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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Wed Jul 08, 2009 12:30 pm Post subject: |
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You can read a cat/dat with note pad. Tried it, comes up with gibberish. Even changing the extension to txt. I am missing some thing here.
Have a good one
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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Sunrayn Socializing Player
Joined: 15 Feb 2009 Posts: 56
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Posted: Wed Jul 08, 2009 1:15 pm Post subject: |
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| E.K wrote: | You can read a cat/dat with note pad. Tried it, comes up with gibberish. Even changing the extension to txt. I am missing some thing here.
Have a good one
E.K TOF |
My bad, should have explained a bit better.
I type up a list with notepad with the .cat/.dat number and the name of the mod as I am installing them. Then save it in the main TC directory. That way if I have to change load orders, I can see what is what.
@Apricot
MARS has a setting to shut down turrets if you are too close to a station and a separate one to disable flaks if within a certain distance of a neutral station.
The only setting I have ever changed was the auto drone launch at enemies. I turned it off because I want control over when and where drones are launched. |
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Wed Jul 08, 2009 1:17 pm Post subject: |
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No problems. I misunderstood what Sunrayn said.
Have a good one
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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Sunrayn Socializing Player
Joined: 15 Feb 2009 Posts: 56
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Posted: Thu Jul 09, 2009 2:06 am Post subject: |
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| apricotslice wrote: | v2.09 uploaded.
Removed the blank ware from ships.
Added known sectors appropriate to the start.
Sector info of known sectors updated from load 3.
Put scrapping ships back into PHQ (oops !)
PHQ is zero money, faster times.
PHQ will make Guns, Sheilds, Drones and Satelites.
Some Blueprints added to PHQ first load after building.
Added SSDN Drone making ability. |
Ouch, bet these PHQ changes wont affect a placed HQ...Finally set mine up yesterday evening. |
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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Posted: Thu Jul 09, 2009 9:35 am Post subject: |
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Sorry, your right they wont.
You will need to transfer everything off it, including its cash and any docked ships, destroy it, cheat a new HQ into the TL, then drop it again.
Sorry about that !
It is worth doing I think. It took me a couple of days longer than I expected to get it working right. Theres still a few claims by people of what else it can do, but I cant get them to work.
The main changes are restoring its ability to scrap ships, adding the ability to make guns, shields and some sundry stuff. Once the PHQ is in game, the next load will add Apricot PPC and PBE blueprints to it, along with Mk2 Drone, Mk2 satelite, 200 and 1g shields. So you can actually make your own Apricot guns if you want to, and the shields for ships. Drones are for the SSDN mod (sector defense using drones), and satelites are for both FDN and SSDN. After that, it can technically add any gun, missile or shield, so as long as you can get the blueprint onto the hq, you can make a whole range of things (not easy though, as cycrows add blueprint only does ships. So it has to be scripted).
Its only generic wares that wont work. I wanted to put the repair laser in too, but it wont produce. _________________ Apricot Mapping Services HQ
CLICK HERE for : X3 Handbook; Guides; X3TC Apricot Mapping Service (Gunbus) Mod v1; X3TC Scripts; X3 Mods & Scripts.
Apricot Download Mirror Site |
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Sunrayn Socializing Player
Joined: 15 Feb 2009 Posts: 56
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Posted: Thu Jul 09, 2009 10:41 am Post subject: |
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I tried out the Khaak start today.
Had police license's for all the races. I guess they would be cosmetic only. random ships are blue. In one start, certain Boron ships, in a second start, Argon.
I guess it is a good start for those that like to just destroy everything. I am a builder and when I do attack a race or a ship, I try to make it as covert as I can, maintaining relations.
Terrorizing the universe was fun for like 5 minutes, then I went back to the AMS game. |
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Fri Jul 10, 2009 10:03 pm Post subject: |
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How are you going old mate. A small report for you.
I loaded up 2.09 and you will be pleased to note that it all seems to work fine off a new game start on my setup.
Now the bad news, will not load a save from my new 1.11 game.
Have a good one
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Fri Jul 10, 2009 10:06 pm Post subject: |
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Game version 2.1, AMS 1.11.
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Fri Jul 10, 2009 10:12 pm Post subject: |
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None would work for me before. I always got the bare gunbus, no other ships and no stations. The stations were physically there, but no names and nothing in them.
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Fri Jul 10, 2009 10:41 pm Post subject: |
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It is no problem at all. I will just start a new game. I did a new install and I just started a new 1.11 while you were working on V2. Also while I sorted through the mods/scripts I wanted to use. My first game had the risk of being a bit of a mess, due to me not knowing really what I was doing at the time.
