Salvage Script v2.5
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- Posts: 860
- Joined: Fri, 26. Mar 04, 12:20
actualy there is one more bug i notice your trying to run 2 script on 1 factory!
you use in create.scrapyards
START $station -> create.ware
then use
START $station -> create.derilict
this overides the create.ware thus the create.ware script is totaly knocked out. There is no resupply!!!!
you need to change one of them to run on the [THIS] (globaly) or run on the trading station itself preferable change
START $station -> create.ware
to
START [THIS] -> create.ware
or
START $atradingstationvalue -> create.ware
Another option would be to merg the 2 script somehow
This will solve the bug! while your at it this is a suggestion change the timmin on the ware resupply to 1/2 to 3/4 and hour and add only 1 or 2 units instead of 5. This will make it avalible more often but not make too much avalible!
you use in create.scrapyards
START $station -> create.ware
then use
START $station -> create.derilict
this overides the create.ware thus the create.ware script is totaly knocked out. There is no resupply!!!!
you need to change one of them to run on the [THIS] (globaly) or run on the trading station itself preferable change
START $station -> create.ware
to
START [THIS] -> create.ware
or
START $atradingstationvalue -> create.ware
Another option would be to merg the 2 script somehow
This will solve the bug! while your at it this is a suggestion change the timmin on the ware resupply to 1/2 to 3/4 and hour and add only 1 or 2 units instead of 5. This will make it avalible more often but not make too much avalible!
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- Joined: Tue, 20. Apr 04, 03:11
actually since I upgraded to 2.2 from 2.1 all the stations resupplied there drones
CEO ~Sevren Industries~
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." - Kristian Wilson, Nintendo, Inc, 1989
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." - Kristian Wilson, Nintendo, Inc, 1989
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well 2.3 been release and its all hunky dory! the spawn rate for capitals is alot better.
TIPS
if your having troubled finding salvagable ships heres a few tips i found usefull
If you dont want to see the tips and work it out for yourself thats find. These little manuvourse so farhave netted me 1 M1 3 M2s 1 TL 2 M6s and about 20 or so fighters and trransports. (anoying when the R&D AIs run low) most of them got sold though as i sav e to a fully decked out Oddey
TIPS
if your having troubled finding salvagable ships heres a few tips i found usefull
Spoiler
Show
1: triplex scaner is a must!
2: makesure you cheack behind the gates (or where the gates will be) and each cornor of the system alot of the time derilict are far outside the gate system
3: Setup 4 Adv Nat sats per sector (one in each corner) this will give you full sector coverage and alow you to quickly see new derilicts! (i've done all the sectors in and around argon prime already) If your Running the masiv war map you need to do this anyway to get full gate system coverage.
2: makesure you cheack behind the gates (or where the gates will be) and each cornor of the system alot of the time derilict are far outside the gate system
3: Setup 4 Adv Nat sats per sector (one in each corner) this will give you full sector coverage and alow you to quickly see new derilicts! (i've done all the sectors in and around argon prime already) If your Running the masiv war map you need to do this anyway to get full gate system coverage.
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- Posts: 218
- Joined: Thu, 5. Feb 04, 09:32
I started using alot of Satellites too now and found a Boron Ray amongst other Ships...good stuff.
Does autosalvage work for you then?
For me it still doesnt..My Ships (mostly Scorpions with Triplex Scanners) either ignore the derelicts or try to salvage them but the derelict just dissapears, i get the message "null", and dont get a new Ship at all.
Manuall salvaging works fine tho...
Supply of Repair Drones at Trading Stations works fine too now.
Does autosalvage work for you then?
For me it still doesnt..My Ships (mostly Scorpions with Triplex Scanners) either ignore the derelicts or try to salvage them but the derelict just dissapears, i get the message "null", and dont get a new Ship at all.
Manuall salvaging works fine tho...
Supply of Repair Drones at Trading Stations works fine too now.
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- Posts: 1728
- Joined: Thu, 11. Mar 04, 10:37
Same setup, same problem. The first time I heard this metal crashing noise I called for a damage report from my TL's crew!Admiral Thrawn wrote:I started using alot of Satellites too now and found a Boron Ray amongst other Ships...good stuff.
Does autosalvage work for you then?
For me it still doesnt..My Ships (mostly Scorpions with Triplex Scanners) either ignore the derelicts or try to salvage them but the derelict just dissapears, i get the message "null", and dont get a new Ship at all.
Manuall salvaging works fine tho...
Supply of Repair Drones at Trading Stations works fine too now.


