Salvage Script v2.5

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AalaarDB
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Salvage Script v2.5

Post by AalaarDB » Wed, 7. Apr 04, 07:24

Salvage Scripts v2.3
Salvage Scripts v2.5

Written by AalaarDB, special thanks to Kryptyc and TMG SG1

*Important*If you are upgrading from any version to 2.5: Undock all player ships from the scrapyard in Argon Prime, and put all autosalvaging ships on idle BEFORE applying the patch!!! *Important*

This script pack will add 10 stations, 2 wares, and 2 commands. All work together to allow the player to salvage derelect ships his/herself or remotely command ships to search and salvage.

To install, unzip to main installation folder..

To run: Purchase Salvage License -located at the nearest trading dock or equipment dock to a scrapyard- for each ship that will be salvaging. Also purchase as many Repair and Debug AIs as you will need, derelects require 1 per ship. Find a run down ship, they are slightly different than all others. Run the Piracy Command Salvage Derelect. Do not try to salvage ships called Ship Debris!!!!

Version 2: There are now 20 derelects scattered throughtout the galaxy. Each time you find and salvage one, another one appears (random shiptype and timer) You can salvage almost all ships, including capital ships (10% chance compared to regular ships), Xenon ships (non cap) and Khaak ships (10% chance compared to regular ships, and khaak caps are 1%) Also tweaked the autosalvage to be more useful and realistic. Carriers and TLs will now autosalvage (be careful!). If you are running version 1.*, follow the important thingy, then install like normal, nothing else required. I have not tested autosalvage or the mwm mission, but I have tested playership salvaging and derelect spawning and seeing as it's 2am that's good enough for me.
2.1: fixed having large ships docked to carriers and tls that can't normally dock them. known bug: argon mammoth is listed twice, dun feel like fixing it
2.2: changed spelling to derelict, wares now called repair and debug ai drone, autosalvaging ships will no longer jump to sectors you don't know, fixed wares not spawning when upgrading from certain versions, changes will take immediate effect
2.3: changed spawning ratios on xenon, khaak, big ship, increased spawning delay, randomized spawning of wares, fixed station can't run 2 scripts at once (oops didn't know that)
2.5: fixed autosalvaging, maybe more stuff I dunno
Last edited by AalaarDB on Fri, 25. Jun 04, 22:56, edited 22 times in total.

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Apothos
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Post by Apothos » Wed, 7. Apr 04, 07:25

Nice idea. Up there with the sporadic Pirate M6 script. :)

The_Rock
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Post by The_Rock » Wed, 7. Apr 04, 07:28

Apothos wrote:Nice idea. Up there with the sporadic Pirate M6 script. :)
Definitely.. :)
"How very touching his meaningless death was. But this fight was never for mortals".

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dcheng7475
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Post by dcheng7475 » Wed, 7. Apr 04, 12:22

Report Bug: The number of Merchant Scrapyard keep increasing in Argon Prime.
"Strength Is Irrelevant, Resistance Is Futile. You Will Be Assimilated."

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dcheng7475
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Post by dcheng7475 » Wed, 7. Apr 04, 21:20

so once i install 1.2, will the other scrapyard dissapear?
"Strength Is Irrelevant, Resistance Is Futile. You Will Be Assimilated."

AalaarDB
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Post by AalaarDB » Wed, 7. Apr 04, 21:57

If you saved the game with 2 or more scrapyards download this:Delete Scrapyards
Put those files into your scripts folder. Cut the init.derelect.xml file and paste it in a temp folder. Run the game once, wait a few seconds, save and exit. Delete init.deletescrapyards.xml and delete delete.scrapyards.xml. Put the init.derelect back into the scripts folder. Run the game like normal.

If you saved the game with 1 or less scrapyards or never used version 1 or 1.1 then don't download anything.

PsychoticFx
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Post by PsychoticFx » Wed, 7. Apr 04, 22:04

I downloaded 1.2 but the zip file still reads version1. Did you just forget to change version #, or should I wait?
"Giggity Giggity"

AalaarDB
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Post by AalaarDB » Wed, 7. Apr 04, 22:09

that's just the zip file name, dun worry about it.
If I change the file name, I must also change the link
Last edited by AalaarDB on Wed, 7. Apr 04, 22:44, edited 1 time in total.

PsychoticFx
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Post by PsychoticFx » Wed, 7. Apr 04, 22:10

Gracias :thumb_up: Will try it out now :D
"Giggity Giggity"

Howlingmad
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Post by Howlingmad » Wed, 7. Apr 04, 23:58

Apothos wrote:Nice idea. Up there with the sporadic Pirate M6 script. :)
Why thank you for saying so. :D
What no sig or avatar. I wonder why?:(

The_Rock
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Post by The_Rock » Thu, 8. Apr 04, 00:04

Howlingmad wrote:
Apothos wrote:Nice idea. Up there with the sporadic Pirate M6 script. :)
Why thank you for saying so. :D
that weren't yours.

You bloody thieving attention seeking old man..:P
"How very touching his meaningless death was. But this fight was never for mortals".

AalaarDB
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Post by AalaarDB » Thu, 8. Apr 04, 00:09

Well I didn't want to say anything because I did write it after all, but it was HowlingMad's idea. Also, I recall thinking of salvaging when I was a newbie scripter but discarded it as impossible and forgot about it :gruebel:

Howlingmad
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Post by Howlingmad » Thu, 8. Apr 04, 00:29

I'm just jazzin with you aalaardb.

To everyone, I did think of the idea and asked aalaardb if it was possible, where upon this amazing scripting talent exploded and wrote the wonderful script you have before you in 2 days.

So all credit goes to aalaardb for bringing my rather lamely expressed idea to fruition.

Ladies and Gentlemen, I give you Aalaardb. ImageImageImageImage
Last edited by Howlingmad on Thu, 8. Apr 04, 09:59, edited 1 time in total.
What no sig or avatar. I wonder why?:(

The_Rock
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Post by The_Rock » Thu, 8. Apr 04, 07:15

I stand corrected.. :o
"How very touching his meaningless death was. But this fight was never for mortals".

Howlingmad
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Post by Howlingmad » Thu, 8. Apr 04, 09:59

The_Rock wrote:I stand corrected.. :o
:P :wink:
What no sig or avatar. I wonder why?:(

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