[AL PLUGIN] The Marauder Shipyard - v0.5 - updated: 23.01.2009
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
A note about the Mobile Pirate Base (TL)
I've found that it works if you have another TL at the Shipyard,you can load stations into it ok... once loaded, it will function perfectly (no problems with unloading), until it needs loading again, and the same procedure applies.
As an additional TL for building complexes, it's very useful, but better still is it's speed, so it'll do build missions very well too.
I've found that it works if you have another TL at the Shipyard,you can load stations into it ok... once loaded, it will function perfectly (no problems with unloading), until it needs loading again, and the same procedure applies.
As an additional TL for building complexes, it's very useful, but better still is it's speed, so it'll do build missions very well too.
Is this script still on version 0.5? did the creator gave up?
Can someone confirm with this:
Conflicts with scripts such as MARS, Pirate Guild 3, or Complex Construction Scripts?
Are the Boarding Pod and Phased Array Laser Cannon factories working fine? what kind of good they consume?
Is it savegame friendly? (no need to restart new game)
Can someone confirm with this:
Conflicts with scripts such as MARS, Pirate Guild 3, or Complex Construction Scripts?
Are the Boarding Pod and Phased Array Laser Cannon factories working fine? what kind of good they consume?
Is it savegame friendly? (no need to restart new game)
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- Posts: 27
- Joined: Sun, 12. Mar 06, 23:43
-Don't know. He was here a little while ago.
-I use all three with no conflicts.
-As far as I can tell they set up good. I tested making them, but I neve actually made the goods. If you want the resource needs, I posted them back only two pages on page 18.
-I never started a new game and it works just fine.
-I use all three with no conflicts.
-As far as I can tell they set up good. I tested making them, but I neve actually made the goods. If you want the resource needs, I posted them back only two pages on page 18.
-I never started a new game and it works just fine.
Thank you very much, i will install it nowMrExcitement wrote:-Don't know. He was here a little while ago.
-I use all three with no conflicts.
-As far as I can tell they set up good. I tested making them, but I neve actually made the goods. If you want the resource needs, I posted them back only two pages on page 18.
-I never started a new game and it works just fine.
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- Posts: 49
- Joined: Tue, 2. May 06, 18:58
conflict ?
The Marauder is not a Movable Ship object class item. It should not be effected by the Abandoned Ship Soawner. Use Cycrow's cheat package / reveal all sectors. That will give you the location for sure.
corbinbird
corbinbird
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- Posts: 49
- Joined: Tue, 2. May 06, 18:58
Spoiler Alert !!!
The message is the main clue. Look at the sectors mentioned. If not a Pirate sector, then start checking the closest Pirate sectors.
corbinbird
corbinbird
hahahaha.
so i played straight vanilla 'til i finished the complex and got the PHQ. so it's time to go *modified* and start cruising around in a Panther over-equipped with PALCs and IBLs (and the CODEA system).
i have a mega-plex in Gunne's Crusade, which had supplied all the primary building supplies for the Hub, and had been converted to my all-purpose weapon factory, with an abundance of excess everything, every racial food, spare silicon, spare ore etc.
build the new factories form the Maruader, prepared to hook them up when they've converted to the "right" products. and discover that they're starving for computer components. OMFG. seriously? hahaha. okay, so suddenly i need to go add four more computer plants and an SPP-M just to get them started running. sigh. i now have a complex with over a hundred stations (even if there's a dozen or so that are deactivated).
gonna be worth it though
so i played straight vanilla 'til i finished the complex and got the PHQ. so it's time to go *modified* and start cruising around in a Panther over-equipped with PALCs and IBLs (and the CODEA system).
i have a mega-plex in Gunne's Crusade, which had supplied all the primary building supplies for the Hub, and had been converted to my all-purpose weapon factory, with an abundance of excess everything, every racial food, spare silicon, spare ore etc.
build the new factories form the Maruader, prepared to hook them up when they've converted to the "right" products. and discover that they're starving for computer components. OMFG. seriously? hahaha. okay, so suddenly i need to go add four more computer plants and an SPP-M just to get them started running. sigh. i now have a complex with over a hundred stations (even if there's a dozen or so that are deactivated).
