[AL PLUGIN] The Marauder Shipyard - v0.5 - updated: 23.01.2009

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Handuo
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Joined: Fri, 17. Sep 04, 04:39
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Post by Handuo »

This is the link to the community scripting and modding board: http://forum.egosoft.com/viewtopic.php?t=216690

There are a lot of great scripts and mods there. For scripts though (The Marauder Shipyard is a script), you'll want to download Plugin Manager by Cycrow. It's just below the "Recommended" heading. Once you install Plugin Manager, you can doubleclick any script you download and Plugin Manager will open and automatically install it.

For Mods you just need to unzip them into the game's main directory.

This is the exact site to download The Marauder Shipyard from: http://forum.egosoft.com/viewtopic.php?t=223132 , but, again, make sure you've downloaded and installed Plugin Manager first.
Handuo
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Not on Friendly Terms with Marauder?

Post by Handuo »

For anyone having trouble getting back on friendly terms with the Marauder Shipyard, I did a little experimentation today.

My ships fired on the shipyard a week or so ago (real time) and it went red on me...stupid newbie pilots :evil: Nothing I could do seemed to work and I couldn't find a Pirate Station that would let me hack into it to change its views of me.

Now, usually, some faction's forces will track the Marauder down and dissasemble it, causing it to pop up somewhere else...so I waited...and waited...and waited, but it never moved. I guess Maelstrom is a pretty good spot for it to sit without being disturbed by some NPC commander looking to gain some rep LOL.

Finally I bit the bullet and decided to destroy it myself, hoping it would like me when it respawned...lo and behold, when it popped back up all was forgiven and I'm able to dock there again.

So, if it's red to you, chastise it with a bit of mayhem and all will be right with the universe once again :roll:


{merged, yet again - Carlo}
Treelor
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Post by Treelor »

I guess blowing up the shipyard entirely is so much better to them than simply hitting it's shields with a stray bullet :roll:
Chull
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Post by Chull »

GREAT mod!

At last, a money sink (overtuning) for all the stacks of credits TC generates :D I went from 300 million to nothing in no time at all, and now I have more incentive to do missions/stealing ships to fund it all again.

Is there any chance the maker could add M/AM warhead factory, a hammerhead missle factory and any other factories that have been forgotten?
All religions are all nonsense
Goldfinch
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Post by Goldfinch »

Does this work properly with the latest patch?
Chull
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Post by Chull »

Goldfinch wrote:Does this work properly with the latest patch?
If 2.1 is still the latest patch, then yes :D
All religions are all nonsense
spikegifted
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Post by spikegifted »

This is just a curiosity - What happens if the player destroys the Marauder Shipyard? Will the Don all the player back on his respawned shipyard? Or will he be barred forever?? :twisted:
joe0035
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Joined: Wed, 15. Jul 09, 01:24
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Post by joe0035 »

I lost a important information how to activate the unsigned mod i supposed to fly somewhere and change my name to what? Thank you!
joe0035
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Post by joe0035 »

how to fix with the mobile repair ship it there a bug in the mod about that
Adalast
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Joined: Fri, 25. Sep 09, 08:39

Post by Adalast »

how do i trigger the sale of the HQ? i've done the ship upgrade thing, but was i supposed to get a quest after that?
Adalast
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Joined: Fri, 25. Sep 09, 08:39

Post by Adalast »

ok, i got the PHQ to show up, but i'm having a problem with another mod. i am trying to use apricot's extended PHQ mod, but it's not doing anything to the PHQ i bought from your station. it's supposed to have 500M storage, but it only has 500k. is there a way i can fix this? i am trying to make a Valhalla that i RE'd and the HQ doesn't have enough space to hold the materials i need. any ideas?
paulms1980
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Post by paulms1980 »

hey dude! does this script work with 2.5 mate?
Lazyhead
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Joined: Fri, 2. Oct 09, 21:20

Post by Lazyhead »

:x gotta say! I have been through sooo many pirate sectors and i havent even seen the shipyard yet :( I am looking and looking...
Is there any special sectors they like to stay in? ^^
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Jakeybum
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Post by Jakeybum »

The script does work with 2.5 almost fine. All stations and ships are available. But I can not tune my ship. Mission is inaccessible.
james01043
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Joined: Mon, 25. May 09, 09:14

ship engine upgrade?

