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

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CKYRules
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Post by CKYRules »

Thats what i did, i deleted the the bala gi original HQ and it didnt work, and i tried the Terran HQ. Nothing, i saved the game with the Terran HQ and when i came back in, it was a free argon trading station.

Edit: Well i removed the Hq.xml file from the type folder, tried both HQ's and the worked fine, so i deleted them, made a clean save, then dropped the HQ file back into the types folder, samething as before. The only options i have at the HQ's is Spray Shop and save loadout.

Edit2: Well im officially out of ideas, ive tried everything i could think of. I uninstalled Cadius's Xtra Ship/Station pack, which in TC, did conflict with your PHQ expanded. I started a new game. Still no luck. =(
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apricotslice
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Post by apricotslice »

CKYRules wrote:Thats what i did, i deleted the the bala gi original HQ and it didnt work, and i tried the Terran HQ. Nothing, i saved the game with the Terran HQ and when i came back in, it was a free argon trading station.
That has to be a mod conflict issue. It can only change model if when you restart the game, a mod or patch is missing, and the slot that the station occupied is now taken by something else.
Edit: Well i removed the Hq.xml file from the type folder, tried both HQ's and the worked fine, so i deleted them, made a clean save, then dropped the HQ file back into the types folder, samething as before. The only options i have at the HQ's is Spray Shop and save loadout.

Edit2: Well im officially out of ideas, ive tried everything i could think of. I uninstalled Cadius's Xtra Ship/Station pack, which in TC, did conflict with your PHQ expanded. I started a new game. Still no luck.
Cadius would account for the station model change, especially if its not up to date in AP.

When you recreated them, did you load a kit into a TL and drop them, or just create using the cheat pack ? The latter doesnt work. They have to be dropped from a TL, as that action is what sets up their special functionality.
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CKYRules
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Post by CKYRules »

When you recreated them, did you load a kit into a TL and drop them, or just create using the cheat pack ? The latter doesnt work. They have to be dropped from a TL, as that action is what sets up their special functionality.
I dropped the kits into a TL. Cadius is uninstalled, and it still only came up with spray shop and save loadout when i ordered a ship to land there
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apricotslice
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Post by apricotslice »

Ok, give me a bit to check.
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CKYRules
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Post by CKYRules »

Sounds good. I appreciate it Apricot.
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apricotslice
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Post by apricotslice »

Typical. 1 character wrong ! Explains why both were affected too. *sigh*

v5.1 uploaded. Try that. Delete or go back to the save without them, and re-drop.
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CKYRules
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Post by CKYRules »

I really appreciate the quick responses and the quick fix Apricot, but that didnt work either, my save was clean, without the hq file loaded, and i even loaded up again without it. There were no HQ's, i added the kits to my TL, built both the normal and terran one, and still just spray shop and save load out.
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apricotslice
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Post by apricotslice »

What folder did you unzip into ?
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CKYRules
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Post by CKYRules »

I unzipped it were i keep my mods, and then drug the hq.xml file to addon/types
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apricotslice
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Post by apricotslice »

Took me a while. Found I hadnt added the TPHQ to my mod, so had to do that first.

I successfully created both hq's in the same sector, docked a ship at each, reversed a blueprint, and added a ship to the production queue.

All functions appear to be available, and using the spec of the modified hq file on both.

Therefore, I dont know whats causing your problem.

For building ships, do you have a blueprint to build one from ? The TPHQ comes with the sabre blueprint, so you should be able to add it to the production queue, and then in info, see the resources it wants to build it.

If you cant do that, then double check you did put the hq.xml in the addon\types folder and that the version in there is the latest.