gonna be worth it though
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- Posts: 88
- Joined: Fri, 8. Oct 10, 21:06
hi i accidentally reset its position and the marauder shipyard moved i found it again but when i try to deliver the space weed to gwanja blah blah she/he is not there.......i tried uninstalling and reinstalling the mod so it would restart but hes still not in the shipyard im docked at it and even bought a pirate ship (was curious what it looked like its just a mercury variant) stupid boron must have bailed lol >.> plz help
X3 terran conflict is the best game in the world next to supreme commander 1
I have a question regarding the overtuning the boron mechanic provides. I just finished his quest and had my mercury over tuned. My question does he only offer his services for one ship and one ship only, or will he do other ships for a fee? I tried talking to him again and he didnt offer his services again.
Can anyone tell me how this feature works?
Can anyone tell me how this feature works?
Packing a K frame model 15-3 S&W .38spc.
Are you looking in the sector (partially) named in the message? It'll be in one of the sectors next to that one -- check the message again and look for mention of a gate.Rrail wrote:I get the message, but the shipyard is literally never in the system that the message says (well, hints) it is in. I have reset it 5+ times now. Am I doing something wrong?
I think its messed up for me. I left the game on all night and day and the boron scientist did not com me again after i landed again. Any ideas why he is not?
Part of t he reason i got this mod was for the over tunning but sofar after one tunning session he wont offer his services again. Do i need to uninstall and redownload a new version and reinstall?
Part of t he reason i got this mod was for the over tunning but sofar after one tunning session he wont offer his services again. Do i need to uninstall and redownload a new version and reinstall?
Packing a K frame model 15-3 S&W .38spc.
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- Posts: 88
- Joined: Fri, 8. Oct 10, 21:06
i gave up on this mod i can always find the shipyard but the boron isnt there anymore....so i got the add phq and MO to boron shipyards mod and im happy as can be.thoughi might keep get this mod again just so i can buy pirate fighters if i decide to be a full pirate again.....prob not for a while though.to bad the creator is dead its a good mod.
X3 terran conflict is the best game in the world next to supreme commander 1
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- Posts: 208
- Joined: Sat, 4. Feb 06, 16:39
Not used this mod for a couple of years.
Working well under TC 3.1
If you want the mad scientist to do more upgrades when you visit be sure to take some space weed with you. The smell of it wakes him up.
If you read all this thread , or at least all the OP's comment here in , you will find the answers to most of the questions about this Mod.
I have just read again , to fill in on all the points.
To the OP...
Thanks for the hard work.
Not sure if any improvements can be made.
Cycrow's Mobile Pirate Base Hauler , in his cheat package takes care of the non-TL problem of the Mobile Pirate Station not recognized as a TL. Your MPS ,I treat as a giant cargo ship.
However , I was hoping for a mobile Pirate Station that I could dock my Hyperion to.
Maybe I missed something as I read all the previous posts?
Working well under TC 3.1
If you want the mad scientist to do more upgrades when you visit be sure to take some space weed with you. The smell of it wakes him up.
If you read all this thread , or at least all the OP's comment here in , you will find the answers to most of the questions about this Mod.
I have just read again , to fill in on all the points.
To the OP...
Thanks for the hard work.
Not sure if any improvements can be made.
Cycrow's Mobile Pirate Base Hauler , in his cheat package takes care of the non-TL problem of the Mobile Pirate Station not recognized as a TL. Your MPS ,I treat as a giant cargo ship.
However , I was hoping for a mobile Pirate Station that I could dock my Hyperion to.
Maybe I missed something as I read all the previous posts?
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- Posts: 208
- Joined: Sat, 4. Feb 06, 16:39
I can't find the station. Message said east gate UN... The patrol is from Pontifix Seclusion. Theres a priate sector below Heaven's Assertion but its guarded by Duke patrols all red inculding the HQ there. Need help!
Intel Core i5 @2.8GHz, GA-H55-UD3H AMD 6870 XFX MoH 4GB DDR3 Sound Blaster Xi-Fi X3:R/TC VDF Air Marshall