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.
[Script] JumpPoint v1.40b (19/10/2011)
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- Posts: 418
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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.
X79 i7-3960X - 6@4.5ghz / 2xEVGA GTX580 / 50" LED HDMI / 16G Quad C / 3x512GB SSD S3 / DeathAdder
Disclaimer: I know this is an old thread but I have relevant up to date info about this script.
For anyone who wants to convert all gates to TOA's you need to follow the steps below otherwise extra large ships like the Aran, Phoenix etc. will crash going through any gate converted to TOA with the player on-board flying manually (using the autopilot while on-board works OK). I've tested this out installed on AP 3.1
1. Use the cheat script to reveal all sectors including unconnected ones, this will also show the HUB sector (very important if you're enemies with the Terrans).
2. Use the cheat script to warp to the HUB or in any Terran sector with only TOA's i.e. don't do your conversion in Asteroid Belt (you need to be "out-of-sector of any jump gate ).
3. Now you can change all the gates to TOA's as the gates in the HUB (if the HUB plot hasn't been done yet) are not functional yet and the're just models and this is the only sector in AP where you can go where there isn't a functional gate "in sector". You might be able to change all the gates using the unfocussed jump sector but I haven't tried that.
4. Warp to Xenon sector 627 and target the East TOA and convert that back to a jump gate, this will also convert the West TOA in the neighboring Xenon sector 023 back to a jump gate as well. This step should allow you to enter the HUB sector normally to continue this plot (not tested this yet).
5. You can then warp to a start sector and "un-reveal" all sectors and start playing your game.
I haven't done the HUB plot yet with most of the jump gates converted to TOA's, but I assume it could be completed if 3 pairs of TOA's were then converted back to jump gates (before the HUB plot is started or before each segment is completed so that the plot could continue, as I recall you're required to link up 2 sets of gates before it's completed. (I haven't tested the converted TOA's with Extra large ships yet)
The RRF ships seem to function just fine in a mostly TOA converted universe.
I'll update this post if I notice any other anomalies associated with this script as I play along.
Reido
For anyone who wants to convert all gates to TOA's you need to follow the steps below otherwise extra large ships like the Aran, Phoenix etc. will crash going through any gate converted to TOA with the player on-board flying manually (using the autopilot while on-board works OK). I've tested this out installed on AP 3.1
1. Use the cheat script to reveal all sectors including unconnected ones, this will also show the HUB sector (very important if you're enemies with the Terrans).
2. Use the cheat script to warp to the HUB or in any Terran sector with only TOA's i.e. don't do your conversion in Asteroid Belt (you need to be "out-of-sector of any jump gate ).
3. Now you can change all the gates to TOA's as the gates in the HUB (if the HUB plot hasn't been done yet) are not functional yet and the're just models and this is the only sector in AP where you can go where there isn't a functional gate "in sector". You might be able to change all the gates using the unfocussed jump sector but I haven't tried that.
4. Warp to Xenon sector 627 and target the East TOA and convert that back to a jump gate, this will also convert the West TOA in the neighboring Xenon sector 023 back to a jump gate as well. This step should allow you to enter the HUB sector normally to continue this plot (not tested this yet).
5. You can then warp to a start sector and "un-reveal" all sectors and start playing your game.
I haven't done the HUB plot yet with most of the jump gates converted to TOA's, but I assume it could be completed if 3 pairs of TOA's were then converted back to jump gates (before the HUB plot is started or before each segment is completed so that the plot could continue, as I recall you're required to link up 2 sets of gates before it's completed. (I haven't tested the converted TOA's with Extra large ships yet)
The RRF ships seem to function just fine in a mostly TOA converted universe.
I'll update this post if I notice any other anomalies associated with this script as I play along.
Reido
- Black_hole_suN
- Posts: 362
- Joined: Thu, 2. Aug 12, 07:30
can someone post a mirror link? the link of first post is dead
edit: found a working one here http://xdownloads.co.uk/index.php/compo ... jump-point
edit: found a working one here http://xdownloads.co.uk/index.php/compo ... jump-point
Re: [Script] JumpPoint v1.40b (19/10/2011)
The link posted in the previous post seems to lead to an empty page. This one should work.