[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]

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Crathes
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Post by Crathes »

On the first post it says something about early HQ start. But I cant find the file on your page :(
The two most common elements in the universe are Hydrogen and stupidity.

I am THE STIG
liquidlight88
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Post by liquidlight88 »

Hey i just read the first 10 pages trying to find out what to do with all my passengers that i've picked up?

I looked for an option at a paranid trading dock to get rid of them somehow, couldn't sell them at a pirate base. The only option seems to be dump them back into space or sell my cargo life support system (can i even do that?).

So is there anything i can do with these guys? ;)
Crathes
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Post by Crathes »

If you click them when on a pirate base you can enslave them :twisted:
The two most common elements in the universe are Hydrogen and stupidity.

I am THE STIG
liquidlight88
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Post by liquidlight88 »

Haha, oh i get it now! (and i thought i was being some kind of good samaritan). So i just keep them drugged up to the eyeballs until we reach the pilot base eh.

Actually since asking i realise those superstores sell (and presumably buy) pilots/astronauts, ... but that seems even more mercenary somehow. I think they'd prefer being slaves rather than just a 'ware' in a superstore.
TwilightWalker
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Post by TwilightWalker »

Hey apricot, love your scripts, they make my game even more of a joy to play. I do have one minor complaint with using your salvage pack though. When I want to claim ships, I usually want to keep the wares and equipment on them, what could I do to strip that part of the script out, but keep the things like the auto-beamdock and such?
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apricotslice
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Post by apricotslice »

I'll check later today on where the specific line to delete is. I dont recall off hand if its in the beamdock script or the claim script.
TwilightWalker
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Post by TwilightWalker »

I've been taking a look at it myself, and it seems that lines 37 to 42 of the apricot.claim script reference to the stripping of ships. Just not 100% sure if ripping that out will make it still work without the stripping part.

Also, will your Extended PHQ Patch work without any problems if I'm running Logain's FDN and PM mods?

I was going to ask a question as to why beamdock wasn't working, but then I realized I was flying an M7, which might have been the reason. :D
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apricotslice
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Post by apricotslice »

Just take out line 37. But 38 to 42 are redundant anyway so it doesnt matter if they come out as well.

For LA's mods/scripts, you need the hq.xml from the Merge Mod.
japie1979
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Post by japie1979 »

[EDIT]

Never mind! :D
Last edited by japie1979 on Sun, 7. Mar 10, 06:52, edited 1 time in total.
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apricotslice
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Post by apricotslice »

That isnt any help.

To have my changes to the PHQ, and LA's stations, you need a merged version of that file, and that is in the Merge Mod.

If you use LA's version, it will not contain my changes to the PHQ.
theblackhunter
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Post by theblackhunter »

Sorry, I spent some time looking but I couldn't find


Is there a possibility of having the buyable PHQ and Military Outposts available from each race not just Boron?

It would be really swell if you had an updated version with this or if someone could direct me to a mod or script which does this for me.

ALSO, how much are they in your mod?

EDIT: One more thing, do the abandoned ships created by your abandoned ship scripts disappear? I don't want be flooded with abandoned metal :P
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apricotslice
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Post by apricotslice »

theblackhunter wrote:Sorry, I spent some time looking but I couldn't find


Is there a possibility of having the buyable PHQ and Military Outposts available from each race not just Boron?

It would be really swell if you had an updated version with this or if someone could direct me to a mod or script which does this for me.

ALSO, how much are they in your mod?

EDIT: One more thing, do the abandoned ships created by your abandoned ship scripts disappear? I don't want be flooded with abandoned metal :P
The script can be easily changed to put them in any race shipyards. Just go in and select the race you want.

No idea on cost. The outpost was never changed. The PHQ was originally nearly 200 mill, I think I changed it to under 100 mill, but off hand I'm not sure.

I dont have a games computer for a week, so cant check or make any changes.