In fact for the time it takes, edit the file with notepad, and tell me the id number of the TPHQ in the file. Its not 2 as in the vanilla file.
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CKYRules
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Post by CKYRules »

No thats the thing. Whenever i create the HQ's, neither comes with blueprints. Ill take a look at that ID number thing and get back to you

Edit: this is what my HQ file looks like, and it is in C:Programs Files(86)/steam/steamapps/common/X3 Terran Conflict/Addon/Types

<?xml version="1.0" encoding="iso-8859-1" ?>
<headquarters>
<upgrades>
<upgrade index="0" typename="SS_DOCK_P_HQ" storage="500000000">
<blueprints>
<blueprint typename="SS_LASER_TUG" />
<blueprint typename="SS_LASER_APRICOT1" />
<blueprint typename="SS_LASER_APRICOT2" />
<blueprint typename="SS_SHIELD_D" />
<blueprint typename="SS_SHIELD_F" />
<blueprint typename="SS_WARE_SATELLITE2" />
<blueprint typename="SS_WARE_A_MK2DRONE" />
</blueprints>
<production time="10" money="0" resources="100">
<factor class="ship" value="2" />
<factor class="station" value="2" />
<factor class="laser" value="1" />
<factor class="missiles" value="2" />
<factor class="ware" value="1" />
</production>
<repair time="10" money="0" resources="100">
<factor class="ship" value="2" />
<factor class="hq" value="2" />
</repair>
<reverse time="10" money="0" resources="0">
<factor class="ship" value="1" />
</reverse>
<recycle time="2" money="0" resources="100">
<factor class="ship" value="1" />
</recycle>
</upgrade>
<upgrade index="1" typename="APRICOT_BOB" storage="500000000">
</upgrade>
<upgrade index="2" typename="APRICOT_BOB1" storage="500000000">
</upgrade>
<upgrade index="3" typename="APRICOT_BOB2" storage="500000000">
</upgrade>
<upgrade index="4" typename="APRICOT_KHAAK_DEPOT" storage="500000000">
</upgrade>
<upgrade index="5" typename="APRICOT_BLACK_TEMPLARS" storage="500000000">
</upgrade>
<upgrade index="6" typename="SS_DOCK_A_FDN" storage="50000000">
</upgrade>
<upgrade index="7" typename="SS_DOCK_A_FDNL" storage="40000000">
</upgrade>
<upgrade index="8" typename="SS_DOCK_A_FDNM" storage="30000000">
</upgrade>
<upgrade index="9" typename="SS_DOCK_A_FDNS" storage="20000000">
</upgrade>
<upgrade index="10" typename="SS_DOCK_A_FDNR" storage="1000">
</upgrade>
<upgrade index="11" typename="SS_DOCK_A_FDNT" storage="5000000">
</upgrade>
<upgrade index="12" typename="SS_DOCK_A_SSDN" storage="10000000">
</upgrade>
<upgrade index="13" typename="SS_DOCK_A_PCOMP_M" storage="40000000">
</upgrade>
<upgrade index="14" typename="SS_DOCK_A_PCOMP_L" storage="80000000">
</upgrade>
<upgrade index="15" typename="SS_DOCK_TR_HQ" storage="700000000">
<blueprints>
<blueprint typename="SS_SH_USC_M4" />
</blueprints>
<production time="10" money="0" resources="100">
<factor class="ship" value="1" />
</production>
<repair time="10" money="0" resources="100">
<factor class="ship" value="2" />
<factor class="hq" value="2" />
</repair>
<reverse time="10" money="0" resources="0">
<factor class="ship" value="1" />
</reverse>
<recycle time="2" money="0" resources="100">
<factor class="ship" value="1" />
</recycle>
</upgrade>
</upgrades>
<resources>
<!-- Time (uses the SETA upgrade as the typename!) -->
<resource typename="SS_WARE_TECH231">
<factor class="m5" value="1000000" primary="1" />
<factor class="m4" value="1250000" primary="1" />
<factor class="m3" value="1666600" primary="1" />
<factor class="gonership" value="1666600" primary="1" />
<factor class="freighter" value="500000" primary="1" />
<factor class="bigship" value="2500000" primary="1" />
<factor class="hq" value="2500000" primary="1" />
</resource>
<!-- Money -->
<resource typename="SS_WARE_CREDITS">
<factor value="3" />
</resource>
<!-- Energy Cells -->
<resource typename="SS_WARE_ENERGY">
<factor value="885" />
</resource>
<!-- Ore -->
<resource typename="SS_WARE_ORE">
<factor value="21250" />
</resource>
<!-- Silicon -->
<resource typename="SS_WARE_SILICON">
<factor value="28333" />
</resource>
<!-- Nividium -->
<resource typename="SS_WARE_NIVIDIUM2">
<factor racemask="khaak" value="170000" />
</resource>
<!-- Cloth Rimes -->
<resource typename="SS_WARE_F217">
<factor value="85000" />
</resource>
<!-- Rastar Oil -->
<resource typename="SS_WARE_F238" >
<factor value="42500" />
</resource>
<!-- Teladianium -->
<resource typename="SS_WARE_R255">
<factor value="28333" />
</resource>
<!-- Crystals -->
<resource typename="SS_WARE_TECH205">
<factor value="85000" />
</resource>
<!-- Quantum Tubes -->
<resource typename="SS_WARE_TECH206">
<factor value="85000" />
</resource>
<!-- Microchips -->
<resource typename="SS_WARE_TECH207">
<factor value="42500" />
</resource>
<!-- Computer Components -->
<resource typename="SS_WARE_TECH208">
<factor value="85000" />
</resource>
</resources>
</headquarters>
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CKYRules
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Post by CKYRules »

