[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
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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.
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.
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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
Was I still suppose to extract the hq.xml file? I appreciate you working on this so quickly.

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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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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.
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.
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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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Phq Patch Confusion
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



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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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.
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.
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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
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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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 !
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 !