[MD]X3TC Menagerie Shipyard v2.3 Updated (04 June 2012)

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andrewoproiu9
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Post by andrewoproiu9 »

ive tried adding this mod, and seems pretty cool but i cant get it to work properly. this will be my first time adding a mod to my game, so im not used to the process. I was hoping someone could help me with a step by step on this one. and yes i enabled the script editor in the game, but it still didnt enable the mod. any suggestions?
andrewoproiu9
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Post by andrewoproiu9 »

my apologies, i didnt have a subject line, but it was going to read "help needed with adding the mod"
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Argonaught.
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Post by Argonaught. »

When you place the files in their respective folders it will run automatically at game start/load. you should receive a message telling you the shipyard is damaged etc.

Did you follow the install instructions for the MD file and text file?

It doesn't use script files or make use of the script editor in anyway.

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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farmerboy
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Orbital Weapons Platform

Post by farmerboy »

Not sure if anyone has found a trick to kit out the OWPs. The weapons + shields required are XL cargo but XL cargo ships cannot dock.

As OWP cannot move they can't dock and I can't think of a way to get the 2GB shields and IBLs in!

Anyone know of a freight beamer script which would get around this?#

Thanks
dpadula
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Post by dpadula »

I still have yet to find the thing. I am surprised because even the X3 map by Scorp does not seem to find it. I might just not be searching the right way for it.
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Tlactar
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Post by Tlactar »

Heya,

i'm trying to find out if it works, but until now i had no Luck. I got the messages saying "Menagerie jumping blah blah" but i'm unable to find it.
I tried using the script you mentioned above (MarCon) but i'm still unable to find it. Am i too dumb? :D What do i have to look for with the script?

edit: nevermind, found it with Scorp's X3 Map Tool :)
Last edited by Tlactar on Wed, 14. Jul 10, 22:20, edited 1 time in total.
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Argonaught.
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Post by Argonaught. »

Sorry for my absence but as said above RL issues are at hand and taking me away from my gaming :(

Anyway for those that can't find the station or don't believe it's working here's how to find it using MarCon Ind script.

This is how I used the script to check on the shipyards locations.

Code: Select all

(1) In the MarCon menu go to "Ship Availability" and open it.

(2) Then open "Add any ship to shipyards:"

(3) Select the topmost ship, should be the "#Deca" and hit enter.

(4) Hit enter on "Goto   Select shipyards to ADD ships to:"

(5) Scroll the list till you see Menagerie Shipyard (Damaged) the system name will be listed after it.

(6) Use ESC key to exit out and not to add the ship after you have gotten it's location.
It's position in Sector will be 50k - 70k in any direction in relation to any gate.

I've updated the description of the main post to say same.

I forgot to add that bit in originally, apologies folks.

-------------------------------------------------------------------
OWP Loading.

Code: Select all

For the OWP's you could try using a transporter device.

I've never used OWP's as I don't have stations in my game but I'd imagine you could use a transporter device on them same as on normal ships?.

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

Hope that helps everyone and once again sry for absence but I'll be away more :(

Time to go o/

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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XanII
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Post by XanII »

This script is soooo frustrating. Had it installed for some time now and never been even close to be able to find it. Now i hit the jackpot, it was in Elysium of Light some 50km above the plane and i was able to see it with a satellite by pure fluke So i now have a save where i have maybe 1 minute time to shop.

Problem is i dont seem to survive the shopping spree. I go nuts in the shipyard and grab all the goodies (vanilla ships, i wont touch the modded ones) but when it's time to exit i hit the shipyard and die. Or if i manage to get out then ships die upon exit. This problem seems to affect some M6 and smaller ships exiting the smaller craft bays. If i grab a deca or similar they can undock nicely.

Another problem is that i sometime buy so much stuff that the station sasy 'no available docking bays'. :D

Third one is that i have bought and released everything i have wanted and just when it's time return to space with my ill gotten swag, the undock key doesnt work. i cant even undock using the command console. :roll:
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jonbuttle
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Post by jonbuttle »

I love the idea of the mod but keep getting an error when i click the link to download it - please help!
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Storming
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Post by Storming »

Hi everyone, I found the script on my computer. So I upload.
Have lots of fun ....

Link:http://www.megaupload.com/?d=H7GOD8LP
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Post by Fern Gally »

Thanks for the new Link @Storming :D
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manole
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Post by manole »

of course megaupload was raided by the FBI :evil: :headbang:
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Argonaught.
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Post by Argonaught. »

I've re-uploaded the file and replaced the old link with a new one in first post on this thread.

Sorry I didn't get to this earlier.

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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greypanther
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Post by greypanther »

Is this good to go with AP? It sounds good. :)
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Argonaught.
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Post by Argonaught. »

As I don't have AP yet i don't know, the director files may be changed in AP but I won't know till I get hands on it and have a look.

Maybe someone familiar with the director and has AP can confirm if TC director files will work with AP or not.

EDIT, thinking on it if there are new ships in AP then it may mess up.

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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xTemon
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Post by xTemon »

It seems you have a problem with the TDocks folder as a conflict in AP. I'm only guessing, but Yaki have Headquarters listed in the Encyclopedia instead of Shipyard for their Docks. Haven't looked at the others, but that's a pretty good indication of a conflict somewhere. Granted, you are doing this with MD, so I have no idea why.

My understanding of the MD is only marginally better than 80% of other forum users here, not including the modders I imagine. I can read it at least, and most of your MD file looks fine.

