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[MD]X3TC Menagerie Shipyard v2.3 Updated (04 June 2012)
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Argonaught.





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PostPosted: Mon, 29. Mar 10, 20:53    Post subject: [MD]X3TC Menagerie Shipyard v2.3 Updated (04 June 2012) Reply with quote Print

Download link updated to V2.3 release

Quote:
Changelogs

Change Log link V2.3

Change Log link V2.2

Change Log link V2.1

Change Log link V2



This is the first bit of coding I have ever done.
please be gently if you look at the code and it looks odd.


I can't model stuff but if I could I would have made a Custom station for this.
Station used is the large Argon shipyard.


Important
Please read the warning at the end of this post.

It explains the do not's when purchasing, and other really important things you need to know for better enjoyment.


Description:
This creates a Menagerie Shipyard filled with rare ships, and items, unavailable through normal race shipyards.
It will jump randomly around the X universe.
The Shipyards jump timer is set on a 1-2hr cycle.
When it arrives in a new sector it's timer will start counting down to a random time between the 1-2hr cycle.
It's position in Sector will be 25km in Y direction, if the sector has stuff near or in that area the station will be positioned in a safe area close to the co-ords.
It's big anyway so you'll see it.


Immersion Text
Quote:
The Menagerie Shipyard is of unknown origin.
It's main function was to harvest ships that it encountered on it's travels and when full, to return them to it's creators for further study.

It was severely damaged while it was out harvesting.
It is believed, but not confirmed, that it came across something more powerful than itself.

The stations AI brain and some of it's systems sustained heavy damage.

It's racial scanners were damaged - Causing it to miss indentify approaching vessels
It's Docking Array computers were damaged - Causing the docking arrays to unlock, allowing anyone who can get to it to dock.
It's jumpdrive targeting systems and spacial recognition software were damaged - All attempts to jump home cause an unfocused jump sending it to a random sector.
Long Range communications were damaged - Meaning no help from it's creators.
It's cloaking device was damaged - Making it detectable to all.

Could this Shipyard be the fabled UFO Base that everyones been searching for?



Ships in Stock




Menagerie Shipyard with 4 #Decas docked





Installing
Unzip the file and place the director and t folders into your main X3TC folder.


WARNING
Never leave ships docked for to long at the station as when it jumps all docked ships are destroyed.
If your docked when it jumps you'll be seeing the start menu - you have been warned Wink

The station doesn't offer upgrades or equipment so when you buy a ship you get it as is.


Note
Orbital Weapon Platforms

S/M/L OWPs can be bought at the station.
If buying ships and OWP's, at the same time, make sure you buy the ships first and order them away from the station and buy the OWP's last.
If you do it the other way round you'll loose some ships when they hit the OWP's.
You can order the OWP's to undock and they will slide away from the station docks.
You'll need a tractor beam installed to move them.
Autopilot won't work on OWP's.
Your ship will wait in autopilot for the OWP to start moving, but since it has no engines, you'll stay where you are.
You'll need to fly manually while tractoring one.
If you need to get an OWP to another sector you'll need to use a script to move it.
They won't go through gates with you.

I recommend using Super Tractor by Gazz as it will allow you to jump yourself and the OWP to another sector.


Extra note
There are 2 small OWP's listed in the trade menu.
The one near the bottom of the trade menu is the Khaak OWP.
When info'd it's missiles will reflect that as it only uses Khaak missiles.


jump timer
The Stations jump timer is automatic and random.
It's jump drive will activate between 2-5hrs after it's landed in a new sector.
When timers up it will jump away without warning.
Please make sure you don't loose a purchase when it jumps, create a save before buying Smile






Many Thanks to Ketraar and others for the helping me to understand MD code usage Smile


Hope you all Enjoy.

Argonaught.


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Last edited by Argonaught. on Mon, 4. Jun 12, 01:41; edited 18 times in total
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Deadbeat_Spinn



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PostPosted: Mon, 29. Mar 10, 21:06    Post subject: Reply with quote Print

Sweet, a shipyard with some of the ships I've always wanted.Thumb up

One minor question,
Why is the Medusa, Skate, Kite, Solano, & Venti on the purchase list?

