[Mod] Apricot Mapping Service Mod v1.3 for APv3.1 / v2.14 (For TCv3).

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

How much memory ?
GB
Posts: 26
Joined: Sat, 13. Dec 03, 01:34
x3tc

Post by GB »

2 G
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Ok, thats interesting. My XP computer only has 1.5.

So 2 gig is working, but less is not.

Edit : Spelling error on the km3 sheild, so it wont have found a shield to load. Fixed on my dev files, will include in the next zip.
GB
Posts: 26
Joined: Sat, 13. Dec 03, 01:34
x3tc

Post by GB »

Tried the other starts all but Terran loads with playership not equiped.
AMS start loads without fleet and playership not equiped.
Humble merchant has only the Mercury.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Thats just plain weird !

Its almost like start.xml is only sometimes running, or crashing. But why does it work sometimes and not all the time ? :gruebel:
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Further testing reveals its a TC problem, not a 2.1 problem.

The same thing happens with 1.01.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

More bad news....

If you only get a ship hull with no fittings, then the game starts are not active either.

This effectively means that a mod that fails to start properly defaults you to a custom game with the default race relations and no plots.

I'm going to look at if I can script everything the start was doing, and allow people for whom the mod start wont work, to select the Argon Patriot start, and then have the mod build in everything after the game starts. Lot of work though. :(
GB
Posts: 26
Joined: Sat, 13. Dec 03, 01:34
x3tc

Post by GB »

Tried AMS mod 1.11. AMS start loads with fleet all ships equiped. There is one item in cargo bay without a name
deanblee
Posts: 8
Joined: Sat, 13. Jun 09, 10:39
x3tc

Post by deanblee »

I seem to have an issue using this alongside FDN. It seems to stop the FDN nodes from being able to store any wares (which stops them working). Am using version v2.02 with version 4 of FDN.

This also seems to affect the PHQ you start with, but only if you deploy the FDN node before the PHQ has any wares onboard.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Oooops.

Fixed, v2.03 uploaded.

The fix wont change any stations thats already created, so you will need to destroy and recreate them for the fix to work. Sorry.
deanblee
Posts: 8
Joined: Sat, 13. Jun 09, 10:39
x3tc

Post by deanblee »

Will give it a try :). Thanks for the quick response.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

v2.04 uploaded now.

I've changed the way the ships are created in the starts.

I've had feedback that this now works on XP with 3gigs of memory, but I still cant get it to work on my 1.5gig XP.

So if you havent been able to get the starts to work so far, try this version and see how you go.

Edit :

v2.05 uploaded now.
Fixed Apricot Minotaur turrents.

Is there anyone who still cant get the starts to work ?
GB
Posts: 26
Joined: Sat, 13. Dec 03, 01:34
x3tc

Post by GB »

Tried 2.05. Khaak and Goner start both have small fleet. Ships + player ships equiped. All ships have an item in their freight bay with no name.

AMS start no fleet, player ship not equiped. Terran start player ship equiped. Humble merchant player ship not equiped.

Window XP sp3 2G memory
Macrixen
Posts: 25
Joined: Thu, 28. Sep 06, 22:03
x4

Post by Macrixen »

i am not sure if the problem is memory related... I have a 8gb of memory with vista 64 and it doesn't work for me either. maybe try making it a self terminating al plugin?
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

v2.06 uploaded.

Before unzipping it.....

Delete all setup.apricot..... scripts from the TC\scripts directory.

I changed the way a lot of things start, and those old setup scripts are no longer needed.

So delete the setup.apricot... files, THEN unzip v2.06.

Also fixes the claim software hotkey problem.
Macrixen
Posts: 25
Joined: Thu, 28. Sep 06, 22:03
x4

Post by Macrixen »

2.06 works for me all starts end up equiped and ams mod starts after first load as the messages say :)
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Hopefully it now works for everyone. :)

If I can have some comments now on the details please. Prices of things, anything not working on the ships, etc.

