[SCRIPT] Salvage Claim Software : V1.21 : 20-01-2010

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Post by X2-Illuminatus » Tue, 12. Jun 12, 22:35

Cycrow wrote:for EMP, the version that should be used is EMP-X, but the current download for it seems to be down right now.
its on the after-domination site.
after-domination.net is gone for good. So it won't be available as hosting place anymore. There is however www.x1tp.com/root/ were scripts, mods and stuff can be hosted.
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Post by DrBullwinkle » Tue, 12. Jun 12, 22:43

I posted EMP-X 2.7 on the X3 Google Code site.

I would like to see EMP updated, at least with better documentation, when we have all of the pieces of the puzzle straightened out.

I volunteer to help write the docs, if that is helpful.

@Cycrow: I will try again to digest your last post when I can focus 100% on it (which is not right now). As a general thought, I sometimes get lost when you use implicit references such as "this" or "it" or "the file" when the actual object is not unambiguous by context. Explicit references would help. :)

But I appreciate your patience in explaining this stuff, especially the PM side of it.

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Post by Thraxwhirl » Thu, 14. Jun 12, 18:43

Hello again.

And my GOODNESS all of the above stuff you guys wrote was well, er, pretty hardcore really.... or so it seemed to me.

I confess that much of what you talked about is way beyond my level of scripting skill, and I gotta admit that I feel somewhat out of my depth.

I am however quite optimistic that I may yet be able to contribute to some of this discussion/work here... but before I elaborate upon that, I just wanted to say this:

If at times my ignorance or lack of comprehension makes me seem less than appreciative of your efforts, PLEASE don't think for a moment that is the case.

Over the years I've had countless hours of X-related fun thanks to scripters and modders such as your good selves, and indeed I feel inclined to say that, IMHO, vanilla X with NO third-party scripts really does have a lot of holes and shortcomings, especially once you get 'big' as your empire grows, and it becomes harder to automate and micromanage it all.

That's not by any means to say that I think X is anything less than first-rate(it's one of my very favourite games of all time), but I do think it's very much a result of great contributions by scripters and modders that it remains fresh and enjoyable.

Now, regarding this issue with Salvage Insurance and Custom Wares not showing up.

Well, I'm inclined to attempt what we talked about, DrBullwinkle, and try to make an alternate version that uses a vanilla ware - namely System Override Software.

I've got a Hotkey version working already, which does pretty much exactly the same thing as Cycrow's, just with a different pre-requisite ware:

Target ship must be Neutral, stationary, and within 5km of PLAYERSHIP.

Works fine, and does so with OR without the addition of Software Signature Scrambler.

Obviously I'd recomend WITH, because otherwise you'll end up being scanned and shot at by the Interstellar Bacon, or "Piigggs Innn Spaaaaace", as I like to call them.

Creating a shipboard command, so that you can remote cap from a distance, using your other ships, will be another task to accomplish, but before I even attempt that, I need to ask for some assistance with a new problem arising from this.

Now, given that SOS is sold by Pirates, whereas SCS is sold by Teladi, I figure it's more difficult to acquire.

For starters it's far easier to stay on good friendly terms with the Teladi, whereas no end of good intentions will wreck your fragile relationship with the Prates, and secondly, it's more likely that Teladi EqDocks will survive long-term(or at least respawn in the same place), whereas Pirate Bases tend to get crushed by Commonwealth forces then respawn elsewhere, making it harder to find them.

So, I've written a small AL Plugin that operates on a 1-hour timer, spawning/maintaining two Pirate Bases(of Friendly Race) that stock the Software(and other things), so that you can buy it as easily as you can buy SCS.

One of these Bases resides in Split Fire, serving the needs of all my fellow Argon heroes, whilst the other can be found in the Asteroid Belt, benefiting all you filfthy Terran vermin and ne'er-do-wells.

*ahem*

Anyway, as I say, I've written this AL to make the software more easily obtainable, but there is one glaring problem with it.

It don't work, mate.

For some reason, the Plugin isn't active.

Now I followed your excellent scripting guide, Cycrow - the AL Plugin bit: http://cycrow.thexuniverse.us/scripts/h ... index.html

And as far as I can tell, I made no mistakes that I can see. Everything looks absolutely fine to me in the code I wrote, and with two screens side-by-side I was able to compare mine with yours.

But for some reason, it's not active.

If I go into the game's menu and chose "Artificial Life Settings" the plugin IS in there, but its Status is fixed on "No" and CANNOT be clicked and altered.

It's bad enough that it's not ON by default anyway, as I'd rather have the plugin working without the player having to activate it manually...

...but being unable even to activate it manually is a major issue.

As I say I've looked over the code, and compared it with your tute, and I cannot see any reason why it won't work.

If I were to show the code in a thread, would you be willing to cast an eye over it, Cycrow? Perhaps you too, DrBullwinkle? And if so, should I post the lines in here or start a new thread?

You'd really be doing me a favour if you could help me fix this problem.

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Post by DrBullwinkle » Thu, 14. Jun 12, 19:05

Remember that there are *two* SOS wares. You must test for both, including in the setup script.

The way that Software Signature Scramber (SSS) works is that it changes the first SOS ware to the second SOS type in your cargo hold. The first SOS is illegal; the second is not. Only the first type is purchasable, but you have to test for both.

