[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]

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apricotslice
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Post by apricotslice »

Shouldnt do.

Check that its set to allow npc's to dock, and that prices are less than average.
wolfmanpuck
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Post by wolfmanpuck »

right. it is not phqv3. i built another trading station in the same sector, and neither trading stations \or their traders see each other. is this something coded into TC? prices are set correctly.
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apricotslice
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Post by apricotslice »

What are you trying to sell ?
wolfmanpuck
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Post by wolfmanpuck »

the wares i get from recycling ships =-)
im wanting some ships from my trading station in the same sector to purchase resources from my phq because it doesn't sell to other races
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apricotslice
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Post by apricotslice »

How long has it been since you put them out for sale and allowed access ? And what prices are on them ?

In the first instance, you need to specify the lowest price around in order to attract npc's, and it takes time for them to find the place and arrive to buy.

It also depends on the sector your station is in. I've noticed that in my current game, the Argon Prime area is dead useless for most trading. The only thing that sells well is 1mj sheilds and space fuel (once I got a complex set up in the hub and 1 sector away by gate join.).

Most of the stuff created by scrapping just isnt wanted it seems. So depending on where your station is, the problem might just be lack of demand in that area.

Try putting on some Mk3 traders. They will always trade your PHQ wares. Just make very sure the prices are all set to below average, or the traders will sell to your phq instead of buy. Either that, or just set some sell for best price freighters set to jump.
scaseman
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Post by scaseman »

Vastly increases the cargo space of the Player HQ to 500 mill.
Decreases RE'ing and build time dramatically.
Creditless building.
Also builds Factories, Shields, Missiles and Guns if you script on the blueprints.

How do you script in the above items?

Thanks for the reply below. I will have to investigate further.
Last edited by scaseman on Sun, 27. Sep 09, 02:05, edited 1 time in total.
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apricotslice
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Post by apricotslice »

The building stuff is part of the hq.xml file, which is modding.

To get blueprints added, you write a short script using the add blueprint to HQ command. 1 command for each blueprint you want on it. When you run it, it will add to the last HQ created, unless you run the script from the command console of a specific HQ, in which case they will be added there.

The AMS mod has an example of this.
fuzzyspace
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Post by fuzzyspace »

What's up fristly I'd like to thank apricotslice for the great mod/script work and the player handbook. My problem is the claim software. When i try to claim a ship i get autopilot activated then nothing happens. Is the claim software part of AMS Mod? Thanks ahead of time.
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apricotslice
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Post by apricotslice »

Your welcome :)

Apricot Claim software is in the AMS and Merge Mods and allows claiming at any distance within scanner range.

The other claim software available, have a distinct range, and if your outside the range, the claim operation first moves the ship into range. These are "balanced", where the Apricot version is not.
fuzzyspace
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Post by fuzzyspace »

Whoa! Thx for the quick response. The software works in the gunbus but not in the minicar. Must have been something I mucked up. I'm also not seeing the A C and D beams. Thx for the welcome to. I'm a long time lurker :p
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apricotslice
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Post by apricotslice »

Have you set up the hotkeys ?

I have noticed that the TM class seems to have some problems with scripts. Ie. You can beamdock a M6 onto a TM, but you cant get it off again, you can only beam it to an M1 and then off. Very strange and I cant find why.

I wasnt aware of any claim issues with the Minicar, and I did use it a lot at the beginning of a previous game, so it has been tested.

Are you using the claim command or the hotkey ? Should be using the latter.
fuzzyspace
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Post by fuzzyspace »

Setting hotkeys fixed the claiming and beaming. Now I have another problem. I'm unable to trade with the apricot stations, and the names to your stations are <invalid> or ReadText with number beside it. Thx in advance for you help!
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apricotslice
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Post by apricotslice »

If you had any of the scripts installed before installing the mod, or you installed a script after the mod, then the text file is probably wrong in the t directory. Delete the file 8686-L044. The mod's version will then be used.

I thought that in AMSv2.10, I'd included the text file in the zip as well to overcome this - I'll have to check. I guess I need to update all the script packs with the latest text file too.
fuzzyspace
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Post by fuzzyspace »

Wow your a fast one I'll try that right now. Will that fix not being able to trade with them? I can buy ships but can mass upgrade at your shipyard and cant trade at all with the others.
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apricotslice
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Post by apricotslice »

If they have a zero cargo capacity, then the hq spec is wrong. If there is an hq.xml in the types directory, delete that as well. Then reload a save before installing the mod, and let the game replace the stations. (Or start a new game if previously had).
fuzzyspace
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Post by fuzzyspace »

Rats! One more question...I hope. The types directory is "t" in the TC folder? Looks like I'll have to start all over :/
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apricotslice
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Post by apricotslice »

t is the folder for text files
types is the folder for specification files

the game texts are in t.
the hq is in types.

Once the stations are created with zero cargo space, they have to be deleted and recreated to change. Its easier to start again.
fuzzyspace
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Post by fuzzyspace »

I see no types folder. Would it be in the EGOSOFT directory or should I look somewhere else?
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apricotslice
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Post by apricotslice »

Its under the TC directory.


Edit : If in doubt, get the Merge Mod v2.04-Fix and unzip that into the TC directory. It contains just the hq file.
fuzzyspace
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Post by fuzzyspace »

I think I fubar'ed so I'm doing a fresh game install. Any tip on installing scripts and mods? Such as, updating to 2.1 first, installing other scripts then AMS. Does the order really matter? Maybe one of the scripts I'm using doesn't play well with AMS? I would like to use AMS, CLS, SFM, the easy hub plot, FCC, and Prospector. I think that about covers it (off the top of my head).

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