I'm still getting the blank product on the ships at startup, but cant find what it is.

Are the Khaak ship prices too low ? Are all products on the new stations working correctly for buying/selling ? That sort of thing.

Also, for those who dont use the reveal sectors cheat, what sectors do you think should be visible at the start for each start ? I think I saw how to do this, so all I need are the sector co-ordinates to add in.

Also, please check the PHQ works for everything. It has had a few upgrades. :)
Gridd
Posts: 80
Joined: Sun, 27. Mar 05, 21:51
x4

Post by Gridd »

@apricotslice
First all Thanks again Great work.

Details, or say small issues.
1. The Docks that use The HQ Model, ie Osiris sams, LV's Dock, etc
all of them player cannot Buy or sell anything to. All Items show up with prices but not able to go back and forth to buy n sell.
2. In Apricots Shipyard there is the HQ And (2) Goner Temples for sale.
and When I Purchase a ship it doesn't use Apricots EQ Dock for outfitting. only the one that sells just Upgrades.
3. The "Pirate ship" TS is unable to sell repair Reverse Engineer etc.
Number 3 I would be willing to bet its a Vanilla thing too but since your mod does modify Tships it could be related.
4. The Experimental shuttle is buyable in Argon docks that Also supply Apricot ships not sure if that's a Tships index thing either.

Thanks for your work and Fixes.

PS I haven't tried most of the Start Remedies (didn't have the lockup from the beginning.
Also I will check the other things you mentioned As soon as I can.
Gridd
User avatar
X1000
Posts: 896
Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

Thanks, Apricot! Will try tomaorw. Also like your ABDC beams. I can beam a satilight into my cargo bay, leting me move them! kewl, ant it?
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Gridd wrote:1. The Docks that use The HQ Model, ie Osiris sams, LV's Dock, etc
all of them player cannot Buy or sell anything to. All Items show up with prices but not able to go back and forth to buy n sell.
Check your using v2.06. There was an issue with them having no storage space, but I fixed that. I'll double check shortly myself.
2. In Apricots Shipyard there is the HQ And (2) Goner Temples for sale.
Problem ? They are supposed to be there. I may change the names on the goner temples, since they are different in TC to R. One of them is the R version, but its impossible to tell which is which.
and When I Purchase a ship it doesn't use Apricots EQ Dock for outfitting. only the one that sells just Upgrades.
The shipyard is not "fully functional". It will sell ships, but it wont repair, and it doesnt surprise me it wont do any fit out. Here at Apricot, we sell our own hulls, but fitout is done through bulk purchase arrangements via special commands in the ship menu. :)
3. The "Pirate ship" TS is unable to sell repair Reverse Engineer etc.
Number 3 I would be willing to bet its a Vanilla thing too but since your mod does modify Tships it could be related.
I didnt even know it could do that. Certainly I havent changed anything that should effect it. You would need to confirm its not a vanilla thing before I try looking at it.
4. The Experimental shuttle is buyable in Argon docks that Also supply Apricot ships not sure if that's a Tships index thing either.
That sounds like a version issue as well. I did forget that first up. I'll check that as well though.
Thanks for your work and Fixes.

PS I haven't tried most of the Start Remedies (didn't have the lockup from the beginning.
Also I will check the other things you mentioned As soon as I can.
Gridd
Definitely upgrade to v2.06, as I did tweak a few things along the way. There are a couple of script changes in 2.06, including fixing the abeam hotkey repetition problem. Note the need to delete all setup.apricot scripts before installing 2.06, requirement.

I've had a few other issues reported on my forum to look at, so I've got a little list to work through now.

Thanks for testing things.

Edit :

v2.07 uploaded.

Fixed the Auster turrents.
Added salvage insurance to the starting ships.
Renamed and repriced the old Goner Temple.

Edit 2 :

v2.08 uploaded.
Corrected an error in the startup script.

Gridd, I've checked all your issues and cannot find them, so I suspect they were fixed in a later version than the one your running.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”