There is nothing wrong with adding pirate bases, although it is unnecessary. Pirate bases will always spawn, and most of them sell SOS software.

Only SCS is rare; sold only at Duke's HQ in the vanilla game. And Duke's respawns, too.

If you want to see a really great ALP, fully documented, then look at Abandoned Ship Detector / Nividium Rocks Detector (ASD/NRD). I was careful to make as much of it reusable as possible. It is self-registering, which eliminates the registration script.

Since your ALP is not really part of SCS, go ahead and start your own thread. People will help you.

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Post by Cycrow » Thu, 14. Jun 12, 20:29

u coudl also try the latest plugin manager which fixes a problem with creating the text files
that might solve your problem

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Post by Thraxwhirl » Sun, 17. Jun 12, 18:49

Hello again, gentlemen.

I apprecate the time, effort and help thus far. :)

Like you say, DrB, it's probably best if I take the issue of my own AL Plugin to another thread, so Ive started one here: http://forum.egosoft.com/viewtopic.php?t=324233

If either of you two gentlemen, or both, or indeed anyone else for that matter, could find time to have a wee read and see if you can help me diagnose why it's refusing to Enable, I really would be very grateful.

I will of course also check out the AL you've linked, Doc. Thanks for that.

Oh and Cycrow... I don't YET need any coaching with regard to t-files, as the AL plugin doesn't require one.... YET.

However, I strongly suspect that will change pretty soon as more stuff gets written into it, so if I come unstuck later - and I will - then I may have more questions regarding that later on.

I'll also check out that site and see if I can find the EMP file you've mentioned. That's the one you use I take it, yes?

I'll take a look.

Thanks once again, guys.

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Post by pepperg » Wed, 26. Jun 13, 06:45

Is this mod available for AP? Plugin Manager wouldn't install it for AP, saying it was for TC.

Also, I am running XRM, so I wonder if it is compatible with it.

Thanks.
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Post by nap_rz » Wed, 26. Jun 13, 07:33

pepperg wrote:Is this mod available for AP? Plugin Manager wouldn't install it for AP, saying it was for TC.

Also, I am running XRM, so I wonder if it is compatible with it.

Thanks.
IIRC you can ignore the warning and install it anyway? or just paste the files into AP folder

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Post by firestorm79 » Thu, 7. Nov 13, 10:44

what will happen if I uninstall this script after having purchased salvage claim software on one of my TSs??

also does this combine with TESCG's salvage claim software mk1, or are they mutually exclusive?

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Post by efernal » Sun, 4. Oct 15, 04:20

Dead link or just server issues? Trying to get this for about a week now and google hasn't turned up anything useful. I had to use a Russian site to get another of Cycrow's scripts.
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Post by Informer » Sun, 4. Oct 15, 14:54

efernal wrote:Dead link or just server issues? Trying to get this for about a week now and google hasn't turned up anything useful. I had to use a Russian site to get another of Cycrow's scripts.
You can get it here.

https://onedrive.live.com/?id=6E013F2CF ... D8&group=0

Hope this helps.

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Post by Cycrow » Thu, 8. Oct 15, 09:55

i've updated the link to the new server

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Post by zfotoguy » Mon, 30. Nov 15, 05:44

Cycrow, thank you for everything you've done.

The currently linked SPK won't install for me on X3AP. It says it's only for TC 2.5. Is there an updated version for AP too? Thanks!
--------
Lee

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Post by Cycrow » Mon, 30. Nov 15, 10:30

I havn't go round to updating everything for AP yet.

it should work however, the game version is just a warning that you can override to continue the install

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Re: [SCRIPT] Salvage Claim Software : V1.21 : 20-01-2010

Post by FrackaMir » Sat, 24. Oct 20, 04:23

Apologies if this is necroing the post but Im unable to tell the time and the date of the posts and comments so Im not even sure whats new or recent and whats old.

Would using this mod and warehouses work fine ish with Litcubes and the starwars LU mod? or would it have some of the {}Unused{} things due to either incompatibility or nuked wares that Litcube removed?

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Re: [SCRIPT] Salvage Claim Software : V1.21 : 20-01-2010

Post by Cycrow » Tue, 27. Oct 20, 13:44

In theory it should work.
Needs to be installed via the plugin manager, as it uses the custom wares feature.
This will add the new needed wares into your currently installed game.
This means its compatible with any ware file changes

Some people have had issues with using the plugin manager in LU, but its always worked fine for me

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Re: [SCRIPT] Salvage Claim Software : V1.21 : 20-01-2010

Post by KRM398 » Tue, 24. Aug 21, 18:28

dead links

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Re: [SCRIPT] Salvage Claim Software : V1.21 : 20-01-2010

Post by X2-Illuminatus » Sat, 11. Sep 21, 18:12

The download link works fine, it was the image link of the download button that went missing though. This should be fixed now.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

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Re: [SCRIPT] Salvage Claim Software : V1.21 : 20-01-2010

Post by herocrafter » Sun, 26. Dec 21, 23:04

Does the oos claim work for anyone running it in AP? I get command rejected when I try.

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Re: [SCRIPT] Salvage Claim Software : V1.21 : 20-01-2010

Post by Thias » Mon, 19. Dec 22, 09:48

Same here. No OOS claiming possible. IS works just fine. I'm currently playing the latest AP Version.
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