Post by james01043 »

hi, im also unable to use engine tuning upgrade? how do i do it? or is it bugged now with the latest patch?
xenoncore123
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how do u install ithttp://forum.egosoft.com/images/smiles/icon_surprised.gif

Post by xenoncore123 »

Teladidrone wrote:Screenshot:
[ external image ]

Known issues:
  • The Pirate Ship (TS) is somewhat buggy but I added it for sale anyway; you can not dock it at any station and then find it in the list of docked ships. You can still access its command console using your own property menu (r) though.
  • The Mobile Pirate Base (TL) is not recognized by shipyards as class TL - you can not use it to transport stations.
  • The Boarding Pod factory is called "Special Weapons Production Complex" in the shipyard trade menu.
    There is no way to change that without modding Tfactories - that I do not want to do atm. Maybe later.
    Still, buy this complex, deploy it somewhere and the plugin will convert it to a Boarding Pod factory.
  • It may take up to 30s after deploying one of the special factories before the plugin kicks in and sets the correct products/resources.
    Do not connect them to a complex before this 30s grace period has passed or they will stay broken... and produce only wheat ;)
  • You CAN NOT connect the Spacefly farm to a complex atm - if you try the game will CTD. I seem to recall that there was a similar issue with that in Reunion, too, that required a special mod to fix it.
  • If you think the scripts are not working correctly, first try the "Master reset": disable the plugin in the artificial life menu for a minute and then turn it back on - this will force The Marauder to respawn.
To do/planned:
  • Oh, a whole lot; this is my first script ever and there is probably still a lot to change and fix...
  • Periodically send out Paranid expeditions fleets to destroy the shipyard forcing it to relocate - [working on]
  • Maintain own "Marauder Rank" to determine which ships/factories are for sale.
  • Add missions offered by The Don (linked to the Marauder rank).
:o
"We are an island nation. What we lack in men, we can more than make up for in ships"

King Henry VIII- Tudors TV series

My virtual presence. Depressing isn't it ? :P
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xenoncore123
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Post by xenoncore123 »

how do u install it downloaded it cant install it can u tell me how?????????
"We are an island nation. What we lack in men, we can more than make up for in ships"

King Henry VIII- Tudors TV series

My virtual presence. Depressing isn't it ? :P
https://linktr.ee/scarrior
virgil64
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Joined: Fri, 24. Nov 06, 14:17
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Post by virgil64 »

You need to use Cycrow's Plugin Manager, (used for .spk files), its makes script installation a breeze and as for script removal, its a godsend :)

(its one of the sticky's on the front page of the the Scripts and Modding forum your in and can be downloaded from there)

PS - A hearty thank you to Cycrow :D

PSS (just re-read had to edit, lol), Big thank you to Teladidrone too for this great script, it wouldn't be X3TC without the The Marauder Shipyard, lol :)
MrExcitement
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Joined: Sun, 12. Mar 06, 23:43
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Post by MrExcitement »

Does anyone have the resource requirements and quantities for each station? I am particularly interested in the IBL one, but the others would be great as well. I'm trying to calculate what I need to put together for a closed or semi closed loop.
MrExcitement
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Post by MrExcitement »

I decided to just go off and buy the stations and thought I'd report back the resource needs for each for anyone planning a complex.

Special Weapons Facility (Boarding Pods)
Units \ Production Run: 1 \ 00:24:00
Supply \ station: 8 Units
Resources:
Energy Cells: 360
Meatsteak Cahoonas: 240
Ore: 60
Computer Components: 30


Phased Array Laser Cannon Forge
Units \ Production Run: 1 \ 03:36:58
Supply \ station: 8 Units
Resources:
Energy Cells: 3240
Rastar Oil: 324
Ore: 540
Computer Components: 270


Plasma Beam Cannon Forge
Units \ Production Run: 1 \ 04:46:24
Supply \ station: 8 Units
Resources:
Energy Cells: 4296
Meatsteak Cahoonas: 2864
Ore: 716
Computer Components: 358


Disruptor Missile Forge
Units \ Production Run: 4 \ 04:04:00
Supply \ station: 166 Units
Resources:
Energy Cells: 60
BoFu: 10
Ore: 10
Computer Components: 5


Plasma Burst Generator Forge
Units \ Production Run: 2 \ 01:24:00
Supply \ station: 10 Units
Resources:
Energy Cells: 1260
Rastar Oil: 126
Ore: 210
Computer Components: 105


Spacefly Farm
Units \ Production Run: 12 \ 00:22:00
Supply \ station: 180 Units
Resources:
Energy Cells: 330
Scruffin Fruits: 330
Space Fuel: 11
Rastar Oil: 16


Terracorp Nvidium Mine M
Units \ Production Run: 2 \ 21:20:01
Resources:
Energy Cells: 1536


Incendiary Bomb Launcher Forge
Units \ Production Run: 1 \ 04:24:58
Supply \ station: 8 Units
Resources:
Energy Cells: 3960
Rastar Oil: 396
Ore: 660
Computer Components: 330


Hope this helps!

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