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Abandoned Ship Spawner for AP (ASS-AP) v88 [AP][ALP]
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DrBullwinkle





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PostPosted: Fri, 15. Jun 12, 16:12    Post subject: Abandoned Ship Spawner for AP (ASS-AP) v88 [AP][ALP] Reply with quote Print

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Abandoned Ship Spawner for AP (ASS-AP)


ASS-AP <-- v88 Adds support for XRM's Quantum Pulse Repair Laser

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The following should be a direct url to the file. bbcode will not make a proper link (bbcode does not like the parentheses, which are valid):

Code:

https://storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/x3tcscripts/Abandoned%20Ship%20Spawner%20for%20AP%20(ASS-AP)%20v88-2012-07-19.spk

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    Abandoned Ship Spawner creates the wrecks... Can you find them?

Corbinbird's classic, updated for AP, with some fresh new features:


Features

    Arrow Added new AP Ships. All ship types can be spawned. Random types; random locations.
    Arrow New!: Some ships include bonus extras, such as Repair Lasers, Marines, and Super-Tuned engines or rudder.
    Arrow New!: Adds Graxster's "Repair Ship" and "Repair All Ships in Sector" commands to the Trade menu. Why? So that you will have something cool to do with the Repair Lasers that you find! Also, because Graxster's Mobile Repairs modifies TLasers, which makes it incompatible with some other mods. And one more reason: Because finding a rare laser is more fun that just buying them at a factory!
    Arrow Repair scripts support XRM's Quantum Pulse Repair Laser
    Arrow Will not remove vanilla abandoned ships unless you configure it to do so in the t file. Spawned ships will be removed as new ships are added.
    Arrow New ship spawn time is configurable in the t file.
    Arrow Ship name includes "(A.S.S.)" so that you can distinguish spawned ships from vanilla abandoned ships.
    Arrow Logs creation of ships (for cheaters and testers).



Recommended


Compatibility

    This version is for Albion Prelude. The version for Terran Conflict is: Abandoned Ship Spawner for TC v82 (corbinbird)

    Should be compatible with most stuff that does not remove vanilla ship types. If you add ship types, then ASS-AP will not spawn them. If you remove ship types, then ASS-AP will be confused.

    Multiple players report that ASS-AP works correctly with XRM (although XRM-specific ship types will not be spawned). You can use the log for testing (Data\EgoSoft\X3AP\log07300.txt).



Requirements

    X3AP



How to Install

    1) Install with the Plugin Manager.
    . . (Or, with the Plugin Manager installed, right-click and "Export to zip". Then install manually. If this is your first time, see LV's tutorial: Installing Scripts & Mods)

    2) Turn on the Artificial Life Plugin (ALP) in the Gameplay Options. (Press Esc, then look in the lower left corner of your screen for the menu).



How to Use

    Just turn it on in the AL Settings on the Gameplay Options menu.
    Then watch for abandoned ships.



Configuration Options

    The t file contains several options that you can use to configure the way that this script works.
    The options all have comments. I hope that the descriptions are clear. If not, then please ask so that I can clarify them in a future release:

    <t id="20">60</t> <!-- Number of minutes between spawns (game time). Default = 60 -->
    <t id="21">0</t> <!-- Max number of ships. Zero means "no cleaup". Default = 0 -->



Which file do I edit in my t folder?
    I got tired of constantly looking up PageID numbers, so I decided to come up with a way to see, at a glance, which t file goes with which script or mod.

    The -L099xxx file does the trick. Think of the -L099 files as "documentation"; it is merely a marker so you can easily find which file to edit.

      (The reason for the funny name with the -L099 and .xml -- rather than just a .txt file -- is to trick the Plugin Manager into putting the file in the correct folder.)


    The -L044 file is the English language file. So, for Abandoned Ship Spawner, the full file name for the English t file is "7300-L044.xml". <-- Edit this one.

