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

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panzernoob
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Post by panzernoob »

Got it, thank you!
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apricotslice
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Post by apricotslice »

:D
Galluskek
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Post by Galluskek »

Hey, Apricot, does the universe ever remove unoccupied ships? I reload my game alot (ALOT!) and I think there are like 12 copies of that abandoned ship script in your latest AMS mod. I wonder if the space lanes will eventually be clogged with M5s... Or do I only have a limited time to snap up those elusive drifting M8s?
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apricotslice
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Post by apricotslice »

In theory, the universe could get cluttered up with them, as they are not removed any way other than by the player claiming them.

If you want less, simply delete some of the scripts. Thats why I did it the way I did. Each scripts creates 1 ship, so how many you get depends on how many scripts you have running. Easy to delete some, and also relatively easy to copy the scripts in the script editor to get more.

I find 12 is enough. By the time you get the mod going fully, you will have loaded 3 times, so thats about 50 unclaimed ships out there, when you include the vanilla ships. That takes a while to collect, and makes a good beginners grub-stake.
Galluskek
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Post by Galluskek »

I've found like 3 ships in my travels thus far, and I've loaded like 20-30 times due to intermittent power issues. (demand for salvage insurance has gone up in my universe...) By those numbers, I have [237 to 357]+vanilla ships out there waiting to be claimed. I've only been playing in this universe for a week, what can I expect in a month?! I'll lose more UTs to collisions than to kha'ak!

Is there a way to poll the "age" of a ship?
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apricotslice
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Post by apricotslice »

No, but there is a way to find them if you want to.

Jump to derelict command will take you to a random derelict ship. Mind you, its a basic jump command with no safety features at all, so dont use it on a did game ! :D

At the start of a new game, I just jump around and collect them all.
Galluskek
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Post by Galluskek »

In case of emergency, I've taken the liberty of encoding a "find all abandoned ships" script... with a minor modification it could destroy ships that match a certain condition. If it were possible to set some sort of "age" variable corresponding to either time since spawn or number of loads since spawn, I would be able to clear progressively.

Or I could get a list of all the ships and go all out a la: River Tam

But as entertaining as that would be, I'd like to make a script to do it more easily. And before you mention it, I don't wanna remove your generation scripts. I like the possibility of being surprised with an uncrewed Mammoth or even a Disco :D
jlehtone
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Post by jlehtone »

Galluskek wrote:In case of emergency, I've taken the liberty of encoding a "find all abandoned ships" script...
You mean like Graxter did ages ago? That one is listed on [url=http://forum.egosoft.com/viewtopic.php?t=216690]TC Download Library[/url] and tc cheats. But a good simple task to learn scripting with. ;)


\begin{modhat}
The [url=http://forum.egosoft.com/viewtopic.php?t=216690]TC Download Library[/url] quite clearly does contain an answer to OP question; the name of the script is not obscure. One could ask, why a thread when the answer is in "obvious place". But it is so easy to forget to check the stickies, or browse them too quickly.

Now asking how the game handles certain objects in thread, whose topic is: "which script?" looks like unnecessary hijacking.

I will now merge this thread into the AMS thread. Lets pretend that panzernoob did ask: "Does this AMS add abandoned ships?", and that Gallustek did ask how game reacts to that feature of AMS. Questions and feedback about a script/mod, [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] No 12. :P
\end{modhat}
Tanooshman
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Too many "convert passenger to marine" options

Post by Tanooshman »

Apricot I'm starting here because I can't think of what else might be causing this: 133 entries to assign hotkey for "convert Passenger to Marine"

I've been having nasty problems lately, which may certainly be video card driver related but only show up in X3TC (and startup occasionally). So I'm looking for the odd this and that.

I noticed the buffet of CONVERT options when I installed cycrow's improved boarding in prep for Bala Gi's quest.

And since I'm here, just confirming: after I install AMS2.nn I can just choose it and go on with my saved games that used AMS1.11?
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apricotslice
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Post by apricotslice »

You have an old version of the C/A/DBeam scripts. Converting passengers was something I tried early on but never did get to work, so I removed it.

Installing AMS v2.09a will stop that repeating hotkey installation problem, but there is no way of removing the existing ones. It doesnt appear to matter how many there are.

AMS v1.11 is not really compatible with v2. The ships had a modification which the save loader doesnt like, so after installing v2, none of the 1.11 saves will load. I tried to reverse this, but failed. The early version of AMS was straight ported, but as soon as I used the TC ships, the incompatibility started.

