[SCRIPT] XenoTec Shipyard V.1

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Krewzur
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[SCRIPT] XenoTec Shipyard V.1

Post by Krewzur » Fri, 19. Dec 08, 22:38

XenoTec Shipyard v.1

XenoTec Corporation (Backstory):
XenoTec is an Argon corporation that is dedicated to the research and acquirement of Xenon technology. During a raid on the Xenon Shipyard in Xenon Sector 472 by corporation mercenaries the shipyard mainframe was hacked. Ship blueprints were downloaded by the mercs and returned to corporation labratories. They have since utilised the blueprints to manufacture Xenon ships and have set up a shipyard in Black Hole Sun to help finance more raids.

ATTENTION: For some reason the Xenon K and J are really, really cheap!?! This has nothing to do with the script it is just their default price. K's are about 20m and J's are 12m. This would require an edit of the TShips file to fix. I know how to do this, but not in a way that would be compatable with other mods like Coffee-Man's hanger mod.

I didn't add the Xenon Station or the Solar Power Plant, because the station can't dock medium sized ship's (TS, M6, TM, TP) and the Solar Power Plant doesen't require resources so that would just be cheating.

v.1
-Added XenoTec Shipyard to Black Hole Sun
-Added Xenon ships to the XenoTec Shipyard

Enjoy!

Download:
http://forum.egosoft.com/viewtopic.php?t=228890
Last edited by Krewzur on Thu, 26. Mar 09, 21:07, edited 3 times in total.
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Lancefighter
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Post by Lancefighter » Fri, 19. Dec 08, 22:44

Personally: you should put it somewhere like xenon 101. Make it a challenge to get those bigger ships and keep them alive long enough to get out :D
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Krewzur
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Post by Krewzur » Fri, 19. Dec 08, 22:48

Ok, theres one shipyard left to do...... the Kha'ak. But I need a backstory to get an idea of where to put the shipyard. Another problem is since there are no Kyon Emitter factories it'll be very hard to equip the ships.

Any ideas???
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Post by xiriod » Fri, 19. Dec 08, 22:49

Lancefighter wrote:Personally: you should put it somewhere like xenon 101. Make it a challenge to get those bigger ships and keep them alive long enough to get out :D
Not so difficult :) You speed there in a Kestrel for example, equipped with JD and all. Buy your ship, transfer JD and just enough energy for one jump and you're home free. Sell the Kestrel after :)

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Krewzur
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Post by Krewzur » Fri, 19. Dec 08, 22:50

Lancefighter wrote:Personally: you should put it somewhere like xenon 101. Make it a challenge to get those bigger ships and keep them alive long enough to get out :D
Well because the shipyard is owned by the Argon it'll just get destroyed if it was in X101. Plus Black Hole Sun is the only Argon sector next to a Xenon sector with a shipyard.

And it's a made up argon corporation that owns the shipyard not the Xenon so it wouldn't make any sense.
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Lancefighter
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Post by Lancefighter » Fri, 19. Dec 08, 22:59

xenon 101 placement: So set it to friendly race or something >.< not entirely sure how notoriety works with them though.

Relating to the khaak:
You could say that kyle himself 'convinced' a small task force of khaak to to set up a ship production complex in somewhere out of the way... because they were under kyle's direct control at the time, they stopped production once he was beamed away. Now some teladi company has found it and has restarted construction.
as for kyons... are there kyon fabs that you could allow the SY to build?
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Krewzur
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Post by Krewzur » Fri, 19. Dec 08, 23:16

Lancefighter wrote:xenon 101 placement: So set it to friendly race or something >.< not entirely sure how notoriety works with them though.
I don't understand why there would be a friendly shipyard of any race operating in a xenon sector, it's just doesn't make any sense. And wheres the fun in it anyway, their not going to catch you in a Kestrel, and jumping your new ship out would be simple, theres no point in doing this. Plus it wouldn't fit into the backstory that i spent a whole 5 minutes making up :D
Lancefighter wrote:as for kyons... are there kyon fabs that you could allow the SY to build?
There are no kyon fabs in the game at all. Unless someone made something like Ashley's stations mod for X3:R.
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Post by Lancefighter » Sat, 20. Dec 08, 00:27

amurph0 wrote: There are no kyon fabs in the game at all. Unless someone made something like Ashley's stations mod for X3:R.
That sucks... well, i suppose its possible to use another type fab that nobody else uses and run a script to change it into a kyon fab.. but thats not exactly easy from what I understand.

And say that extended analysis of the xenon has found a secret code that the shipyard is using to protect itself.
Or just make it invulnerable :lol:
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Krewzur
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Post by Krewzur » Sat, 20. Dec 08, 00:42

If you really, really want the shipyard to be in x101 you could easily modify the script to do so. :)

Just go to the script in the script editor (setup.amurph0.xenotec) and change the race and sector in the first couple of lines to "friendly race" and "Xenon Sector 101".
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Post by Csve » Sat, 20. Dec 08, 01:13

amurph0
How about to compile all your shipyard scripts into one pack? It should be easier to check for updates :)

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Krewzur
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Post by Krewzur » Sat, 20. Dec 08, 01:16

I prefer to keep the scripts separate so people can just download the shipyards they want.

but if you like i could just put them all into one thread?
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Post by Csve » Sat, 20. Dec 08, 01:24

Or you can place links to other scripts in the 1st post

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Dgn Master
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Post by Dgn Master » Sat, 20. Dec 08, 01:27

I too would like to see a combined mod, but if you don't plan on doing this (can't make everyone happy) a single thread with the links to the downloadables would be awsome instead of having to search for newer versions.

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Krewzur
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Post by Krewzur » Sat, 20. Dec 08, 01:27

yeah, but than every time i add a new script i'll have to edit the tread for every other script, and it'll end up being all cluttered, it's easier this way
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LiveAus
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Post by LiveAus » Mon, 30. Mar 09, 01:12

Hi!
First congratulations on these great scripts. The backstory is very credible so it doesn't seem like cheating.
I have a question though, why did you leave out the "Unknown Object" Xenon ship from the Xenon SY? Is it possible for me to add it as a buyable ship?
If you don't want me to mess with your mod could you at least tell me how to insert ships in created SY? I know how to use the cheat menu to insert new products and resources to custom stations, but the menu lacks an "add ship" command.

Thank you!
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