[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 »

AMS v2.10 doesnt have an 08 cat/dat in it.

Check which version you have.

Where did you download it from ?

You would need to extract hq.xml from the mod cat/dat and place it into your types directory under the TC directory.

Edit : The mod version has been uploaded as PHQ extended V3, which contains an 09.cat/dat. See the OP for details.
wolfmanpuck
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Post by wolfmanpuck »

I downloaded the (or what I thought was) AMS mod from your dl page. But this morning I saw that you have a 3rd version of the PHQ mod. I tried it out and I now have the ability to recycle ships but I do not get any resources out of it. The ship just vanishes and takes all its components with it :o Was I still suppose to extract the hq.xml file? I appreciate you working on this so quickly.
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apricotslice
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Post by apricotslice »

I'll check that out sometime today.

Was the PHQ already existing when you installed the new version ? If so, delete the PHQ (after you get everything off it), and drop another one and retry the scrapping.
wolfmanpuck
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Post by wolfmanpuck »

It appears to be working correctly now. I did create a new phq after I installed the patch. It didn't work properly but I destroyed it and made another new phq which is recycling a Hercules right now and will be done in 31 minutes. Thanks for the mod!
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apricotslice
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Post by apricotslice »

Glad its working now. :)
wolfmanpuck
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Post by wolfmanpuck »

Ok. I think last night I forgot to activate the mod and the phq was just running normally because this morning I selected the mod at startup and loaded my savegame. I started to recycle the hercules again but this time it said it would take 1 sec to recycle and it never started. Same thing with RE. Any clues?
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apricotslice
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Post by apricotslice »

Not offhand, but someone else made the comment the recycling was too fast now too, so I'll have to look at it.

Personally, I dont mind fast recycling though :)
wolfmanpuck
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Post by wolfmanpuck »

fast recycling is fine with me as well, but it will not start the process. it remains at 00:00:01
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apricotslice
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Post by apricotslice »

Do you have the old version of the PHQ in the types directory at all ? If so, delete that and recreate the PHQ.

I'll try to do some testing on this today.

Edit :

No problems found here. The RE started fine. The scrap also started fine. Both took almost no time to do, but then I dont have a problem with fast robots :)

Edit2 : Are you sure the recycle hasnt already finished ? That time is the default displayed when there is nothing to recycle.
wolfmanpuck
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Post by wolfmanpuck »

I'm not sure what that means. I see a types folder in the X3TC directory but there's nothing in it. If nothing else, would a full uninstall and reinstall of X3TC do the trick? I've remade about 4 headquarters now and they all say they are done recycling or REing but the ship still remains landed on the phq. It's as though either process has been completed but the phq never started the operation.
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apricotslice
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Post by apricotslice »

What patch files do you have installed ? ie. is the phq put in as 09 ? Is there anything after that ? If so what ? I'm wondering if its being overwritten somehow.
darkstar one
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Phq Patch Confusion

Post by darkstar one »

Hi guys darkstar one here :) :)

im in a spot of bother ive got Extended phq patch V3 And have just reverse engineered my katana corvette and want to build a fleet of them but there is no resource cost when i check the cost required and cycle time is zero and i put it in the build list and the hq wont build it even though it cost nothing help!
Ive also scripted in a valhalla blueprint (being expensive and cost a lot to build with regular Hq or Extended Hq V2) And even That Costs nothing and wont build , Even tried scrapping my Destroyer And got nothing for it

Same for guns and shields :? :?
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apricotslice
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Post by apricotslice »

Do you actually have the resources on hand to build with ? I think I noticed that until you have resources to build with, it doesnt show any costs for doing so.

It isnt going to cost credits to build anything, I removed that. It just needs resources. Quickest way to get resources, is scrap a few caps.

The other thing is, did you create the PHQ before you installed the v3 patch ? If so, you need to destroy the PHQ (after you move everything off it including credits) and then cheat a new one into a TL and then drop it again.

The PHQ operations are imprinted on the PHQ when you create it and cant be changed later.

If thats your problem, destroy the existing one, script in the new one, then script in replacement ships for the ones you lost, and then re-re and scrap them.
darkstar one
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Post by darkstar one »

Cheers apricotslice your info helped got it working now :) :) :)
bringwind
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Post by bringwind »

Sorry i didn't want to scroll thru 15 pages so just a quick question, can i deactivate the part on 0 credits cost for building? i like the extended storage and faster build/re times but i think i still have to pay my workers even tho i'm using my own resources :P
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apricotslice
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Post by apricotslice »

My HQ is purely robotic. :D

Alas, no, its part of the PHQ definition and cant be switched on or off in the game.
wolfmanpuck
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Post by wolfmanpuck »

I've been busy with work and couldn't get on here to update my situation. I uninstalled X3TC and then reinstalled it. It's the Steam version. I downloaded my favorite mods and scripts. I put the mods in the mod folder and activated the scripts using the script manager. In a new game I scripted in a PHQ and I have the same problem. It starts out with no blueprints. I dock my TL at it and order the Mammoth be recycled. I get a message a few seconds later saying that the operation was complete. When I check back at the PHQ the Mammoth is nowhere and there are still no resources in the PHQ. Am I not running the mods right? At first I had all my mods in the directory renamed as fake patches. I have 3 of them. But they didn't seem to work so I moved them into the mods folder and selected them at start up. I'm stumped.
Here is how I numbered the mods as fake patches.
10.dat/cat = PHQv3
11.dat/cat = No Civs
12.dat/cat = 500km Comm Range
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apricotslice
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Post by apricotslice »

You dont actually get any blueprints.

Whats 09 ?
wolfmanpuck
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Post by wolfmanpuck »

I don't know. It was there after a reinstall though. Should I delete it and see what happens or if you're interested I can email it to you.
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apricotslice
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Post by apricotslice »

If you have one, its probably a plugin manager dummy file thats not needed. Delete it and renumber the other files down 1.

But if its PM created, it should not have anything in it that would upset the phq.

Hang on, how did you script in the PHQ ? You need to script it into a TL and then drop it, to get full functionality !

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