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

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StarCrack
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Post by StarCrack »

any chance we can get a beamdock all player ships to carrier hotkey?

Please Please purdy Please

if and when you have time
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apricotslice
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Post by apricotslice »

Something I've not considered before. I'll have to ponder how to do it.
stealthhammer
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Post by stealthhammer »

be nice to have, and maybe by ship class or wing to?
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Solomon Short
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Post by Solomon Short »

apricotslice, I've modified your "Apricot Jump to Derelict" script into one (admittedly not a command, it has to be run from the script editor), that somewhat reverses it's function.

Rather than taking the player-owned ship to the derelict, my version claims the derelict, & brings it to the players current sector (though the method by which I've done this obviates the requirement for a jumpdrive or e-cells).

Before I offer this to those who might want it, I thought I'd ask permission since it is just a redesign of your script.

So, may I have permission to distribute it?
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apricotslice
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Post by apricotslice »

:lol:

Sure. :)

You know, what would be nice is if you could make it a request to a third party salvager, who jumps an M6 into being next to you, deducts 1000 credits or something from your account, jumps out, pause, jumps back in again with a ship in tow and leaves it in sector claimed, then jumps out again. Plus some messaging for effect.

Just a bit of animation to make the task look real, and balance it a bit for not actually doing any work. :)
Solomon Short
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Post by Solomon Short »

Thank you.

& yes, your suggestion would make it more interesting, but I'm fairly new & unskilled scripting, & went with the methodology I used 'cos I couldn't work out how to make your Apricot Claim Software (1.0) work OOS.

So far my scripting experience consists of this, a minor modifaction to Graxsters Marine Training Manager, & adding Lucikes CLS wares to a bunch of Trading Stations so I can take advantage of the random pilot level feature outside of Herron's Nebula.
Wolvan
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Post by Wolvan »

Just a quick Q, for the Create Derelict script, does it create new derelicts every time you start a brand new game, or every time you 'start the game' as in launch the application and load an existing game?
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StarCrack
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Post by StarCrack »

I think its ever time you 'start the game' as in launch the application and load an existing game?

i know i end up removing the scripts some times so thers not free ships all over
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apricotslice
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Post by apricotslice »

Every time you load a game or start a new one.

So for example, when starting the AMS or Merge Mods, you are requested to do 2 saves and loads of the saves to get everything started. That creates 36 ships before you have even started playing properly.
Adalast
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Post by Adalast »

apricotslice wrote:The PHQ come with 500k of space. The mod makes this 50 mill instead.
i am using the Marauder mod and i bought a HQ from there and the PHQ mod you made isn't affecting it. how can i get it to work, since 500k is virtually nothing.
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apricotslice
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Post by apricotslice »

You would need to install Marauder as a false patch, with the PHQ as the next patch.

So for example...

08 2.1
09 2.5
10 Marauder
11 PHQ

No mod.

You would need to go back to a save before you created your current PHQ and then buy and drop it again.

The PHQ patch wont change any existing PHQ, only one created after the patch is installed and the game restarted.
Adalast
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Post by Adalast »

ok, i'm making enough money that i can just destroy the PHQ i have, i'm sure i can manage to get another Valhalla through salvage. i got the first one without too much issue and i think there are a couple more in President's End. I'll give that a try tonight and thanks for the help.
Adalast
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Post by Adalast »

ok... i have it as the second newest fake patch (the newest is the one for BSG that's not working) and it's still at 500k. could it have something to do with my FDN, because when i go into that menu it says 500k for my storage. perhaps the 500k is hard coded into that. i just landed my ship on the station to check it out, and it still shows 500k. i am really bummed about this since 500k isn't enough storage to build the valhalla, and i would love to have a couple of those in my fleet.
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apricotslice
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Post by apricotslice »

PHQ should be the highest number. If FDN is after that, it will change things. The PHQ patch includes what is needed for FDN and SSDN.
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apricotslice
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Post by apricotslice »

Hub Plots have now been updated to v2.5 patch.

Please let me know any issues if you find any.
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apricotslice
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Post by apricotslice »

New Apricot Rename Hub Sector

This is a tiny mod that allows you to change the name of the HUB sector to whatever you like.

Unzip into the TC folder. Zip contains a readme, a text file and a script.

In order to change the name and description of the sector, you must edit with notepad, the file t/8687-L044.txt and change the Apricot name and description to whatever you like. Then start the game and the sector should have the new name showing.

Please let me know if you find any issues.
ianrobo75
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Post by ianrobo75 »

I'm very interested in the Extended PHQ Patch v3

Cargo spare increase and credit-less building seem good options to balance the PHQ making it a feasible option to boarding. However, decreases RE'ing and build time dramatically makes it sound a bit too easy.
Is there any way I can edit the files to decrease the times 'a little' rather than 'dramtically' (if you see what I mean)?
I've tried opening the cat file in the latest X3 editor but it won't show me anything (also fairly noob to scripting).
Win10 Home 64-bit, Intel i7-9750H @ 2.6GHz. NVidia GeForce RTX 2070 (8 GB). 16 GB ram.
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apricotslice
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Post by apricotslice »

If you download the Merge Mod v1.04 fix file, all its got in the zip is the hq file. Put it in types folder under TC, and you can edit it with notepad.

Edit : I think I changed the name, cant think what too though. :oops:

Edit : Apricot PHQ fix.
ianrobo75
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Post by ianrobo75 »

Great, thanks apricotslice, is see the factor of 10 time difference.
Just a quick question, how do I save the xml file to a new cat file to create my own new false patch?

Edit: Mod manager, thanks, but leaving in \types makes perfect sense.
Last edited by ianrobo75 on Fri, 16. Oct 09, 15:38, edited 5 times in total.
Win10 Home 64-bit, Intel i7-9750H @ 2.6GHz. NVidia GeForce RTX 2070 (8 GB). 16 GB ram.
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apricotslice
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Post by apricotslice »

Just leave it in the types directory so it isnt overriden by anything else.

You make cats using modmanager.

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