[SCR] Player Shipyard

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Osiris_sam
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[SCR] Player Shipyard

Post by Osiris_sam »

Hi all,
Finally bought TC after nearly a year without playing... and within an hour or so, id opened the script editor.

here is the product of my scripting: the personal shipyard [download] <- SPK included

This basically enables the player to build any ships that they have hq blueprints for.
running the command on your HQ, or using the hotkey will open up the menu. From there you can buy a shipyard (the only way for the script to register; you can only own one from the scripts point of view.), or commission a ship build, or buy ATF ship blueprints.

The blueprints are available in order of class, at shipyard cost (equivilent to buying the ship and reverse engineering it i guess) when your terran rank is high enough (5+)
Spoiler
Show
and yes, the valhalla is available, but you need to have the max terran rank to get it. be warned, this ship is huge...and i mean huge, it will collide with a jumpgate if you jump through it normally, using a jd script is advisable. you can only build one of these
The ships are built without credits, and the amounts of raw materials are based on the ships hitpoints. (it works out quite a bit more expensive in some cases than just buying the ship normally)

the script installs various bits of software, and the shields (must be provided)

needed materials:
Ore
Microchips
Hull Plating
Silicon Wafers
Computer Components
Quantum Tubes
Crystals
Energy Cells

and the max shields that can be installed (the max number that you can install).

Note; it is gonna take a LONG time to build some ships because of the amount of resources needed and the amount it has to 'build'

please post any bugs/feedback on this thread so i can look into fixing them

text file 8886-L044
command: 1130 - station command 30
Tomonor
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EGOSOFT
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Post by Tomonor »

cool o: I will give it a try.
homerdog
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Post by homerdog »

IIRC from XTM the ship mentioned in the spoiler is so big most other ships can't even get within weapons range before collision detection kicks in.. :skull:
thunderai
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Post by thunderai »

Can you build any ship from any ship yard or do I need to build one shipyard for each race.

I have max terrian rank and i can only buy the blue prints for the valkyrie. THe terrian shipyard is just too big for its own good by the way.


= Do I need six ship yards to build all ships?
fud
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Re: [SCR] Player Shipyard

Post by fud »

Osiris_sam wrote:Hi all,
Finally bought TC after nearly a year without playing... and within an hour or so, id opened the script editor.
A whole hour?

I commend your willpower. :P
Osiris_sam
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Post by Osiris_sam »

you can only build one shipyard. and you can build all ships from that, provided you have the blueprints for them

scripting is addictive
thunderai
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Post by thunderai »

I must be doing something wrong then.

I purchasesd a Split Shipyard. I have blueprints for many different M3's and TL's.

I can not get this to work at all...I have tried the following:

I click on my Mammoth and build the station like I would any other station. Click on the command menu in my HQ to buy the shipyard, click on my new shipyard. No ships are builtable and the only blueprint for sale is the Valkyrie which I can try to buy, but its always listed.

or...

I click on the command menu to buy shipyard, click on my HQ and then build the shipyard. It ends the same, no ships avilable and only the valkyrie to purchase which you can't.

In the settings it says the name of the shipyard, but no dilivery point is not constructed.

You can also buy all of the shipyards if yu plan right; however, like you said only one can be picked as the shipyard.

Still can't get it to work though...


- When you go to purchase a station you get the message that shows for about three seconds and then ask you what kind you want. If you hit the back button to go read the message again. You lose all your money and you get no station.
Osiris_sam
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Post by Osiris_sam »

what race m3s do you have blueprints for? i didnt add xenon or khaak.

if it says the name of the shipyard on the settings, then its registered correctly.

the delivery point is created during your first construction ( youll be prompted about 30 seconds or so after you start it. Im unsure why you cant build the TLs.

the only blueprints you can buy are the ATF ones, since you cant aquire those normally.

EDIT:
Ive just tested the function. i couldnt seem to find a problem with the commission ship option. the list should re-update every time you click the command (hence the slow menu). The delivery point placement 'menu' comes up on time and works just fine. I did find a minor text error, but nothing major. Ill release a patch once we've figured out what your problem is

Sam
thunderai
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Post by thunderai »

I have Nova's, Eclipes, Elites, and many other M3, M4, and M5's. I am using many different scripts though, but I can't think of one that would cause a problem as the script seems to work. I just cant see any ships in the comission ships list.

If it helps, I am playing a custom game with a scripted in PHQ; however, I have done all the reverse engineering on my prints and did not cheat the prints in.

In the commission ship construction menu, there is nothing listed under the first menu title, and I do have comission ship and buy prints listed in the second menu.

I have tried every ship yard, but I can't get the script to work.

I have tried building the ship yard in the same sector as the PHQ, in a different sector, all the way across the map, the next sector, nothing.

I have not placed anything at the station cause I can't even dock at the new station. How would you get wares onto the station anyway?