    Language codes are the international dialing codes for your country:

      - L007 - Russian
      - L033 - French
      - L034 - Spanish
      - L039 - Italian
      - L042 - Czech republic ?
      - L044 - English
      - L048 - Polish
      - L049 - German



History

    v.88 (2012-07-19)
    - Adds support for XRM's Quantum Pulse Repair Laser (Probably) (Barklight)

    v.87 (2012-07-11)
    - Changed Plugin Manager default "compatibility" to "Albion Prelude". No other changes. (Jaga_Telesin)

    v.86 (2012-06-21)
    - Some ships now spawn with a Repair Laser. Find more ships to get more Repair Lasers!
    - Includes Graxster's "Repair Ship" and "Repair All Ships in Sector" commands. Why? So that you will have something cool to do with the Repair Lasers that you find! Also, because Graxster's Mobile Repairs mods TLasers, which makes it incompatible with many other mods. And one more reason: Because finding a rare laser is more fun that just buying them at a factory!
    - Some ships now spawn with marines.
    - Some chance for super-tunings (and two additional equipment items).
    - This version will cleanup (remove) old ships created by ASS-AP, but will not remove vanilla abandoned ships.

    v.85 Bullwinkle (2012-06-12)
    - More consistent spawning
    - Log now shows ship created and sector, but not location. You have to find it!
    - Added library to count abandoned ships. Timer now checks count before adding.
    - If Max number of ships = 0 then no limit.
    - Added comments to t file
    - Allow change to timer (in t file) to change without toggling the ALP.

    v.84 Bullwinkle
    - Fixed bug: Clean up is now really "Off" by default.
    - Fixed name so that it actually adds "(A.S.S.)"
    - Write ship creations and cleanups to log file.
    - Removed initial bulk spawn because we also stopped bulk removal.

    v.83 Bullwinkle
    - Added new AP ships.
    - Cleanup of exisitng ship is now configurable in the t\7300 file.
    Default is OFF = No Cleanup.
    - New ship spawn time is now configurable in the t\7300 file.
    Default = 1 hour (slower spawn rate)
    - Ship name includes "ASS" so that you can identify ships added by ASS.

    v.82 Corbinbird
    - Original



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Links


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Last edited by DrBullwinkle on Fri, 5. Feb 16, 01:47; edited 25 times in total
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DrBullwinkle





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PostPosted: Fri, 15. Jun 12, 16:12    Post subject: Reply with quote Print

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DrBullwinkle





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PostPosted: Fri, 15. Jun 12, 16:12    Post subject: Reply with quote Print

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DrBullwinkle





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PostPosted: Thu, 21. Jun 12, 08:41    Post subject: Reply with quote Print

Update: v86

Some ships spawn with bonus "extras", such as Repair Lasers, Marines, and Super-Tuned engines or rudder.

Includes Graxster's "Repair Ship" and "Repair All Ships in Sector" commands from Mobile Ship Repairs.

Why?:

    - The Repair Ship commands give you something to do with the Repair Lasers that you may find in abandoned ships.
    - It is more run to have to hunt for rare Repair Lasers than it is to buy them from a factory.
    - Also, Mobile Ship Repairs modifies TLasers, which can conflict with other mods. I included the scripts here to avoid compatibility problems.



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Jaga_Telesin





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PostPosted: Wed, 11. Jul 12, 05:55    Post subject: Reply with quote Print

Just an FYI DrB.. when right-clicking this SPK and choosing Install, the Plugin Manager complains that this is the wrong version and requires TC instead.

I've set the Plugin Manager Lite (v1.46) to modified and AP, and have the game up-to-date.

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DrBullwinkle





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PostPosted: Wed, 11. Jul 12, 15:54    Post subject: Reply with quote Print

Thanks for the report, Jaga! It is a setting in the Package Creator, and this particular script should be set to AP only.

Fixed.



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Minor Update

History

    v.87 (2012-07-11)
    - Changed Plugin Manager default "compatibility" to "Albion Prelude". No other changes. (Jaga_Telesin)

    (If you have v.86 then you do not need to update.)




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Last edited by DrBullwinkle on Thu, 19. Jul 12, 08:04; edited 1 time in total
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Troubleshooter11





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PostPosted: Wed, 11. Jul 12, 16:42    Post subject: Reply with quote Print

This script is pretty nice, i am considering using it insted of NPC Bailing mod to give me the chance of finding random wrecks.

I cannot seem to find any indication of what kind of ship sizes it can add to the universe though. Are we talking badly damaged fighters and freighters or also badass frigates, destroyers and carriers?

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DrBullwinkle





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PostPosted: Wed, 11. Jul 12, 16:49    Post subject: Reply with quote Print

Troubleshooter11 wrote:
what kind of ship sizes it can add to the universe ... ?


