[AL plugin] Abandoned Ship Spawner v82
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- Posts: 49
- Joined: Tue, 2. May 06, 18:58
There could be a problem ...
Thanks for letting me know!
I don't remember off hand what my scripts use to install wares. Although I will check and see if there is a problem. Also will check the cargo space 'thingy'.
Two or three days from know I should have an answer. And an update if a problem is found.
corbinbird
I don't remember off hand what my scripts use to install wares. Although I will check and see if there is a problem. Also will check the cargo space 'thingy'.
Two or three days from know I should have an answer. And an update if a problem is found.
corbinbird
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- Posts: 49
- Joined: Tue, 2. May 06, 18:58
Quixotic
Quixotic
Did look into this. This is a script package only. It does not modify the TShips / TWare files. It does not check Player owned ships for what equipment they have installed.
I think that it may be the MOD (FAKE PATCH) that you have installed. If the MOD alters the wares or ships this may cause problems.
Hope this helps.
corbinbird
Did look into this. This is a script package only. It does not modify the TShips / TWare files. It does not check Player owned ships for what equipment they have installed.
I think that it may be the MOD (FAKE PATCH) that you have installed. If the MOD alters the wares or ships this may cause problems.
Hope this helps.
corbinbird
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- Posts: 54
- Joined: Thu, 23. Oct 03, 14:46
thanks for looking into it, corbinbird.
I am not very savvy when it comes to T3 modding. I am fairly late into the game. i r n00b.
however, I am sure you are correct. Combat MOD and the Ship Rebalance Mod do a lot to those files, I am sure. The problems could be endless.
Oh well. It was fun finding the ship anyway, even if it is bugged because of my other mods.
I have v80, by the way. Do I need to start a new game to upgrade to v81?
Thanks for the mod, and thanks for still supporting it a year later.
-Quixotic
EDIT: Wanted to mention that so far it seems to be rather skewed towards capital derelicts. So far I have found:
1 M3
1 TS
1 TP
1 M7
1 M1
TWO M2
So that is one fighter to four capital ships. Is that just the way the dice are falling for me?
I mean, don't get me wrong. Finding an Osaka and a K while running around in a Discoverer with < 5 mil credits is fun. Just odd.
-Q
EDIT 2: I don't know if this is intended to be hilarious, or is accidentally hilarious. So... I find another capital. A Tokyo this time. (found 2 more freighters and a fighter too... so now it is 5 caps to 2 fighters found hehe )
I jump my trusty magnetar in, hop into the Disco (it has the cycrow script thingy in it) and head for the great big ship. I get within about 6k and KABOOM the ship blows itself to kingdom come.
Guess we know why they abandoned that deathtrap... glad I hadn't hopped aboard!
-Q
EDIT 3: I've done some more testing. It appears to only happen with the carriers. (went back to a previous save and got the Tokyo without the kaboom issues.) However, it does the same thing the Condor did. Eats upgrades and cargo, and won't let ya transfer it off. (Although selling and dumping it into space works fine.)
Hope ya don't mind reading the wall of text this post has become. But I'm enjoying your mod, and figure you'd like the feedback
-Q
I am not very savvy when it comes to T3 modding. I am fairly late into the game. i r n00b.
however, I am sure you are correct. Combat MOD and the Ship Rebalance Mod do a lot to those files, I am sure. The problems could be endless.
Oh well. It was fun finding the ship anyway, even if it is bugged because of my other mods.
I have v80, by the way. Do I need to start a new game to upgrade to v81?
Thanks for the mod, and thanks for still supporting it a year later.
-Quixotic
EDIT: Wanted to mention that so far it seems to be rather skewed towards capital derelicts. So far I have found:
1 M3
1 TS
1 TP
1 M7
1 M1
TWO M2
So that is one fighter to four capital ships. Is that just the way the dice are falling for me?
I mean, don't get me wrong. Finding an Osaka and a K while running around in a Discoverer with < 5 mil credits is fun. Just odd.
-Q
EDIT 2: I don't know if this is intended to be hilarious, or is accidentally hilarious. So... I find another capital. A Tokyo this time. (found 2 more freighters and a fighter too... so now it is 5 caps to 2 fighters found hehe )
I jump my trusty magnetar in, hop into the Disco (it has the cycrow script thingy in it) and head for the great big ship. I get within about 6k and KABOOM the ship blows itself to kingdom come.
Guess we know why they abandoned that deathtrap... glad I hadn't hopped aboard!
-Q
EDIT 3: I've done some more testing. It appears to only happen with the carriers. (went back to a previous save and got the Tokyo without the kaboom issues.) However, it does the same thing the Condor did. Eats upgrades and cargo, and won't let ya transfer it off. (Although selling and dumping it into space works fine.)
Hope ya don't mind reading the wall of text this post has become. But I'm enjoying your mod, and figure you'd like the feedback
-Q
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- Posts: 49
- Joined: Tue, 2. May 06, 18:58
Quixotic-Neutral
The spawner is weighted towards TS class ships. The M1/M2 class should only have a 2% chance of spawning.
Something is interfering. More than likely you have a modified TShips file.
No restart or new game necessary for upgrading the script package. Just save, exit the game, use the SPK manager to remove. Then install the new version, load your save and play.