By the way I've just manually salvaged a Khaak Interceptor!

"WhiskeyCorp - The universe's local monopoly" (TM)
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the idea is that these ships have been abandond and mostlikly alsray been striped by passing salvagers and pirates.
If we get access to hull altering commands in 1.4 i better aaraadb will mostlikly make these ships heavely damaged 2
If we get access to hull altering commands in 1.4 i better aaraadb will mostlikly make these ships heavely damaged 2
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aalaardb, some more suggestions from me:
Why not make your salvage license and drones sellable at the scrap yards? Ever considered making those scrap yards needing resources to build the drones? What about the scrapyards themselves as buyable factory kits?
Why not make your salvage license and drones sellable at the scrap yards? Ever considered making those scrap yards needing resources to build the drones? What about the scrapyards themselves as buyable factory kits?
"WhiskeyCorp - The universe's local monopoly" (TM)
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I rearly hate saying the same thing twice and taking up room but I dont know how to uninstall this script. I have deleted all the scripts and that from the X2 files but the salvage yards are still there. Please help.
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AFAIK the only way to remove these kind of scripts, is to start a new game, as the srcipts are saved in the save game file itself. Removing them from the scripts folder will have no effect. Sorry for the bad news.Xenon_Slayer wrote:I rearly hate saying the same thing twice and taking up room but I dont know how to uninstall this script. I have deleted all the scripts and that from the X2 files but the salvage yards are still there. Please help.

What no sig or avatar. I wonder why?:(
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Try this, I forget if it deletes all but one instance of the scrapyards, or if it deletes every instance.
http://strike9.com/file.ashx?path=/Aala ... pyards.zip
http://strike9.com/file.ashx?path=/Aala ... pyards.zip
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!: when putting wares into scrapyards/warfs/shipyards you can only add factories and ships as wares. adding anything else will cuse errors as it will try to treat the ware like a factory kit!Why not make your salvage license and drones sellable at the scrap yards? Ever considered making those scrap yards needing resources to build the drones? What about the scrapyards themselves as buyable factory kits?
2: Why make scrapyard buildable its not like we can do anything with them other than dock are ships at them
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Thanks for the explanations. That shows my complete lack of X2 scripting knowledge. 
To aalaardb: I don't mean to complain, only a gentle reminder with much appreciation of what's already there - auto-salvage is still broken.
Signed,
CW
Fan of your script

To aalaardb: I don't mean to complain, only a gentle reminder with much appreciation of what's already there - auto-salvage is still broken.

Signed,
CW
Fan of your script

"WhiskeyCorp - The universe's local monopoly" (TM)
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No. The scripts themselves should be gone. Objects created are a different matter and would need to be changed by the "delete" script mentioned.AFAIK the only way to remove these kind of scripts, is to start a new game, as the srcipts are saved in the save game file itself. Removing them from the scripts folder will have no effect. Sorry for the bad news.
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- Joined: Sat, 15. May 04, 20:52
I've been running your scripts for a while now, and I think they're great. Being able to salvage ships is sweet. I just have one problem. The scrapyard in Family Pride spawned right next to the trading station's door. This doesn't hurt me much as i have no ships in there, but the AI's ships can't get out. They keep bumping into the scrapyard.
Please advise.
Please advise.
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Is it now possible to allow the created scrapyards to now sell the wares as i see that MarkLaverty as cracked the way to add new wares and stations to the Tfiles see link
http://www.egosoft.com/x2/forum/viewtopic.php?t=51132
http://www.egosoft.com/x2/forum/viewtopic.php?t=51132