Another reason to start a new game with V2 is that any further V2's will work.
You seem to have a large fleet of ships, do you have a list of differences in them, as in several different M6's and so on. Or are you leaving that for the player to sort out.
Have a good one
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Fri Jul 10, 2009 11:11 pm Post subject: |
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That is true, have a bit of fun sorting them out.
I personally only use a few types, Gunbuss, Viper, M2, Masterdon, and the Camel for traders. I keep all of the biggies that come with the first fleet.
I start in the Gunbus, later to the Viper, then into the M2. Dock the Gunbuss and the Viper with the M2, and that is the combo that I play with. The Gunbus and the Viper will take care of the small jobs that come up.
The only thing I am not sure on is the turret positions on the ships in general, especially the big ones. You have this dirty great snout sticking out in front getting in the way of vision, but I realise it is to give the impression of size. Not really sure on this one without trying out some different positions.
have a good one
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Fri Jul 10, 2009 11:27 pm Post subject: |
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Pretty much similar. If I am feeling lazy, it is the M2, it pretty much takes care of itself. For fun the Viper. The Gunbus for docking at places the others can not, and for transporting people and other little jobs.
But a good fleet like that should take care of most peoples needs.
Anyway, I will kick off a new game now with the V2.09 and go on from there.
Have a good one
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Fri Jul 10, 2009 11:39 pm Post subject: |
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No problems, I certainly will enjoy it. As I have stated before, there is no way I would continue to play this game without your mod and Cycrows cheats, then the other little add on scripts etc to make this playable and FUN, not tedious boredom.
Ten points to you for doing this mod. I have been modding the Elders Scrolls series for years now, but I will admit that after having a good look at this game, there is no way I would even attempt or bother to mod for it, it is a very modding unfriendly game, another mistake of the devs.
Have a good one.
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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Posted: Fri Jul 10, 2009 11:45 pm Post subject: |
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I said that myself in X2.
Then X3 more or less forced me to learn how. The speed drop alone almost made me throw the game away in the first week.
Once I got the Gunbus modded, I was happy for a long time, and have just steadily gone from there.
Its not all that hard, but like the game, the modding learning curve is wicked. Once you know the basics though, and get a bit of expereince doing things, its not all that difficult. Scripting is a lot harder than modding !
As I have since found out, all games that are moddable have their learning curve, but X is probably the hardest. I had a go at Sins early this year, then went back to Moo3. I cant be bothered with the update for Sins, so never bothered releasing a proper mod for it, but unmodded, I found it a cow of a game. _________________ Apricot Mapping Services HQ
CLICK HERE for : X3 Handbook; Guides; X3TC Apricot Mapping Service (Gunbus) Mod v1; X3TC Scripts; X3 Mods & Scripts.
Apricot Download Mirror Site |
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Sat Jul 11, 2009 12:05 am Post subject: |
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I nearly tossed this one in the first couple of hours. Only that I did some research and discovered your mod and Cycrows, we certainly would not be having this conversation now.
I now mostly stick with Oblivion for modding, the old Morrowind is getting a bit dated now, but still fire it up on odd occasions. I mostly do landscaping and buildings, but also like the game for play. My Morrowind and Oblivion look very different to the original. I still play a bit of battlefield, not so much the vanilla game, but mods on it. Now this one.
Hard to tell where games will be going, but I think mostly for the console in the future.
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Sunrayn Socializing Player
Joined: 15 Feb 2009 Posts: 56
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Posted: Sat Jul 11, 2009 1:38 am Post subject: |
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@E.K
Another Oblivion modder here. I was a worldbuilder though, only did two mods of my own. Everything else was new worldspaces for others. Just out of curiousity, do I know who you are as far as Oblivion mods? *grin*
/On Topic
Goner start is fun. Very restricted armnement...unless you have MARS. MARS takes off the 'missile defense only' restriction. Of course the laser restictions go a long way to stopping you from being a killing machine.
Missiles and drones are still options but, I think the biggest thing standing in the way of voluntary passiveist is the ability to buy every ship in the universe, once you have the cash of course.
The Goner start combined with self imposed restrictions on using only Goner ships (I can sell any non-Goner ship and weapons) has been a strong contender for my staple AMS game. At this point, gametime is 60-40 in favor of the Goner start. And no, I havent started the Goner missions. *grins* |
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Sat Jul 11, 2009 12:17 pm Post subject: |
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Hi Sunrayn,
I did mod and release in Morrowind. But for Oblivion I only mod for myself and a close circle of friends. This is mostly due to the immature mod user community on Oblivion. I am sure you know what I mean here.
