[Mod] Apricot Mapping Service Mod v1.3 for APv3.1 / v2.14 (For TCv3).

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

cw4rotorhead
Posts: 10
Joined: Sat, 27. Jun 09, 17:10
x3tc

Post by cw4rotorhead »

Is it possible to modify the "Gunbus" to be able to carry 20 ships internally? I have tried using X3 Editor 2 and was able to change the cargo limit up to 50,000 and it shows it is able to carry 20 ships in the ship "info" but it will not accept any ships I try to beamdock aboard.
Thank you for your hard work.
I hope this is the correct place to post this as I have been nuked :evil: by a moderator when I posted this question else where.

Thanks to All
Allways expect the un-expected and plan for the worst
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Upgraded to TC v2.7.

Can someone beta test this asap, so I can submit it for the Superbox ?

There are no real changes that should be seen. Please just check save game compatibility and that all seems to be running as it should.
assets73
Posts: 4
Joined: Sun, 13. Jun 10, 16:29

Post by assets73 »

Any chance this script plays nice with LA's FDN and PM scripts? I'm sure there is a conflict in the TDOCKS files and HQ xml files. Any ideas on how to fix this? I love both mods by the way. Thanks apricot for taking the time to make this mod.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

LA's stations are included already. Just add the scripts you want to use.
assets73
Posts: 4
Joined: Sun, 13. Jun 10, 16:29

Post by assets73 »

Sorry to be a pain. When I reloaded a save, my FDN node had turned into an HQ! Any idea on how that happened and how to fix it?
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

From memory, I never updated this mod to the later models for FDN.
sneakbyte
Posts: 27
Joined: Sun, 21. Feb 10, 07:36
x3tc

Post by sneakbyte »

This mod does not work with 2.7.1. i don't get the new start option etc to choose my custom ship. any ideas
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

sneakbyte wrote:This mod does not work with 2.7.1. i don't get the new start option etc to choose my custom ship. any ideas
I've no idea what you are talking about.

Exactly what option are you talking about ? There is nothing in either 2.7.1 or AMS for choosing a custom ship on a start option.
Lazyhead
Posts: 9
Joined: Fri, 2. Oct 09, 21:20

Post by Lazyhead »

Hey,

Just installed and testing your mod :D Looks great, but i have one problem. The game freezes when i try to dock at ATF Research base. I am flying a Apricot gunbus. I have just started and havent really done anything yet.
There are no bug reports to show, just total freeze and i have to force it to quit game.

So.... ^^
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Is it only the ATF research base that generates a freeze ? Or docks in general ? Is this a terran plot station ?
texallbwt
Posts: 88
Joined: Tue, 21. Mar 06, 11:41
xr

Post by texallbwt »

:)

Tried your mod in a 2.7.1 version of X3 TC with the bonus package added.
I'm having problems, I loaded all your files by hand to a new install of X3 TC
on Win 7 x64. From the 2.13 zip d/l.

I chose the Apricot Slice start, but I was only given a Buster ( speed ~500km).
I enabled the Script editor on the first start before saving the game. After the second
restart I flew to the Apricot Slice Shipyard in Argon Prime. There were the Goner fabs,
a Headquarters, a couple of ships that were named "A" something and a bunch of "ZZ ship"
placeholders, but no ships.

There weren't any old save games in the Egosoft folder.

I checked the mod files carefully when I copied them in.

I'm puzzled,

Tex.
texallbwt
Posts: 88
Joined: Tue, 21. Mar 06, 11:41
xr

Post by texallbwt »

:)

After a little more inspection, I added the Cycrow Plugin Manager Lite
(RC 1) to my computer and it seems to have been the missing link.

All ships were added to the game start and show up at the Apricot Slice
Shipyard.

Thanks for the modding effort,

Tex.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Why did you load the files by hand ?

All it needs is to unzip in the TC main directory and every thing gets put in the correct place.

If you only got a buster to start with, then at least one of the start files must have been in the wrong place.

I've no idea why adding plugin manager would change anything since the mod is designed without it.

The mod doesnt contain any save files. Only the X3R version has a save file option.

Incidently, the mod is activated by the second start, not the first. So after you saved and loaded, the mod would have actually started setting things up properly. So by saving, quiting, installing plugin manager, loading the save, the mods activator script would then run.
texallbwt
Posts: 88
Joined: Tue, 21. Mar 06, 11:41
xr

Post by texallbwt »

:)

I've been looking at the ships only version of your mod. If I have
the setup done correctly, I see an Apricot Buster for sale at the Paranid Prime Shipyard.
Also, I see an Advanced Khaak Scout, Apricot Sprint, Khaak Mover, Goner Gatherer,
and an Apricot Express listed in the Encyclopedia under Hari Gul, but there's no sale points shown.

