[SCR] Custom Start v1.4.0 (21-04-14)

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

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Kadatherion
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Post by Kadatherion »

Jburrowes, be aware that some features related to the player HQ only work on a single one as it was never intended to have more than one (as it could happen with this script if you start with one and then get another through the plot). If you manually reverse engineer a ship in an HQ, it will be available to build there, but if you buy a blueprint (or get one as a plot/mission reward) and you have multiple HQs, it will appear only on the the latest one you set up.
Same goes for the cheat/debug package script, the "add ship blueprint to HQ" command will only affect the last HQ you have placed.

There can also be some slight issues with commonly used community scripts such as Lucike's (confirmed for prospector, not sure about CAGs), and possibly some other station trader scripts: long story short, automated traders set to being homebased at (and thus managing) a PHQ might get confused if there's more than one around (especially if they are in the same sector).
With Lucike's prospector, for instance, if you have two HQs in the same sector and give each a dedicated miner, these will both try to unload at only one HQ: the miner homebased at that HQ will work fine, but the other one will get stuck unable to unload (as if the station cargo was full) and send you a message.

Definitely nothing gamebreaking, but it might give you some headaches along the way, just so you know :wink:
jburrowes
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Post by jburrowes »

Thanks for the help TTD and Kadatherion.
Thanks for reading,

JB
Idleking
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Nice job!

Post by Idleking »

This is awesome, thanks for making this! :)

Only one point on my "argue list":
How about a switch [Scan Asteroids yes/no]?
Scanning missions can yield a quite significant amount of money in the very early stages of the game. If you only want to have a complete map from start of course ;)
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TTD
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Post by TTD »

Cycrow's Cheat package will compliment this piece of work.

Scanninig asteroids is one of the many options.

I use both this and the above when playing
Shimrod
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Post by Shimrod »

New version:

1.4.0
- Made Custom Start compatible with Terran Conflict
- Add a toggle for whether to scan asteroids
- Improved logic for populating carriers. Observe max fighter size that can dock and add an M6 if possible. Set ship command Protect to the carrier.
- Add a jump beacon to spawned ships when the Beacon Jump script is detected
- Add replicators to spawned ships when the Replication script is detected
- Add text files for DE, PL, CS, IT, ES, FR, RU with English strings.
- Improve start sector selector temporary map reveal to account for sectors and objects already discovered.
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TTD
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Post by TTD »

Thanks for update.
Installed ready for my next game.
:D
Idleking
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Post by Idleking »

Nice Job! :)
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".
gastovski
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Post by gastovski »

Great mod but could you make Xenon Hub for our homebase(completely ours) please?. I want to put my HQ there.
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TTD
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Post by TTD »

In AP it does get your name added to the sector :)

But I agree...that was the thing I did not like about vanilla TC.

I think Apricotslice has a script to name it

And there is another script that claims any sector as your own,without repercussions.
GlassDeviant
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Post by GlassDeviant »

What does the "Jumps" item at the bottom of the Custom Start window just above "Apply" do?
bibo ergo sum
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TTD
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Post by TTD »

Been a long time..


iirc it's the number of sectors distance from your start point that will appear on you universe map

If i am wrong , then I am sure some will correct me
GlassDeviant
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Post by GlassDeviant »

Ah, so leaving it at zero means I get everything then, which is what I have been getting.

Thanks.
bibo ergo sum
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