[Mod] Apricot Mapping Service Mod v1.3 for APv3.1 / v2.14 (For TCv3).
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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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.
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.

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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.
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.
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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 ?
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 ?
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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.
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.
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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.

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.

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@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
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
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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.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.
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.2. In Apricots Shipyard there is the HQ And (2) Goner Temples for sale.
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.and When I Purchase a ship it doesn't use Apricots EQ Dock for outfitting. only the one that sells just Upgrades.

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.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.
That sounds like a version issue as well. I did forget that first up. I'll check that as well though.4. The Experimental shuttle is buyable in Argon docks that Also supply Apricot ships not sure if that's a Tships index thing either.
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.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
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.