--

I'll also add that I copied the files from the zip acrhive to the proper folders and then activiated the script via the SPK. I tried it without the SPK and it doesn't load the command although the station will stay in inventory.
Osiris_sam
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Post by Osiris_sam »

ok: running different scripts wont matter, as far as im aware, there are no conflicts with the command slot (since you are using the command) and the text file is unique, if you can see the menu

scripted blueprints wont matter. they get added to the hq in exactly the same way.

it doesnt matter where the shipyard is. the script will run regardless. If there is nothing appearing on the commission ship menu, at all, not even the class selections; then there is something wrong in the textfile or the menu script (though i have absolutely no idea what could have caused that). If the blueprints in the class submenu's arn't appearing, then its a problem with the library for retrieving ships.

first thing i would suggest;
go into your scripts folder
*/Egosoft/X3 Terran Conflict/Scripts

find my scripts (they will be near the end of the folder, i suggest setting the file to the 'list' setting, it will be much easier to find them, it will be near the script setup files starting with setup.*)

this is the list of scripts which should be there:

setup.plugin.psy
plugin.psy.blueprints
plugin.psy.build
plugin.psy.checksy.exists
plugin.psy.find.docked.player.TL
plugin.psy.lib.getblueprints
plugin.psy.lib.getres
plugin.psy.menu

also check the T folder for

8886 - L044.xml

(i have no doubt that that is there)

If all those files are there: open TC, and load your game
If you have Cycrows cheat package, open the cheat menu, add blueprints for the aegir

Open the shipyard menu, either by command on the shipyard/phq or by the hotkey, select commission ship

Select m7
Does the aegir you just added appear on the menu, if yes then select it. The menu should return to the first screen. Wait a couple of minutes. you should recieve a prompt to select a sector location for the delivery point, followed by a message detailing the materials required, once you get that message, check that the dpoint has been build where you specified, if it has, then the script should build that ship no problem, if not, then reply to this thread again.

sam
thunderai
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Post by thunderai »

I'll give that a try tonight.

When I click on the commision ship item, I do get the list of all of the different types of classification of ships, but when I click on those classes there is nothing in the screen after that, which I assume would list the blueprints I have for that classification of ship.

I will check on those files and report back to you.
thunderai
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Post by thunderai »

The cheat menu is not adding or subtracting blueprints from the HQ
Osiris_sam
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Post by Osiris_sam »

thats the problem then, im no expert on the workings of the phq.

you say you scripted in the hq... did you add it to a TL. and the build it. or just create the station??
thunderai
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Post by thunderai »

It was added via appercotes Player Headquarters and Military outpost at shipyards scripts. I had to buy it for about 194m, place it in a TL and then deploy it like any other station.

Update:

You will love this: I cheated a headquarters into the game in the same sector as my current one, then went back into the cheat menu to add the aegir blueprints into the game. They showed up as avilable blueprints at the new headquarters, but not the old headquarters. I then was able to get your script to work as advertised.

Somehow appercotes script to add in the PHQ breaks it someplace in the game. This is TC 2.0. I'll see about sending him a PM to see if he can think of a reason why it would be broken - as the PHQ works in every other way, but I can't cheat it or use it the way your trying to.

The delivery point is called a "Crystal Fab L Alpha", and I'm in 2.0. Didn't know there was a Crytsal Fab L in 2.0

I do really like the station layout and how it shows the progress of the build though. I may just cheat myself a PHQ to replace my exisitng one when I reload this test.
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apricotslice
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Post by apricotslice »

Which version of the PHQ patch did you use ?

The original was a straight port from X3R, and was missing some key stuff.

The v2 version has the correct base file used.

I suspect your using the old version. In which case, overwrite the patch with the new one and then check if the functionality comes back. If not, then destroy the station and add a new one by adding the HQ to a TL and dropping normally.
thunderai
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Post by thunderai »

There is no V2 of that file only v1. There is a v2 for the extended PHQ, but thats not what I need is it (i'm already using that as fake patch 14).
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apricotslice
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Post by apricotslice »

There are 2 files in the download area.

The extended PHQ which is a mod, designed to be used as a false patch.

The Add PHQ and MO to shipyard, which is a script that just adds both stations into a shipyard, nothing more.

The PHQ definition is in the mod, and you need v2 of that.

Edit : I've deleted the old version off the download site. Should have done that when I uploaded the replacement. :oops:
thunderai
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Post by thunderai »

There still is no fiel listed as v2 for the PHQ addon at the link in your sig
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apricotslice
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Post by apricotslice »

X3TC-Apricot-Extended-PHQ-Patch-v2.zip
thunderai
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Post by thunderai »

Yeah, thats a mod that extends the numebr of cargo spaces at the PHQ. I dont see where you say it adds it to the boron ship yards in the description; however, thats a mutt point now.



So back on task for this thread shall we.

How do I cancel an order I placed?

Not really your problem, but FDN doesn't work right with the delivery point. I can link to it, but thats it. Would be great if you two can work together to come up with a way to power the point from the FDN node.

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