As for X3TC, I am now starting a new game with AMS 2 doing the AMS start. Seeing as how I still have not fully completed the main story line yet. But I think now I have it set up as I would like it.
Have a good one
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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Sunrayn Socializing Player
Joined: 15 Feb 2009 Posts: 56
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Posted: Tue Jul 14, 2009 3:47 am Post subject: |
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Concerning the Apricot Minotaur.
I loaded this ship up with a variety of missiles to test it in a Xenon sector. This is what I found.
the vanilla Minotaur fires Flail missiles and Hammer torpedoes from the 3 turrets (front, left, right) automatically when the turrets are set (protect, attack my target, etc) Flail and Hammers can also be fired manually.
the Apricot Minotaur. All missiles are compatible. All missiles can be loaded and fired manually so that works. The turrets however, wont fire anything except Flails and Hammers. The missile icons darken as if they are firing but, never do. It makes me wonder if those turrets are hard-coded to fire only the missiles they are supposed to fire. Since there are only 2 classes of missile ships (M8 bomber and M7M) and they are restricted to one torpedo (M and 1 missile, 1 torpedo (M7M). |
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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Tanoosh Player
Joined: 17 May 2009 Posts: 14 Location: California
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Posted: Wed Jul 22, 2009 5:09 pm Post subject: new versus old? |
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YO!
Oh I want to go to bed, i really really do.... But of a sudden the question blossoms and my deep inner experience cries out "Get it ASKED!" and then sleep will come more easily.
(let's see where was I)
Oh, yes, AMS 2.nn - - I'm thoroughly enjoying AMS 1.11 (methinks)
Got the hub, ignoring the pesky summon until I get my affairs back in order... AMS 2.nn proffers importance for the PHQ plot....
Didn't AMS 1.11 as well?
will the install of AMS 2.nn jeopardize my game in the November of it's unfolding???
Oh and btw How's it going down under??? |
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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Posted: Wed Jul 22, 2009 5:52 pm Post subject: |
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Cold at nights here now.
V2 is not really compatible with 1.11 saves. You would need at the least to sell all ams ships, load the v2 mod, then buy new ships.
If your not too far into the game, it might be easier to restart using v2, and just script in what you had when you changed over, and just spend a bit of time putting your infrastructure back together.
I'm not sure what you mean by the PHQ importance ? In v2 you start with the PHQ in your TL available for instant deployment. Theres no real reason for doing the plot at all.
If you want to do the plots, better I think to do them in your current game, then restart using v2 and forget the plots completely. _________________ Apricot Mapping Services HQ
CLICK HERE for : X3 Handbook; Guides; X3TC Apricot Mapping Service (Gunbus) Mod v1; X3TC Scripts; X3 Mods & Scripts.
Apricot Download Mirror Site |
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Sat Aug 01, 2009 2:25 pm Post subject: |
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Hi mate,
A quick question. What is the difference in V2.09 and V2.09a.
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Sat Aug 01, 2009 2:30 pm Post subject: |
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No problems, I will wait for the .10 then.
Have a good one
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Sat Aug 01, 2009 2:34 pm Post subject: |
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OK, what ever you suggest is the best way to go.
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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apricotslice X3 Guide Guru
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Sat Aug 01, 2009 4:17 pm Post subject: |
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Thanks for that mate. have downloaded it, will install and get on with the game.
I will also keep an eye on the merge mod as well and see if it suits me.
You have a good one.
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Sunrayn Socializing Player
Joined: 15 Feb 2009 Posts: 56
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Posted: Sun Aug 02, 2009 8:22 am Post subject: |
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Been playing with the minotaur.
All missiles do work from all turrets. Just had to play with the 'launch missile %.
Minotaur is now a Xenon Sector Cleaning Machine. |
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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E.K Advisory Player
Joined: 02 May 2009 Posts: 116
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Posted: Mon Aug 03, 2009 10:29 am Post subject: |
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Have installed V2.10 and all seems to be playing well. Did the Aldrin CPU ship last night, only took twenty seven minutes this time.
Have a good one
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Sunrayn Socializing Player
Joined: 15 Feb 2009 Posts: 56
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Posted: Tue Aug 04, 2009 7:31 am Post subject: |
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I think you need to re-evaluate the time it takes to recycle a ship. Reason being is I just recycled a fully outfitted Khaak Corvette with a simple click. Before I had a chance to stop it, it had been recycled.
These mis-clicks are far too easy especially if you are sending ships to dock. The list changes in an instant and your pointer is all the sudden somewhere you didnt want it to be. |
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apricotslice X3 Guide Guru
Joined: 21 Aug 2006 Posts: 639 Location: Mapping Beyond the Unknown Regions.
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