subject: Reply with quote Print

I cant get a download to look at the script, but if you rename it to setup.a1..... then it will load each time the game is started automatically.


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xiriod





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PostPosted: Fri, 19. Dec 08, 06:03    Post subject: Reply with quote Print

apricotslice wrote:
I cant get a download to look at the script, but if you rename it to setup.a1..... then it will load each time the game is started automatically.


@Stealth17
I was thinking of editing mine to carry more ships though. I thought perhaps the small one could carry 2, medium 4 and large 6.

@apcricotslice
Originally I did that, but I changed it so that people could just choose whether they want it in their current game or not. Some people have several games going a the same time Smile

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apricotslice





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PostPosted: Fri, 19. Dec 08, 08:17    Post subject: Reply with quote Print

2 packages then. They install which one they want.


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