The first 4 can be purchased at normal shipyards and the Solano/Venti are Corporate rewards.


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Argonaught.





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PostPosted: Mon, 29. Mar 10, 21:14    Post subject: Reply with quote Print

Deadbeat_Spinn wrote:
Sweet, a shipyard with some of the ships I've always wanted.Thumb up

One minor question,
Why is the Medusa, Skate, Kite, Solano, & Venti on the purchase list?

The first 4 can be purchased at normal shipyards and the Solano/Venti are Corporate rewards.


I used a list I'd gotten from the forums so added them also as they were listed as rare.

The list may have been oldish though.

I was also very nervous in creating this for public use (first real mod) and hadn't looked really hard at what I'd added.

Anyway lets just pretend that the Station thought they were valid enough to harvest Wink.

I can change it if folks want.


Edit:
If the timer for the station is too short/long I can change it to whatever is the more popular timings.


HTH

Argo.


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Logain Abler





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PostPosted: Mon, 29. Mar 10, 23:15    Post subject: Re: [MD] Menagerie Shipyard v1 (29 Mar 2010) Reply with quote Print

Argonaught. wrote:

WARNING
Never leave ships docked for to long at the station as when it jumps all docked ships are destroyed.
If your docked when it jumps you'll be seeing the start menu - you have been warned Wink
Argonaught.


Sounds great, I like the ramdom sector idea Smile , except the docked bit Sad
You should be able to force an undock of all ships prior to the jump. For the player ship you could jump it to safe distance. Check out Cycrows warp to sector script in his cheat package for a pointer.

Once I've done updating my own scripts I'll give this a go.

Again, great work Thumb up

LA

See Force NPC Undocking not used it myself but looks a good starting point if you want to tweak your station jump.


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mark_a_condren





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PostPosted: Tue, 30. Mar 10, 06:39    Post subject: Reply with quote Print

Argonaught.

Love it ! and i like the "Have a small story in my head to explain it's existence so folks don't hit me with sticks for messing with immersion ", very original.

Your first release can be a bit hard on the nerves. But i'm glad you did, this looks great.

Quote:
Why is the Medusa, Skate, Kite, Solano, & Venti on the purchase list?

This will depend on the variants that are available, some of the variants are purchaseable from shipyards, but some are not. It may just take some tweaking to get it right IF they are the ones that are already available.

As you will discover, you can't please everyone, but only you have to be happy with it in the end.

I also don't mind the fact that there is a risk factor involved in getting these rare ships, just adds something extra, land, go to buy ship and Surprised ..... Twisted Evil .

Keep up the good work.

MarCon


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Argonaught.





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PostPosted: Tue, 30. Mar 10, 10:15    Post subject: Reply with quote Print

I had tried putting in a check to see if player ship/ships were docked and for it not to jump away, but it made the station sit there forever when it detected ships docked. I couldn't figure a way around it.

I'll take a look into Graxster's Force undock (I have that installed myself) but his are all scripts and I have no idea how to read those.

As I mess more with the MD I hope to find a way of forcing any ships docked to undock before it jumps, but as of now I haven't a clue how to do it.


The Solano and Venti only had one entry in Tships so figured they were like the Arrow #Deca etc...

The other 3 had 2 version each, one of the versions was a Prototype and theres a mod here that has those.
I didn't know they were freely available in race shipyards.

but we learn as we go and I'll fix it as soon as I figure a way to force undock.

Argo.


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mark_a_condren





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PostPosted: Tue, 30. Mar 10, 11:12    Post subject: Reply with quote Print

Quote:
The other 3 had 2 version each, one of the versions was a Prototype and theres a mod here that has those.
I didn't know they were freely available in race shipyards.


Hay, imho, make em available anyway from your shipyard, maybe people don't want to install 2 mods to get all the ships. I can understand you don't want to step on another modders toes, but yours is a totally different concept and having them all available with one mod would suit some players better, yes me for one.

The prototypes of these ships arn't available to vanilla game so if people have them they are scripted/modded/MD'ed in, the standard versions may be available in some shipyards however.

