[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 »

Which "this" is that ? :D

If you mean the hub plots, yes they are v3.

If you put in one of the alternative plots after starting the plot, the existing mission is unaffected, but the next mission should be changed.

If you cant get past the existing mission, most people would then cheat in what they need so the plot can move on, then play with the reduced requirements they selected.
ophion
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Post by ophion »

he apricote

i think i found a bug in the salvage command software
i had a problem so i made a tread about it check it out if you like

http://forum.egosoft.com/viewtopic.php? ... 39#3487239

got it working though

any way chek it out thought u should know.

ltr

great script by the way thanks. Very Happy

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apricotslice
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Post by apricotslice »

Just answered your pm.

For anyone reading, I think the issue is in the version of NPC Bail in the Salvage Pack.

If your using it, its worth updating NPC Bail.
ophion
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Post by ophion »

he apricote its not your script

every thing was fine when i stoped claimig with non player ship

but now its back this is what happend

i hyperjump my repairship to a sector where i have some claimed ships
(i want to bring them al in on sector use repair ship as carrier)

so repair ship is in the sector i select one ship and select command for ships in sector ,i select all m5,m4,m3,tp,ts,,selct dock at mobile repairship

here`s what happens mobile repair ship disappears propertie menu doesn`t work anymore

i think mobile repair ship docked on its self its gone

cool no :o
ophion
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Post by ophion »

thanks for the info

happy new year :lol:
lamoyja
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Post by lamoyja »

Got a really stupid question, but I usually don't play long enough to ever get a carrier ship.

How on earth do you launch ships manually once you've got them docked? I used the beamdock commands to scoop up ships... but I can't seem to get them to leave the comfort of my carrier without an enemy nearby.

edit: ok well I got the salvage pack 2.4, that has a useful command for doing what I wanted.

Its silly that the vanilla command carrier scripts are so ... lacking.
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apricotslice
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Post by apricotslice »

It depends what ships you are talking about.

Fighters can be commanded to leave if you access one of their command menus and broadcast to the rest docked, an give them an order to go somewhere or attack something.

Everything else has to be beamdocked off, since they wont fit through the docking port and thus cant actually get out by themselves.

Which is why I did the hotkey to dump all ships in to space. Gets tedious manually beamdocking off a lot of ships.

There are script packs out there for better carrier commands.
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BoomerM6
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Post by BoomerM6 »

Hello

In X3R i was using the fake patch that give more space to the phq, but now in X3TC what i got when i download X3TC-Apricot-Extended-PHQ-Patch-v4 is hq.xml and not a fake patch

Where is the fake patch ?
Maybe i am unable to find the good download ?

Thank you !
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Jack08
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Post by Jack08 »

BoomerM6 wrote:Hello

In X3R i was using the fake patch that give more space to the phq, but now in X3TC what i got when i download X3TC-Apricot-Extended-PHQ-Patch-v4 is hq.xml and not a fake patch

Where is the fake patch ?
Maybe i am unable to find the good download ?

Thank you !
place hq.xml in your /types/ folder
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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apricotslice
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Post by apricotslice »

You unzip the zip into TC main folder.

It puts the file in the correct place.

Patches get overriden by mod which get overriden by where this goes.
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digdug83
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Post by digdug83 »

I seem to be insane as beamdock isn't cooperating with me and beaming aboard fighters to my Panther. 1K, 5K, 20K, doesn't seem to matter. Please tell me what I'm missing so I can feel like an idiot for not figuring it out in the first place :D
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apricotslice
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Post by apricotslice »

What type of ship is a Panther ? If its an M7, beamdock isnt programmed to work from them.

Beamdock works from an M1, M2 (with modded in docking slots), TL, and TM.

There are some issues with the TM that I never figured out.
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digdug83
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Post by digdug83 »

Yeah it's an M7. I sort of figured that might be the case when my TL had no issues using it. Is there a reason why M7's aren't included in the list?
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apricotslice
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Post by apricotslice »

The original M7's only had 2 slots, and since I wasnt actually flying one much, I never bothered adding the code. Unfortunately the way the original code was written, adding a new base ship is long winded, and I never thought it worth the time to do. I added TM because it was a true carrier, and I added M2 because I fly a modified one all the time now.

How many slots does the Panther have ?
Adamdavidjacobson
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Post by Adamdavidjacobson »

Hi.

I have read through most of the 36 pages on this topic....

I am having a bit of trouble with the PHQ. I can reverse engineer ships just fine, but when i repair them, it just gets added to the que and nothing happens. Also when I recycle ships, it gives me a message that says the reverse engineering que is empty and I dont get the resources.

Thirdly when I build a ship, it says I have zero percent of the resources needed even though i have some available. It also does not list any of the resources that i need to build any ship (I read that this may be normal).

Could you tell me what could be wrong or have I downloaded the wrong scripts??
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apricotslice
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Post by apricotslice »

Exactly which phq zip did you download, and how did you install it ?

Also, was the PHQ built before or after you installed the mod ?
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digdug83
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Post by digdug83 »

apricotslice wrote:How many slots does the Panther have ?
It has 32 as of v3.0. Most of the time though I'm hanging out in my Griffon which has 9 bays (she hits fewer ships :D). There are 7 other ships in the class with bays; Shrike ( 8 ), Kariudo (7), Deimos (6), Cerberus (6), Astraeus Hauler (7), Akurei Hauler (7), and the Kariudo Hauler (7).
Last edited by digdug83 on Mon, 28. Feb 11, 11:05, edited 5 times in total.
Adamdavidjacobson
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Post by Adamdavidjacobson »

Thanx for the quick reply. :D

I Installed it after I before I built the PHQ.

I used the following scripts...

X3TC-Apricot-AMS-Mod-v2.14
X3TC-Apricot-AMS-Mod-v2.14-HQ-Fix
X3TC-Apricot-Extended-PHQ-Patch-v4

I also added

X3TC-Apricot-PHQ-MO-in Boron-Shipyards
X3TC-Apricot-PHQ-Fix

So somewhere i probably used the wrong one or added one to many...

Im new to scripting and modding so I am a bit unsure here.....
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apricotslice
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Post by apricotslice »

Adamdavidjacobson wrote: I used the following scripts...

X3TC-Apricot-Extended-PHQ-Patch-v4
X3TC-Apricot-PHQ-Fix
You didnt need either of those.

In effect, you overwrote a file for the mod, with a file for the vanilla game.

Re-unzip the AMS fix file and that should fix it. But you will need to recreate the PHQ afterwards. Or go back to a save before you created it.
Adamdavidjacobson
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Post by Adamdavidjacobson »

That didnt work. All my PHQ can do now is spray paint ships.. :o

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