[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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v2.09 uploaded.
Removed the blank ware from ships.
Added known sectors appropriate to the start.
Sector info of known sectors updated from load 3.
Put scrapping ships back into PHQ (oops !)
PHQ is zero money, faster times.
PHQ will make Guns, Sheilds, Drones and Satelites.
Some Blueprints added to PHQ first load after building.
Added SSDN Drone making ability.
Removed the blank ware from ships.
Added known sectors appropriate to the start.
Sector info of known sectors updated from load 3.
Put scrapping ships back into PHQ (oops !)
PHQ is zero money, faster times.
PHQ will make Guns, Sheilds, Drones and Satelites.
Some Blueprints added to PHQ first load after building.
Added SSDN Drone making ability.
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- Joined: Sun, 16. May 04, 13:01
If you had earlier versions of the stations in game, then yes, they needed to be destroyed so the new version could recreate them.
Unfortunately, that needed to be done before installing the new version.
To get around it now, destroy the stations in each sector, then run the apricot.superstore.?? script manually, where ?? is the abreviation of the sector name.
AP = Argon Prime
EoL = Elysium of Light
LH = Legends Home
FR = Freedoms Reach (Khaak plot)
US = Unknown sector next to PTNI HQ (Khaak Plot)
The first 3 sectors should be done, but the 2 khaak sectors can be destroyed if your playing your own game, ams or goner starts.
Unfortunately, that needed to be done before installing the new version.
To get around it now, destroy the stations in each sector, then run the apricot.superstore.?? script manually, where ?? is the abreviation of the sector name.
AP = Argon Prime
EoL = Elysium of Light
LH = Legends Home
FR = Freedoms Reach (Khaak plot)
US = Unknown sector next to PTNI HQ (Khaak Plot)
The first 3 sectors should be done, but the 2 khaak sectors can be destroyed if your playing your own game, ams or goner starts.
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- Joined: Mon, 22. Jun 09, 16:59
Hi Apricot,
It seems i cant use your mod. I start as AMS, it loads, i have a Shieldless Buster. I save and reload like the message says, I have a shieldless Buster. I get a new message, "Welcome to AMS" and another one "Each load known sectors will be updated courtesy of Apricot Mapping Service."
I have no fleet, a shieldless buster, with a cargoful of kewl things in it.
Also, there's 4 or 5 stations (Docks?) some say 'Read text error:xxxxx' one says 'Invalid' Here's some pictures.
http://iscatc.webs.com/apps/photos/
It seems i cant use your mod. I start as AMS, it loads, i have a Shieldless Buster. I save and reload like the message says, I have a shieldless Buster. I get a new message, "Welcome to AMS" and another one "Each load known sectors will be updated courtesy of Apricot Mapping Service."
I have no fleet, a shieldless buster, with a cargoful of kewl things in it.
Also, there's 4 or 5 stations (Docks?) some say 'Read text error:xxxxx' one says 'Invalid' Here's some pictures.
http://iscatc.webs.com/apps/photos/
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Is AMS loaded as a mod or a false patch ?
Do you have a tships or tdocks file in the types directory of the game ?
You would only get a buster for a starting ship on the ams start if the tships is being overwritten by a mod that has the buster in the same slot as the gunbus in my mod. The buster cant mount a 1gj shield, and doesnt have the cargo space for them, so they are not loaded.
Do you have a tships or tdocks file in the types directory of the game ?
You would only get a buster for a starting ship on the ams start if the tships is being overwritten by a mod that has the buster in the same slot as the gunbus in my mod. The buster cant mount a 1gj shield, and doesnt have the cargo space for them, so they are not loaded.
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- Posts: 896
- Joined: Mon, 22. Jun 09, 16:59
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- Posts: 14163
- Joined: Sun, 16. May 04, 13:01
2 ship mods are incompatible.
So if you are making your own while running mine, yours will destroy mine.
The order of processing the same files is...
...vanilla game cats
...false patches
...mods
...addition to game directories of director, types, t.
The last on the list, overwrites the former. So a tships in the types directory will overwrite a mod, which overrites a false patch, which overwrites the vanilla.
All you need do is remove your tships file from types directory for my mod to work.
Edit : If you want to make a mod for yourself, but while running mine, then you need to use the tships, tfactories and tdocks out of my mod as the base for yours.
So if you are making your own while running mine, yours will destroy mine.
The order of processing the same files is...
...vanilla game cats
...false patches
...mods
...addition to game directories of director, types, t.
The last on the list, overwrites the former. So a tships in the types directory will overwrite a mod, which overrites a false patch, which overwrites the vanilla.
All you need do is remove your tships file from types directory for my mod to work.
Edit : If you want to make a mod for yourself, but while running mine, then you need to use the tships, tfactories and tdocks out of my mod as the base for yours.
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Hello Again,
I was able to play.. cough I mean Test a little and here is what i have found
Destroying and re spawning the stations only work easy for the EQ Dock and Apricot sales office (only testing in EoL) the shipyard I had to run the add ships script manually after spawn to get the stations and ships sell able again.
The EQ Dock looked good until I tried to buy Tunings etc. For those to work I needed to Use Cycrow's (Keep station stock full) Just turning it on then off again made it happen.
No problem though im sure those issues fall into PEBKaC, and a non issue for a restart.
Thanks and will report back if I find anything else.
Gridd
I was able to play.. cough I mean Test a little and here is what i have found
Destroying and re spawning the stations only work easy for the EQ Dock and Apricot sales office (only testing in EoL) the shipyard I had to run the add ships script manually after spawn to get the stations and ships sell able again.
The EQ Dock looked good until I tried to buy Tunings etc. For those to work I needed to Use Cycrow's (Keep station stock full) Just turning it on then off again made it happen.
No problem though im sure those issues fall into PEBKaC, and a non issue for a restart.
Thanks and will report back if I find anything else.
Gridd
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- Posts: 896
- Joined: Mon, 22. Jun 09, 16:59
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- Posts: 896
- Joined: Mon, 22. Jun 09, 16:59
-
- Posts: 896
- Joined: Mon, 22. Jun 09, 16:59