I have now tried this on a clean install, with only my .xsp ships installed with the plugin manager and the cheat package. Still not working. I think for the moment, im going to put your HQ extended for TC back in, cause atleast the Bala Gi HQ worked.
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apricotslice
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Post by apricotslice »

File looks fine.

addon and types should be lower case but I'm not sure thats the problem. Worth renaming them and trying again.

If that doesnt fix it, can you email me a save game or load it up somewhere I can download it ? I'd like to see what your game is doing and if I can replicate the problem using your save. So save before adding the stations is best, then I can add them in myself and see what happens.
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CKYRules
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Post by CKYRules »

They are lowercase, sorry. I had just woke up when i typed that lol. Im using custom ships in my save, so what would you like me to do
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apricotslice
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Post by apricotslice »

CKYRules wrote:They are lowercase, sorry. I had just woke up when i typed that lol. Im using custom ships in my save, so what would you like me to do
Zip up the save, and the types folder. The tships should be in there. (From memory, thats where PM puts them).

Basically I will need the tships file and the save. Shouldnt need anything else, but the whole types folder just makes sure nothing is missing thats added in.
Kontaro
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Post by Kontaro »

I am still having that same problem, even after loading 5.1, a newly built from TL Terran HQ still gives 0/0, no blueprints, and can't do anything else, except spray shop and save loadouts.

Not sure how the ones on yer end work since it keeps failing for me and the other guy, you sure yer getting the Terran HQ from the cheat menu that uses 30000 units? that's how i know it's the terran one.

By the way, why is there the other types folder in yer install? the one that isn't in the addon folder in the zip, but is empty? is there supposed to be another HQ.xml in the TC/types main dir? is that why we're having trouble?
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apricotslice
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Post by apricotslice »

I think I know whats wrong, I'll check it shortly.
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apricotslice
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Post by apricotslice »

Found it, sorry. I used the wrong file as the base. The version for the mod is different than the vanilla version. The mod version wont work with a vanilla game.

v5.2 uploaded. Sorry.
Kontaro
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Post by Kontaro »

apricotslice wrote:Found it, sorry. I used the wrong file as the base. The version for the mod is different than the vanilla version. The mod version wont work with a vanilla game.

v5.2 uploaded. Sorry.
Tried out 5.2 and while it didn't break the HQ i already had down, when i built a new HQ from a TL, THAT was broken with 0/0 and no blueprints. Not even the Sabre Blueprint that's supposed to be included.
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apricotslice
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Post by apricotslice »

Kontaro wrote:Tried out 5.2 and while it didn't break the HQ i already had down, when i built a new HQ from a TL, THAT was broken with 0/0 and no blueprints. Not even the Sabre Blueprint that's supposed to be included.
The existing one wont be affected by a file change.

Can you be explicit about the steps you take to get a new station in, and are you 100% sure your using the correct station ?

Again, I'd really like to have your save and tships so I can see whats going on myself.

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