[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
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How long has it been since you put them out for sale and allowed access ? And what prices are on them ?
In the first instance, you need to specify the lowest price around in order to attract npc's, and it takes time for them to find the place and arrive to buy.
It also depends on the sector your station is in. I've noticed that in my current game, the Argon Prime area is dead useless for most trading. The only thing that sells well is 1mj sheilds and space fuel (once I got a complex set up in the hub and 1 sector away by gate join.).
Most of the stuff created by scrapping just isnt wanted it seems. So depending on where your station is, the problem might just be lack of demand in that area.
Try putting on some Mk3 traders. They will always trade your PHQ wares. Just make very sure the prices are all set to below average, or the traders will sell to your phq instead of buy. Either that, or just set some sell for best price freighters set to jump.
In the first instance, you need to specify the lowest price around in order to attract npc's, and it takes time for them to find the place and arrive to buy.
It also depends on the sector your station is in. I've noticed that in my current game, the Argon Prime area is dead useless for most trading. The only thing that sells well is 1mj sheilds and space fuel (once I got a complex set up in the hub and 1 sector away by gate join.).
Most of the stuff created by scrapping just isnt wanted it seems. So depending on where your station is, the problem might just be lack of demand in that area.
Try putting on some Mk3 traders. They will always trade your PHQ wares. Just make very sure the prices are all set to below average, or the traders will sell to your phq instead of buy. Either that, or just set some sell for best price freighters set to jump.
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Vastly increases the cargo space of the Player HQ to 500 mill.
Decreases RE'ing and build time dramatically.
Creditless building.
Also builds Factories, Shields, Missiles and Guns if you script on the blueprints.
How do you script in the above items?
Thanks for the reply below. I will have to investigate further.
Decreases RE'ing and build time dramatically.
Creditless building.
Also builds Factories, Shields, Missiles and Guns if you script on the blueprints.
How do you script in the above items?
Thanks for the reply below. I will have to investigate further.
Last edited by scaseman on Sun, 27. Sep 09, 02:05, edited 1 time in total.
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The building stuff is part of the hq.xml file, which is modding.
To get blueprints added, you write a short script using the add blueprint to HQ command. 1 command for each blueprint you want on it. When you run it, it will add to the last HQ created, unless you run the script from the command console of a specific HQ, in which case they will be added there.
The AMS mod has an example of this.
To get blueprints added, you write a short script using the add blueprint to HQ command. 1 command for each blueprint you want on it. When you run it, it will add to the last HQ created, unless you run the script from the command console of a specific HQ, in which case they will be added there.
The AMS mod has an example of this.
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Your welcome 
Apricot Claim software is in the AMS and Merge Mods and allows claiming at any distance within scanner range.
The other claim software available, have a distinct range, and if your outside the range, the claim operation first moves the ship into range. These are "balanced", where the Apricot version is not.

Apricot Claim software is in the AMS and Merge Mods and allows claiming at any distance within scanner range.
The other claim software available, have a distinct range, and if your outside the range, the claim operation first moves the ship into range. These are "balanced", where the Apricot version is not.
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Have you set up the hotkeys ?
I have noticed that the TM class seems to have some problems with scripts. Ie. You can beamdock a M6 onto a TM, but you cant get it off again, you can only beam it to an M1 and then off. Very strange and I cant find why.
I wasnt aware of any claim issues with the Minicar, and I did use it a lot at the beginning of a previous game, so it has been tested.
Are you using the claim command or the hotkey ? Should be using the latter.
I have noticed that the TM class seems to have some problems with scripts. Ie. You can beamdock a M6 onto a TM, but you cant get it off again, you can only beam it to an M1 and then off. Very strange and I cant find why.
I wasnt aware of any claim issues with the Minicar, and I did use it a lot at the beginning of a previous game, so it has been tested.
Are you using the claim command or the hotkey ? Should be using the latter.
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If you had any of the scripts installed before installing the mod, or you installed a script after the mod, then the text file is probably wrong in the t directory. Delete the file 8686-L044. The mod's version will then be used.
I thought that in AMSv2.10, I'd included the text file in the zip as well to overcome this - I'll have to check. I guess I need to update all the script packs with the latest text file too.
I thought that in AMSv2.10, I'd included the text file in the zip as well to overcome this - I'll have to check. I guess I need to update all the script packs with the latest text file too.
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I think I fubar'ed so I'm doing a fresh game install. Any tip on installing scripts and mods? Such as, updating to 2.1 first, installing other scripts then AMS. Does the order really matter? Maybe one of the scripts I'm using doesn't play well with AMS? I would like to use AMS, CLS, SFM, the easy hub plot, FCC, and Prospector. I think that about covers it (off the top of my head).