Do these other ships ( the one's only listed in the Encyclopedia )
show up later in time?

Thanks,

Tex.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

There is no ships only version of my mod.

Nor do any ships ever get for sale at Paranid shipyards.

Where did you get the mod from ? It sounds like someone has chopped up my mod without bothering to tell me about it, or distinquish it from the original.

What url did you download it from, and what was the name of the file ?

Edit : The fact that you mention placeholders would seem to indicate the Merge Mod was cut down, not the AMS mod. The Merge Mod was designed differently with placeholders in the ship file, the AMS mod was not.
texallbwt
Posts: 88
Joined: Tue, 21. Mar 06, 11:41
xr

Post by texallbwt »

:)
: [Mod] Apricot Mapping Service Mod v2.13 (For TCv2.7)

--------------------------------------------------------------------------------

AMS Version 2 is now released. Download from the Apricot download site in my signature.

Ships Only version available now. You need to do 2 things. Download setup.apricot.ships.in.shipyards.xml off my download site. Copy it to the scripts folder. In the scripts folder after you install the mod, but before you start the game, delete setup.apricot.on.second.load.xml. This will stop the normal mod loading and only put ships in shipyards.
This was brought from the first posting in this thread. I d/l the 2.13 zip from your website,
made the changes per your instructions.

The file name was X3TC-Apricot-AMS-Mod-v2.13.zip, and the xml file
above. Both are listed on your website.

I guess the only thing I can say is if someone has hacked the
first page of this thread?

Thanks for the help, I'm pulling all these files off my computer.

Tex.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

:oops:

Well, what can I say. :oops:

I'd forgotten all about that. And apparently it doesnt work anyway, and no-one said anything until now.

I'll have to have a look at it, but your issues just go to show that trying to get around the fixes for the loading bug, just doesnt work. All that happens is the loading bug just reasserts itself, even just trying to run that 1 script.

At the moment, the Merge Mod seems the more stable of the 2 mods, and if all you want are the ships, then install whichever mod, do the full set of saves and loads to activate it fully, and then manually delete the stations using the cheat pack. If you dont want the wanderers, then extract the vanilla jobs file and put it in a types folder, to override the mods version.

The changes for the last version of the AMS mod were done so fast for the superbox deadline, now I'm wondering if that version is bugged and no-one has realised it until now. I'll have to go back to the drawing board on it. I'm planning to do a Merge Mod upgrade soon anyway, so may as well look at AMS first.

Sorry for the inconvenience. I dont have much of a memory these days and had completely forgotten about a ships only version even being discussed.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Update :

I've removed the reference to ships only version in the OP. As far as I can see, its not possible to reverse the mod down to ships only. Given the number of ships in the mod, the script to add ships into shipyards will bugger up the start up, so there is no easy way of doing this, I'd have to set up a whole new start up routine.

The best that can be done is the following.

Save and load the mod 3 times to get it fully activated.
Use the cheat pack to delete the stations you dont want.
Extract jobs file from the vanilla cats if you dont want the wanderer, put into 'types' directory under main TC directory.
Dont link commands to hotkeys if you dont want to use them.

This will leave the ships in freindly shipyards, such as the corporation ones. It will leave several commands in place, such as jump to derelict and beam dock.
Artson
Posts: 3
Joined: Wed, 15. Sep 10, 08:14

Post by Artson »

I can't dock onto any of the new stations. They have full shields but zero hull. I comm them and they denied docking. If I do the autopilot, it says docking granted and just flies away from the station(over 15km before I stopped). The docking computer doesn't work either. I don have a few other mods running but they shouldn't affect this.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Artson wrote:I can't dock onto any of the new stations. They have full shields but zero hull. I comm them and they denied docking. If I do the autopilot, it says docking granted and just flies away from the station(over 15km before I stopped). The docking computer doesn't work either. I don have a few other mods running but they shouldn't affect this.
What else are you running ?

There are scripts that change the nature of the freindly race. If your running one of those and freindly race is now hostile to you, then the stations wont let you dock.

Its most likely the other way around. Full hull, no sheilds, but the sheilds will regenerate.

What happens when you use docking computer ?

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”