Feature Number 1: "Added new AP Ships. All ship types can be created. Random types; random locations. "

So, yes, it spawns capital ships as well as smaller ships. Damage and equipment is random.
.


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Troubleshooter11





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PostPosted: Wed, 11. Jul 12, 20:07    Post subject: Reply with quote Print

DrBullwinkle wrote:
Troubleshooter11 wrote:
what kind of ship sizes it can add to the universe ... ?


Feature Number 1: "Added new AP Ships. All ship types can be created. Random types; random locations. "

So, yes, it spawns capital ships as well as smaller ships. Damage and equipment is random.
.


Ah, seems like we ran into a case of reading the fraking manual before posting. Sorry Very Happy

(Then again i work in the IT, we dont do manuals)

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dracotonisamond





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PostPosted: Sun, 15. Jul 12, 00:31    Post subject: Reply with quote Print

DrBullwinkle wrote:
Troubleshooter11 wrote:
what kind of ship sizes it can add to the universe ... ?


Feature Number 1: "Added new AP Ships. All ship types can be created. Random types; random locations. "

So, yes, it spawns capital ships as well as smaller ships. Damage and equipment is random.
.


does this mean it can spawn kha'ak ships?

ive been wanting to get my hands on a kha'ak destroyer without it feeling cheated.

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DrBullwinkle





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PostPosted: Sun, 15. Jul 12, 03:19    Post subject: Reply with quote Print

dracotonisamond wrote:
does this mean it can spawn kha'ak ships?


Feature Number 1: "Added new AP Ships. All ship types can be spawned... "

Of course, the odds of any one ship being spawned is something like one per month of 24x7 game play. And, then, you would have to find Destroyer before it gets "cleaned up" (removed). That said, I have had a Destroyer spawn in my own game.

Of course, since Kha'ak capital ships cannot be boarded, there is no vanilla way to claim one. Smile



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Jaga_Telesin





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PostPosted: Sun, 15. Jul 12, 07:07    Post subject: Reply with quote Print

Found an A.S.S. spawned ship a day ago after several days of flying, rather far outside the ecliptic. It was rather the surprise, and I actually had to scramble to get a copy of the Salvage Claim Software to actually be able to claim it.

Now I have a jumping base ship that can host marines for repairs, and dock up to 6 fighters. Worth it.

The frequency of ship creation and total number were something I dropped a bit in the files before starting the game, so I was surprised to even find one.

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DrBullwinkle





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PostPosted: Sun, 15. Jul 12, 12:54    Post subject: Reply with quote Print

I'm glad to hear you are having fun with it, Jaga.

Jaga_Telesin wrote:
I actually had to scramble to get a copy of the Salvage Claim Software to actually be able to claim it.


Almost all abandoned ships can be claimed or boarded the vanilla way.

Only Kha'ak capital ships require Salvage Claim Software (because they are meant to be unobtainable by the player in the vanilla game).


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Jaga_Telesin





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PostPosted: Sun, 15. Jul 12, 19:43    Post subject: Reply with quote Print

This ship was slightly larger, being able to dock fighters. I did try a spacewalk and was not given the "Claim" menu entry to do it. Wasn't a big deal since there was an EqD in the same sector.

I think normally it is M6 or M7 and larger (?) that require some sort of claiming software, legal or otherwise. And some of the larger TP/TS? At least that's what I recall from X3R and TC, though I may have shoddy memory since I haven't played either for some time.

Either way, it was nice to see a ship like that available from the script. Helped my push for an empire quite a bit. And the custom rates for spawning ships are right on from what I can see - I haven't seen another and have covered roughly half the universe in a new game.

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DrBullwinkle





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PostPosted: Sun, 15. Jul 12, 19:49    Post subject: Reply with quote Print

Jaga_Telesin wrote:
I think normally it is M6 or M7 and larger (?) that require some sort of claiming software


No special software necessary; TM, M6 and above are claimed by boarding them (with marines). TP, TS, and fighters can be claimed by spacewalk.

Only Kha'ak capital ships cannot be boarded by any vanilla technique (Salvage Claim Software can claim them).


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Last edited by DrBullwinkle on Mon, 16. Jul 12, 05:02; edited 1 time in total
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