The abandoned ships stay there until collected. But the majority of them are in out of the way places, so you wont trip over them unless one happens to spawn in a crowded area. If so, those ones you should claim anyway and scrap them or sell them.

If your getting too many of them, just delete the scripts, or some of them. Each script spawns 1 ship.
theblackhunter
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Post by theblackhunter »

oh gosh I am scripting right now oh gosh oh gosh


QUESTION:

Can I set the race to "friendly race"

or is that too ambiguous for the computer to deal with, leading to possible uprising
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apricotslice
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Post by apricotslice »

What do you want to set to freindly race ?
theblackhunter
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Post by theblackhunter »

If I set the race of the PHQ and Military outpost to "Friendly Race" Will it pop up in friendly race's shipyards?

I guess I could just hit Boron AND Teladi AND etc etc
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apricotslice
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Post by apricotslice »

Yes, that will work.

All the private shipyards will stock it.
smac1975
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Post by smac1975 »

Hi apricotslice,

I have some issues regarding your cbeam and apricot claim software that i may need your help. the problem is like this:

i decided to test the Salvage Claim Software mk1 (by TEGS) and didn't remove your scripts. The game crashed so i removed all the scrits and reinstalled the game using just the TESG script. Game is working now but i still find your software on Pirate Bases but with the ZZ_ware(blabla)_17, and i still have the command hotkeys to designate on the interface profile.

My first question is if you have any idea if the the both softwares (yours and TEGS) are incompatible? if they are how do i totally remove your scripts? (i was wondering if your spk package creates a cat/dat file that i can delete?)

I like the interface from the TESG software but your beam containers is just so more pratical and great!

Do you think you can help me out here?

And i have other issue that is not related directly to you but for example when i'm playing the advJumpDrive from cycrow has it's correct name but with time it changes to that ZZ_something_WARE_number thing and i have to save and reload again... it's hugly!

Thanks for your time friend.

Regards!
smac1975
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apricotslice
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Post by apricotslice »

smac1975 wrote:i decided to test the Salvage Claim Software mk1 (by TEGS) and didn't remove your scripts. The game crashed so i removed all the scrits and reinstalled the game using just the TESG script. Game is working now but i still find your software on Pirate Bases but with the ZZ_ware(blabla)_17, and i still have the command hotkeys to designate on the interface profile.
The hotkeys are permanent. All you can do is remove the mapping to a key.
My first question is if you have any idea if the the both softwares (yours and TEGS) are incompatible? if they are how do i totally remove your scripts? (i was wondering if your spk package creates a cat/dat file that i can delete?)
I've no idea, I've never looked at it. If he based it on Cycrows original like I did, its possible there is a duplicated variable or something.

If you want to email me the other scripts, I'll have a look.
I like the interface from the TESG software but your beam containers is just so more pratical and great!
That should still work. Nothing remotely the same about them.
And i have other issue that is not related directly to you but for example when i'm playing the advJumpDrive from cycrow has it's correct name but with time it changes to that ZZ_something_WARE_number thing and i have to save and reload again... it's hugly!
You'll have to take it up with Cycrow in his thread. I have never used it.
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Alee Enn
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Post by Alee Enn »

@smac1975
May I suggest (and ApricotSlice can correct me if I'm wrong) but,
if you like TECSG's Salvage Claim Software script (I do too) and want to use Apricotslice's beam containers script,
why not download just the C-Beam script (I think it's that one) From Here

Apricotslice, please correct me if I've got that wrong.

Hope this helps.
Alien
Formerly "Alien Tech Inc."
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apricotslice
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Post by apricotslice »

Looks right to me.

The versions of the claims software in the Salvage Pack are not the same as in the individual packs. So if you missed deleting a script, then it could crash or hang when trying to access it.

The cbeam scripts can be run independantly from the specific download. Just be aware that the text file in that pack is an older version.

I dont know what ZZ_ware(blabla)_17 is, but its not mine.

Is the other salvage script using EMP ? I dont, but its possible that EMP clobbers the non-emp software. I'd have to see it to be sure.

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