I did notice however, that you run the cleanup before the placement, which I though was a little odd. Shouldn't you do a setup first, spawn the shipyard in a disconnected secto maybe, then run the message and jump then cleanup and have the MD file in that order?

Like I said though, my understanding is limited. Also, there are new commands and such for the MD, but no changes that I know of aside from that. More an extension of functions and reduction of limitations than anything else.

edit:

P.S. If you don't mind, I'm going to play around with this a bit and see if I can figure it out. I'm a newship person myself and anything that isn't in the game is like gold. :)

I can Cheatscript it in of course, but I like features like this. I suppose I could also just add a dock, which is easy enough for me, or add to docks, or whatever, but this is interesting.

Also, the OWP.. do they just undock normally without scripting, (I suppose if I read a bit more of your script.. actually I did and it's not in there that I noticed); I find that hard to believe?

I was thinking of adding a ware entry for a ST ware and deploying them like satellites from a TL.. might work or might not. :?

I have my own idea for interesting new ship introduction, but I haven't got any interesting "new" ships, so uavailable ones are cool. Thinking of the Ozias actually, and Aran.. :o :D ..so cool 8)

edit2: Ah.. yes, forgot to add: I did get the message, but I used the Cheatscript to update my Encyclopedia and checked some of the ships for sold at locations and didn't find anything. Pretty sure the Shipyard didn't spawn. Also dropped satellites in all sectors and looked through about ~25-30 of them before I thought of that.

Only about 10% of them, but I'm fairly certain the Encyclopedia would have istead them as-updated-it lists wares in stations spawned by the cheatscript in other sectors with unusual wares.

Of course, that doesn't account for it being destroyed by Xenon before I ran the Encyclopedia update and after it may have spawned. That accounts for about a minute, because of the timer for your message-I think-and a little bit.

edit3: Actually, I was flipping through sectors before that, so probably more than 5 minutes. I have no sense of time when I'm doing that sort of thing, except that it seems to take forever and every miss is like spending 4$ on a useless lottery ticket and waiting a week to find out. :)
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xTemon
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Post by xTemon »

Looking at it a bit more, I noticed you have your cue /cue and cues /cues kind of odd. Just speaking from experience with xml in general, so I'm not sure if it applies here, but there is often a lack of a /cue which is usually just followed by a ques, and the end has a whole lot of /cue /cues in it.

Like I said, not exactly sure there is a problem there but I'd think it should be more like this:

Code: Select all

<cues>
   <cue>
      The cue
   </cue>
   <cue>
      The next cue
   </cue>
</cues>
opening and closing tags and all for each part of a cue and for each set of cues.

Also, isn't it queues? Obviously it works.. At least the first message ran and was received anyway. I suppose they just shortened it for ease of use :?
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Argonaught.
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Post by Argonaught. »

I'm not as advanced with MD stuff as others, this was my first real attempt at creating something extra for the game.

RL stuff got in the way then and I've forgotten most of how i managed to create it :S lol

Anyway the cleanup bit was to assist in removing any leftover stations from older MD files that ran. If i didn't use that there would be multiple instances of the station being destroyed and recreated for each new version of the md file.

I first noticed the extra stations when i was using MarCon script menu to locate it and make sure it was being created and moving to different sectors as it should, during the testing i'd ran it a couple times and when I used MarCon script to locate it i found no less than five stations, I couldn't get the code to run correctly anywhere other than where it is now, probably due to my noobness with MD.

As for the cue/cues stuff I had some help from ketraar with how they work and it seemed the correct way to go, I got no errors anyway when creating it and it ran ok without any game messups or the like.

OWP's do undiock but they have no propulsion systems so they just sit at the dock, anything docking/undocking while they are undocked and sitting there will be destroyed.

For moving them you'd need to use a tractor beam to move them away from the station, or for sector moving you'd need the super tractor beam scripts.

When I have AP I'll take another stab at MD stuff and see what has changed and what more can be done, have it on order so hope to have it during the week or next week at latest.

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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xTemon
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Post by xTemon »

..I see from the MD tutorials and threads I've read that the cue structure is somewhat like scripts in that it has subsections which cannot run until the parent has completed and cannot end until the parent is ready to end.

Ketraars posts were particularly helpful in this regard, (Thanks Ketraar).

Also, it seems-for what I am thinking of-I can't do it all in one MD file. The difference I see, is that the standard xml I'm used to does not 'run', but rather acts as an archive or data file to be accessed when called by other functions.

This actually runs like a script and requires some means of preventing everything from running at once. This is the reason for the cue structure of course, though I'd expected each cue --> end cue to run sequentially based on their opening and closing, and I suppose to some extent they do, but not the way I'd thought.

Anyway, thanks for your links and explanations here and elsewhere, along with everybody else who put some effort and thought into making this easier to understand. :)

..back to whatever I'm doing :D

edit: Just a thought, but I was thinking of either installing Jumpdrives to OWPs or having the option of installing Jumpdrives and adding E-Cells through the standard upgrade interface at the shipyard.

Obviously, you would have to add E-Cells and Jumpdrives to whichever same-race Equipment dock or HQ is in system to do that. In the case of your Menagerie shipyard, you'd have to have an EQ or HQ that travels with it.
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Argonaught.
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Post by Argonaught. »

Never thought of trying to install jumpdrives on them to see if it'd work.

Can't wait to get AP and play around with the MD again, hopefully this time I can get something more advanced working :)

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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