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Terran Revitalization Project (TRP) - 11/26/2013 - Stealing Logi 1.4 FR
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X2-Illuminatus
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PostPosted: Sun, 19. Feb 17, 18:59    Post subject: Reply with quote Print

The second post of this thread has all the download links to the additional mods and scripts, which help to improve the economic situation in Terran space.


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Senrian





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PostPosted: Sun, 19. Feb 17, 20:20    Post subject: Reply with quote Print

eldyranx3 wrote:
@ Topcross: The Economic Stimulus readme packaged in the SPK gives a little more detail:

Code:
This script adds in (1) Protein Paste L, (1) Carbo Cake L, and (1) Water Purification Plant L NPC fabs to Neptune, Saturn, Mars, and Mercury. It also adds in (1) MRE L, (1) C-Ration L to Venus, (1) Ice Mine L to the Asteriod Belt, and (1) SSP L to Neptune.

Suggestions for additional NPC factories to place are always welcome.

As for the ??? Terran Pirate Base, it should relocate itself every 10-15 minutes, selling:

Spoiler
SOS, SSS, Cargo Bay Shielding, and all the non-Kha'ak Beam Weapons
Spoiler

Suggestions for more rare goods are always welcome.


Still can't find this script anywhere. This is the only thing i need.

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X2-Illuminatus
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PostPosted: Sun, 19. Feb 17, 20:42    Post subject: Reply with quote Print

In this post eldyranx3 wrote:
Operation Loki v1.0 - Prevents GoD from removing Terran Stations.

Project Sleipnir v1.0 - Adds working Terran Jump Gates after the Aldrin 2.0 plot is complete.

Removed ATF Shipyard as support for it is now discontinued.

Removed Terran Economic Stimulus as Operation Loki replaces its functionality.



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eldyranx3





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PostPosted: Tue, 21. Feb 17, 05:40    Post subject: Reply with quote Print

Sorry I haven't replied to anything in almost a year. I had no idea that the links to Google Code had changed. I do have them backed up on my Personal Google Drive in case the Google Code Archive gets purged.

Please feel free to distribute the files, scripts, or code as needed as I am not actively working on it anymore. Thank you so much X2-Illuminatus for updating the links and answering questions in my absence.

So much has happened in these past three years since the TRP, X3AP, and XR. I still havent blossomed into the gamer girl I was hoping to become, or become the next great female sci-fi author, but I am definitely much happier than I used to be.

As such, I finally updated my AV here at Egosoft as IRL I look like this rather than who I was during my amazing time with Egosoft.



Last edited by eldyranx3 on Mon, 24. Apr 17, 17:36; edited 2 times in total
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Jonzac



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PostPosted: Tue, 21. Feb 17, 07:04    Post subject: Reply with quote Print

eldyranx3 wrote:
Sorry I haven't replied to anything in almost a year. I had no idea that the links to Google Code had changed. I do have them backed up on my Personal Google Drive in case the Google Code Archive gets purged.

Please feel free to distribute the files, scripts, or code as needed as I am not actively working on it anymore. Thank you so much X2-Illuminatus for updating the links and answering questions in my absence.

So much has happened in these past three years since the TRP, X3AP, and XR. I still havent blossomed into the gamer girl I was hoping to become, or become the next great female sci-fi author, but I am definitely much happier than I used to be.

As such, I finally updated my AV here at Egosoft as IRL I look like this rather than who I was during my amazing time with Egosoft.


Well you may not have made those goals but you made one heck of a mod for a great game....a mod that I wrote my own personal storyline around so thank you VERY MUCH

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Tkdmaster





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PostPosted: Sat, 25. Mar 17, 04:08    Post subject: Reply with quote Print

Hey...was wondering, what would need to be done to make the ATF Shipyards compatible with some of the other major mods that alter the TFactories file? I attempted to merge changes from another Tfactories file and this one, but it well....didn't work Sad

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X2-Illuminatus
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PostPosted: Sat, 25. Mar 17, 19:08    Post subject: Reply with quote Print

Merging Tfactories files is just a matter of copying the additional entries from one mod's Tfactories to the other one and increasing the amount number at the top of the file. Depending on the mods you are using you might have to additionally adjust their setup scripts, so that they reference the correct entries again (the position of the entry in the Tfactories file is important). Here's a short explanation by MegaBurn about merging Tfactories files (for XRM and SCH though). The latter might not even be necessary with the ATF shipyard mod, as for the setup an MD file is used, in which the typenames are used to reference the factories iirc.
If you have still problems, you could also try out Cycrow's XModDiff tool. Setup scripts would still have to be adjusted manually though.


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Farnhams Legende und Nopileos als E-Books!

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Tkdmaster





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PostPosted: Sat, 25. Mar 17, 20:59    Post subject: Reply with quote Print

Thank you for the information on this, it definitely clarifies a few things for me. Sadly, after looking it all over, I'm left just about as confused as when I began, so I guess for now I will just have to live without.

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Aldebaran_Prime



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PostPosted: Sun, 26. Mar 17, 22:55    Post subject: Reply with quote Print

eldyranx3 wrote:
Sorry I haven't replied to anything in almost a year. I had no idea that the links to Google Code had changed. I do have them backed up on my Personal Google Drive in case the Google Code Archive gets purged.

Please feel free to distribute the files, scripts, or code as needed as I am not actively working on it anymore. Thank you so much X2-Illuminatus for updating the links and answering questions in my absence.

So much has happened in these past three years since the TRP, X3AP, and XR. I still havent blossomed into the gamer girl I was hoping to become, or become the next great female sci-fi author, but I am definitely much happier than I used to be.

As such, I finally updated my AV here at Egosoft as IRL I look like this rather than who I was during my amazing time with Egosoft.


Thanks for your ideas and your work!

Based on the TOTT mod I also spended some time in bringing the Terrans a working industry.
During integration of your "0x0a Xenon plot" into my mod collection, I'm actual continueing your work to bring this plot, to become friends with Xenon, from a beta into a release state.
Until X3AP 3.2 is released, also this plot will be finished and available in the EMC4AP mod, together with your 2 other Terran plots.


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mandsup





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PostPosted: Wed, 22. Nov 17, 23:26    Post subject: Reply with quote Print

I failed to find the files that are supposed to save the Terran economy in x3AP Confused
Apperently there is supposed to be a mod called ''terran economic stimulus'', but where is it?

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PostPosted: Wed, 22. Nov 17, 23:47    Post subject: Reply with quote Print

X2-Illuminatus wrote:
In this post eldyranx3 wrote:
Operation Loki v1.0 - Prevents GoD from removing Terran Stations.

Project Sleipnir v1.0 - Adds working Terran Jump Gates after the Aldrin 2.0 plot is complete.

Removed ATF Shipyard as support for it is now discontinued.

Removed Terran Economic Stimulus as Operation Loki replaces its functionality.


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Aszrayel





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PostPosted: Tue, 26. Dec 17, 00:28    Post subject: Reply with quote Print

eldyranx3 wrote:
X2-Illuminatus wrote:
In this post eldyranx3 wrote:
Operation Loki v1.0 - Prevents GoD from removing Terran Stations.

Project Sleipnir v1.0 - Adds working Terran Jump Gates after the Aldrin 2.0 plot is complete.

Removed ATF Shipyard as support for it is now discontinued.

Removed Terran Economic Stimulus as Operation Loki replaces its functionality.


Are those all right for X3AP though? Right now they're marked as X3TC Only. Are they not needed in AP?

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