Whatever you choose to do in the future, this is a damn fine start, and as i said, i don't mind a bit of risk involved in trying to get thes ships.

MarCon


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PostPosted: Tue, 30. Mar 10, 16:26    Post subject: Reply with quote Print

I like the idea a lot. As i can't script, i usually just add a couple of 'static' shipyards to my map to make these ships available.

It's good to have them there, but some of them seriously need balancing. I'm guessing you haven't touched their stats?

I go with a 'dark' shipyard in a pirate sector with pirate/yaki/xenon/khaak ships and a 'light' yard in Elysium.. with the missing 6 races/goner ships as well as the enhanced/advanced/prototype ships.
I use a modified Tships file to bring my own ideas of balance/usefulness to them. Maybe you could look into that. Razz

Maybe you could adjust the pricing too. e.g. 12.5 mill for a #deca is a little low Wink

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Argonaught.





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PostPosted: Tue, 30. Mar 10, 18:55    Post subject: Reply with quote Print

The prices I didn't touch as I have no idea where to do that from.
And I didn't touch ship stats as it would mess with every other ship mod out that altered the Tships file.

My plan was to have this as 3rd party mod friendly as possible by only using the MD to create it.

The only time I could see a clash is if someone uses the "other1" race slot that I used.
I had to use "other1" race slot to get around the requirement of needing the normal race reps to buy them.

But I'm still going to try tweak it if I can, hit a wall with the auto undock
if docked bit.


Argo.


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PostPosted: Sat, 3. Apr 10, 17:47    Post subject: Reply with quote Print

Probably would have been much easier using the SE than the MD though. Laughing


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Argonaught.





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PostPosted: Sat, 3. Apr 10, 23:56    Post subject: Reply with quote Print

EmperorJon wrote:
Probably would have been much easier using the SE than the MD though. Laughing


I found the SE to be more confusing than the MD, probably because the MD has more recognisable words in it than the SE.

Anyway, I think i did fantastically well considering I can't write or code programs.
Let me just quote myself here a mo:

Argonaught wrote:
This is the first bit of coding I have ever done.
please be gently if you look at the code and it looks odd.



I'm not sure if you meant your comment to be a joke or were laughing at my effort?

I suppose there'll always be a heckler in the audience somewhere Sad


Argo.


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PostPosted: Sun, 4. Apr 10, 10:52    Post subject: Reply with quote Print

I was just making a friendly comment, no worries bud!

I'm hopeless when it comes to MD! Razz


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PostPosted: Sun, 4. Apr 10, 14:34    Post subject: Reply with quote Print

Just had a look at the code for your shipyard. I'm not very experienced with MD myself, but have you tried adding any docked ships to a "group" then try "any_object_undocked" when the station jumps to trigger the group undocking?

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PostPosted: Sun, 4. Apr 10, 14:47    Post subject: Reply with quote Print

EmperorJon wrote:
I was just making a friendly comment, no worries bud!

I'm hopeless when it comes to MD! Razz


Ah okie dokie then, alls forgiven Smile
This coding stuff is hard on the nerves.

Rednoahl wrote:
Just had a look at the code for your shipyard. I'm not very experienced with MD myself, but have you tried adding any docked ships to a "group" then try "any_object_undocked" when the station jumps to trigger the group undocking?


No, never thought to add them to a group. I'll give it a go and see what happens, Thanks for the tip.

With Ketraars help I realised my original code needs more checks and conditions so I'll be altering it more when I have a mo, so I'll be testing other ways to get ships to undock.


Argo.


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PostPosted: Sun, 4. Apr 10, 16:57    Post subject: Reply with quote Print

There seems to be about three or four ways of doing the same thing using the MD, so if that doesn't work there will probably be a workaround. At least you have been sensible and done something specific for your first MD code - I think (at least currently) I'm being overambitious. I congratulate you on getting the code out there.

I know what you mean by "this coding stuff is hard on the nerves" too. I keep getting one step in front of myself, then have to go ten steps back. I had a problem the other night that I couldn't find a solution to; ended up dreaming about the problem while I slept and woke up exhausted!

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