The procedure would be as follows :

Save game.
Make a list of ships, with homebases and tasks.
Sell all apricot ships, including the one your sitting in (so transfer to a vanilla ship). Keep the fittings, but sell the hulls.
Save.
Install AMS v2.09a.
Save. Load that save. Save again. Load it again. The v2 mod is now fully active. Including new stations, and ships in shipyards.
Buy the ships. Refit them out. Retask them.
Save. <<<<Use this save from now on.

Use separate save slots each time, so you can go back a step if need be. Before you start, take a copy of the whole save directory, just in case you want to go back.

Major pain in the proverbial, but the only way of doing it. If you find the save after installation wont load, then go back to the save before installing reselecting the 1.11 mod, and make sure you didnt miss something from the old mod that needs to be removed from the game.

You might want to destroy your PHQ as well, and recreate that after, as it gets more functionality.
Tanooshman
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good news can take surprising forms

Post by Tanooshman »

Yesterday is history, tomorrow is a mystery
Today is here to enjoy
that's why we call it "the present"

(from "Kung Fu Panda")

anyway, the point is that's good news. I've not even taken on the PHQ quest yet, so preparation is well....... um, part and parcel of ... getting prepared.

You see were I'm going with this.

thanks.
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Tanooshman
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<invalid> stations and readtext errors after ams v2.09a install

Post by Tanooshman »

Hey apricot, I think I followed your instructions to the letter. unzipped the download to the x3tc folder

I see the apricot mod splash screen. got the save and load instruction
got the AMS is loaded message on reload.
then reloaded THAT save and chose Home of light to start getting my fleet rebuilt and encountered the <invalid> where I would have expected Argon shipyard, and readtext errors where I'm not sure what to expect.

SO. What to do?
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apricotslice
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Post by apricotslice »

There is no shipyard in home of light.

What are the read text errors ?

Are you sure you selected the correct mod ?

Do you have a types directory ? If so, what is in it ?

Also, if you have some later versions of the scripts installed separately, then the t file from those will be conflicting with the mod - delete the 8686-L044 file from the t directory.

BTW, this is the wrong thread for this. Can you continue in the Mod thread, here : http://forum.egosoft.com/viewtopic.php?p=2978884
Sythil
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Post by Sythil »

Thank you SO much for these Scripts Apricot, I never thought i'd get a PHQ without going insane. (I decided that using the very easy mod was my way of getting help from the Terrans, they invested in faster travelling or something, I really didnt flesh it out after i got the HUB hehe.)

Thanks for the handbook too, i've read it many many times.

Problem i have now, I dont know what to do with my HUB lol, just sitting around watching traffic pass, it's so distracting, watching Split fleets head off to Kingdom End etc etc.

Thanks again mate.
Tanooshman
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Can't we all just get along?

Post by Tanooshman »

.... well

Not an AMS prob. Methinks a Plugin Manager prob. But here first shall I report it, in the midst of things as 'twere.

Moving along nicely after AMSv2.09a install. Rebuilding the fleet, better nameing this time. Good exercise.

Noticed detect.crates does NOT appear on my Gunbus other commands but does on Non-apricot ship. Executed Plugin manager, reviewed installed scripts. Exited Plugin manager. It locked. After some time cancelled it.

8686-L044 was restored! Exited X3TC, deleted it. returned. all is back (apparently).

The point being calling up Plugin Manager impacted the AMS v2.09a Mod install unexpectedly.

I intend to report this on the Plugin Manager thread.... Unless I shouldn't!

Maybe tomorrow... no particular hurry. Got interesting ships to look at, preparing to meet Bala Gi.
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apricotslice
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Post by apricotslice »

Gunbus is an M6. The collection scripts wont run on an M6. I'm not sure which script it is, but unless its coded for an M6, it wont appear on the commands list.
Tanooshman
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Ah!

Post by Tanooshman »

Ah ha!

thanks.

Though that leaves the troubling matter of the plugin Manager disturbing the AMS v2.09a mod.

But it may be a signifier of how messed up my install is.

not worth losing sleep over.... and over sleep is something I need.

Night.
DIY system
MIS Z68 board
i5 2500K 3.83 quad chip
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8 Gig mem
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wolfmanpuck
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Post by wolfmanpuck »

concerning phq v2

has anyone had the problem of no longer having the option to recycle ships with the phq mod?
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apricotslice
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Post by apricotslice »

I thought I'd fixed that. :( I'll have a look at it.

I've done a new version for the v2 AMS mod, but it does a lot more.
wolfmanpuck
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Post by wolfmanpuck »

i just downloaded the ams mod and saw the 08 .dat and .cat files. are they the updated versions so i could just use them instead?

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