[Script] JumpPoint v1.40b (19/10/2011)
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sorry for the delay, it's been a while since I checked the forums
hopefully this Jumppoint131.spk will fix it. I re-edited the scritps that use the wares and should remove any ware using the ZA_EMP_BLANK_WARE_CUSTOM17_18 string from the OTAS shipyard.
I'll be investigating this problem a bit more, so all feedback is welcome.
hopefully this Jumppoint131.spk will fix it. I re-edited the scritps that use the wares and should remove any ware using the ZA_EMP_BLANK_WARE_CUSTOM17_18 string from the OTAS shipyard.
I'll be investigating this problem a bit more, so all feedback is welcome.
Last edited by BinaryBoy on Fri, 18. Feb 11, 23:40, edited 1 time in total.
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there was a bug, it was still using the old emp ware name to remove flatpacks.
hopefully that should be resolved now with version 1.32
hopefully that should be resolved now with version 1.32
Last edited by BinaryBoy on Wed, 19. Oct 11, 11:50, edited 3 times in total.
it should be downloadable again.
Last edited by BinaryBoy on Mon, 18. Jul 11, 23:43, edited 1 time in total.
I've added an additional feature, 'Convert Gates' to allow you to further mold the gate system as you want, it will work with mods and any gates/TOA's added after game start. the Converter is accessible within the Special>JumpPoint>Gate Converter Command
although I've tested it a alot, I've recently started a new game, and no longer have access to the HUB so cant test it on that sector. I would really appreciate it if people can check that it isn't touching the HUB gates (with any of the Convert commands) thanks.
you can download JumpPoint v1.40b here
Changelog
--------------------------------------------------------------
v1.4b
New Convert gate(s) Feature
cleanup of OTAS Shipyard and Encyclopaedia
Edit: I have access to the hub now and can confirm the converter is working as intended
although I've tested it a alot, I've recently started a new game, and no longer have access to the HUB so cant test it on that sector. I would really appreciate it if people can check that it isn't touching the HUB gates (with any of the Convert commands) thanks.
you can download JumpPoint v1.40b here
Changelog
--------------------------------------------------------------
v1.4b
New Convert gate(s) Feature
cleanup of OTAS Shipyard and Encyclopaedia
Edit: I have access to the hub now and can confirm the converter is working as intended
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- Joined: Sat, 12. Jun 10, 11:49
The link in the post directly before yours worked just fine for me.Midnightknight wrote:Was trying to use Salvage and repair to link 2 broken gates together in AP and the scrip wasn't working, so i wanted to give a try to this one, but link is broken.
Anywhere to find it? Does it work in AP? Thank you.
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- Posts: 418
- Joined: Sat, 12. Jun 10, 11:49
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- Posts: 418
- Joined: Sat, 12. Jun 10, 11:49
Outstanding
Confirmed appears to be working fine with X3AP.
You'll see a red warning from the plugin manager (if configured for ap) that it's for wrong game (x3tc) but install it anyway and should be good to go.
I've only just dropped my 1st set and linked so haven't tested rest of operations, but this friggin jewel of a mod just made me reverse a near "AP->Delete" ...
Will the Xenon use the gates? Hope so. Looking forward to the ATF suddenly seeing fleets of X rumbling through SOL...
But the real meat of "game saver" for me, as long as AI will use them, is now I can get the traffic I'm after in my sectors. The AI won't even attempt to reach me with vanilla gates due to location. But if they'll use the new gates I'll be creating, allowing them to bypass the danger entirely and just "come on in..." ... man... this'll rule.
Thanks a heap!
Updated:
Just outstanding job! I'm in process of linking my isolated main sector to strategic areas all over the universe. Commerce is flowing nicely and I don't have any trade ships in there yet (due to what I provide). But with this awesome mod I can now create the empire I want, how I want, and let races move my goods directly.
Xenon do now pop in to their southern flank with all the new traffic. A modified OWP stands guard at the lone original gate and liquifies all enemy encroachment. I made the OWP cost me 250m which was hugely painful, but it'll pay for itself over time by saving commerce.
Just had to come post back on this mod. Love it so far.
You'll see a red warning from the plugin manager (if configured for ap) that it's for wrong game (x3tc) but install it anyway and should be good to go.
I've only just dropped my 1st set and linked so haven't tested rest of operations, but this friggin jewel of a mod just made me reverse a near "AP->Delete" ...
Will the Xenon use the gates? Hope so. Looking forward to the ATF suddenly seeing fleets of X rumbling through SOL...
But the real meat of "game saver" for me, as long as AI will use them, is now I can get the traffic I'm after in my sectors. The AI won't even attempt to reach me with vanilla gates due to location. But if they'll use the new gates I'll be creating, allowing them to bypass the danger entirely and just "come on in..." ... man... this'll rule.
Thanks a heap!
Updated:
Just outstanding job! I'm in process of linking my isolated main sector to strategic areas all over the universe. Commerce is flowing nicely and I don't have any trade ships in there yet (due to what I provide). But with this awesome mod I can now create the empire I want, how I want, and let races move my goods directly.
Xenon do now pop in to their southern flank with all the new traffic. A modified OWP stands guard at the lone original gate and liquifies all enemy encroachment. I made the OWP cost me 250m which was hugely painful, but it'll pay for itself over time by saving commerce.
Just had to come post back on this mod. Love it so far.
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