[SCRIPT] Yaki Stations V2.21 UPDATE 01/11/07

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What do you think

Finally, I can buy those Yaki Ships
51
75%
What's a Yaki?
13
19%
Why would I want any of THEIR things?
4
6%
 
Total votes: 68

Parazac
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Post by Parazac » Thu, 30. Nov 06, 19:09

one last question:

the Yaki are blue with me but the factories for sale and 1 variant of one of the ships is red so i assume i am not liked enough to buy those yet so...

as there seems to be no BBS missions on the Yaki stations or ever any pirates/kha'ak if the Yaki sectors to kill, how do i get my standing raised with them? lol

Jakesnake5
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Post by Jakesnake5 » Thu, 30. Nov 06, 19:19

1) If I remember correctly, the missile fabs have 3333 required notor to buy
2) the one ship is a Raijin M4 with its notor different from the rest of the ships.

To get rep with Yaki, you can do 2 things:

1) in the Yaki sectors, find any Pirate ships and kill them. They'll like you for that.
2) trade with the stations (ie: buy/sell stuff to them)

You can also try the Yaki Armada scripts too.
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Parazac
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Post by Parazac » Thu, 30. Nov 06, 19:23

cool, not seen the Armada script before, will make a nice addition to my game, thanks :D

Hieronymos
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Post by Hieronymos » Thu, 30. Nov 06, 20:43

Jakesnake,
do you have any idea how yr script will interact with SK's YA?
For example, will YA 'buy' it's Yaki ships from yr SY?

Also: will yr SY detect and stock yaki ships used by mods like XFP, XTM, DDRS?

Regards,

Hieronymos

Jakesnake5
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Post by Jakesnake5 » Thu, 30. Nov 06, 23:20

Hieronymos wrote:Jakesnake,
do you have any idea how yr script will interact with SK's YA?
For example, will YA 'buy' it's Yaki ships from yr SY?
AFAIK, No.
Also: will yr SY detect and stock yaki ships used by mods like XFP, XTM, DDRS?
No also. This would need a script addon for those just to install the new ships. Not difficult, but would be needed.

Probably along the lines of looking for specific globals those mod's use, and installing the appropriate ships. (more specifically, installing the slots those ships use).
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Everyones Antihero
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Post by Everyones Antihero » Thu, 30. Nov 06, 23:57

Jakesnake5 wrote:It only works with 2.0.x because of the need for one of the added sectors. Which is why I didn't release it before 2.0 went live. :D

There is a script, Crystal Free SPP by Serial Kicked you can use. (saves me from writing one :D)

Costs 5mil per station to remove the 'crystal' requirement.
any chance of sorting it for .2 then?
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Jakesnake5
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Post by Jakesnake5 » Fri, 1. Dec 06, 00:15

Everyones Antihero wrote:any chance of sorting it for .2 then?
Do wha?

If you mean 2.0.02, that's what the .x means. 2.0 up to 2.0.02.

Or did you mean something else?
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euclid
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Post by euclid » Mon, 4. Dec 06, 00:48

Hey Jake, I've noticed Yaki patrols launching from the SY :-)

What a nice feature :thumb_up:


Cheers Euclid

Jakesnake5
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Post by Jakesnake5 » Mon, 4. Dec 06, 00:52

Yes, you encountered a Feature I hadn't realized would occure.

Turns out, that the Jobs.txt entries for the Yaki have 2 spawning options:

1) Spawn in Gate

2) Spawn in Shipyard

They will, as you noticed, spawn in the shipyard by preference.
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Jakesnake5
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Post by Jakesnake5 » Thu, 7. Dec 06, 19:26

Minor script update. Shouldn't cause any issues.
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Jakesnake5
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Post by Jakesnake5 » Wed, 13. Dec 06, 23:25

2.10 update.

Added a library to undock ships before stations are destroyed (should work) during updates.

Updated scripts to use new library.

Added Hurricane and Disruptor missiles to EQ Docks ware list.

Added Yaki TL (Mobile Pirate Station) and Pirate Ship (TS) to ShipYard.

Have fun :)
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DeadZone
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Post by DeadZone » Fri, 5. Jan 07, 17:52

For some reason this is spawning multiple SY & EQ's

Ive now got 10 of each
Ive currently just disabled the script

Jakesnake5
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Post by Jakesnake5 » Fri, 5. Jan 07, 18:08

Thats, odd. I don't have any trouble here. Course, being the developer means I do some things that SHOULD make something like that show up.

Are you using the latest version? Did you alter the scripts at all?
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DeadZone
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Post by DeadZone » Fri, 5. Jan 07, 18:13

Latest version, altered nothing

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gaiamark
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Post by gaiamark » Fri, 5. Jan 07, 19:26

I have five or ten of each (EQ dock and shipyard) as well. It's not a problem - just strange :]

I also have a ton of scripts running, and I'm at work, so I can't post the list. I don't consider it a big deal though.

Fantastic script. By the way, has anyone else used the Mobile Pirate Base thingamajig as a replacement for a carrier? It's cheap and decently shielded, despite the fact that it doesn't mount weapons or dock anywhere (or is that another bug in my game?)

Jakesnake5
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Post by Jakesnake5 » Fri, 5. Jan 07, 22:11

Ok, I don't know what precisely is going on, but it sounds strange.

What I can do, is give a small fix for the current weirdness.

Download and copy this, put it in the scripts folder and load the game save. It SHOULD kill all SY and EQ's in SB. Save game, then get the newest verion of the script. This should recreate the stations. If it doesn't, I'm going to have issues.

I don't know why ya'll are having problems, but something came to mind.

Look in the scripts folder for the following file names:

setup.jakesnake5s.factory
jakesnake5.y.stations
jakesnake5.position
lib.Disruptor.Factory.List
lib.Disruptor.Factory.Stop
lib.Factory.Checker
lib.Y.Disruptor.Fab.setup
lib.undockall.ships
setup.Disruptor.Factory

If any of those have 2 files, one with .xml and one with .pck, delete the .xml. It doesn't belong there. (Though, it shouldn't be causing any problems).
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Kilrathi Avenger
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Readme File

Post by Kilrathi Avenger » Sun, 7. Jan 07, 12:36

@JakeSnake

If possible could you include a readme in the SPK file for the next update, as I am having to keep the web page stored on my computer :( . Cheers :D
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Jakesnake5
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Post by Jakesnake5 » Sun, 7. Jan 07, 15:08

Read me of what, the OP?
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Jakesnake5
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Post by Jakesnake5 » Thu, 11. Jan 07, 11:10

Finally found the bug with the creation of multiple stations. This update will not only fix it, it will clear out the excess.

Added several stations of 'questionable' repute to the ShipYard. :D
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Jakesnake5
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Post by Jakesnake5 » Thu, 11. Jan 07, 17:41

And another minor update.
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