Thanks for the feedback!
Enjoy
Something is interfering. More than likely you have a modified TShips file.
No restart or new game necessary for upgrading the script package. Just save, exit the game, use the SPK manager to remove. Then install the new version, load your save and play.
Thanks for the feedback!
Enjoy
Greetings!
I have come to post here because me and my friend believe this mod *might* be broken.
I will explain the steps I took and why I and my friend think its broken.
If I install the plugin using the plugin manager light (latest version from his thread) it is there, I close the manager start up the game, dock at a station, save and reload.
At this point it should work fine right? But if I leave the game, go to the plugin manager, to for example install another plugin, suddenly the A.S.S. plugin is gone. And I have no indication whether or not the mod is working, is there something I can check if the mod is working or not, because at this point is seems like it doesnt work.
sincerely,
Pakuska.
I have come to post here because me and my friend believe this mod *might* be broken.
I will explain the steps I took and why I and my friend think its broken.
If I install the plugin using the plugin manager light (latest version from his thread) it is there, I close the manager start up the game, dock at a station, save and reload.
At this point it should work fine right? But if I leave the game, go to the plugin manager, to for example install another plugin, suddenly the A.S.S. plugin is gone. And I have no indication whether or not the mod is working, is there something I can check if the mod is working or not, because at this point is seems like it doesnt work.
sincerely,
Pakuska.
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- Posts: 1
- Joined: Thu, 3. Feb 11, 04:38
I think this should do it.robinson7265 wrote:Sorry if this is a little off topic, but can anyone tell me the location of the original 12 ship locations? Thank you in advance.
You're welcome.
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- Posts: 49
- Joined: Tue, 2. May 06, 18:58
Plugin Manager problems...
If you are still having problems with the SPK installer.....
Try using v1.30 RC1 or better. The compression libs have changed and do not work with v2.12
The old version is based on QT and uses gzip for compression. The new version is based on .Net and uses LZMA / 7z for compression.
Apologies on taking so long to get back to you.
corbinbird
Try using v1.30 RC1 or better. The compression libs have changed and do not work with v2.12
The old version is based on QT and uses gzip for compression. The new version is based on .Net and uses LZMA / 7z for compression.
Apologies on taking so long to get back to you.
corbinbird
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- Posts: 49
- Joined: Tue, 2. May 06, 18:58
ZIP version?
Yes, I can.
Check back in a day or two. They will both be in the same ZIP download file.
Enjoy
Thanks for posting.
Check back in a day or two. They will both be in the same ZIP download file.
Enjoy
Thanks for posting.
A great mod indeed, reminds me of the old Aalardb's salvage scripts, but this one does not respawn new wrecks after i've claimed the old wrecks. I have played the game for like 3 hours, Claimed 10 wrecks or so, used Grax's ship finder, and all it finds are the same ships that i don't want to claim. It only appears to reset on new game where it spawns a new set of ships. Is this intended?
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- Posts: 49
- Joined: Tue, 2. May 06, 18:58
It does have a limit ...
Yes, there is a limit on the number of abandoned ships it creates. It checks for 20 wrecks. If it finds 20+ it destroys the extra and spawns a new one.
The first time it cycles, it destroys all salvageable. Then it spawns 20 replacements. Random types, random locations.
Check your Artificial Life settings. It sounds like the AL plugin is disabled.
I will do a little testing myself to verify.
Thanks for the feedback.
The first time it cycles, it destroys all salvageable. Then it spawns 20 replacements. Random types, random locations.
Check your Artificial Life settings. It sounds like the AL plugin is disabled.
I will do a little testing myself to verify.
Thanks for the feedback.
I know, the point is however, that once it spawns the random ships, lets say i leave 3 behind (e.g. Scabbard, Harrier, Pericles). I check after a few hours if there are any new ships and I only see those that i didn't want to get. My point is, it only spawns 20 random ships once in entire game so far, and they stay, script won't replace them with new ones either, my english isn't very good at the moment.
So from what i understand, this script is supposed to repalce built in wrecks, and replace with random ones, does this only happen once? Because it never happened to me that it repalced the remaining ships that i did not wan't to get.
So from what i understand, this script is supposed to repalce built in wrecks, and replace with random ones, does this only happen once? Because it never happened to me that it repalced the remaining ships that i did not wan't to get.
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- Posts: 49
- Joined: Tue, 2. May 06, 18:58
Replacements...
The package does have a ten minute interval timer. New ships are created every time it cycles.
Did you enable the AL plugin before saving, exiting, and reloading? That will make a huge difference.
The non- SPK version is now bundled and posted.
Let me know if you still have a problem...
Did you enable the AL plugin before saving, exiting, and reloading? That will make a huge difference.
The non- SPK version is now bundled and posted.
Let me know if you still have a problem...
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- Posts: 5159
- Joined: Thu, 9. Oct 03, 20:44
I'm very similar problem to Quixotic using the XRM Mod (which incorporates SRM and CMOD4) in that wares can only reliably be transferred to/from ships spawned by this script when both ships have that ware, otherwise they're often not listed in the ship transfer screen. I also have a related problem in that player inventory (police licences, salvage insurance) vanishes when I switch to an ASS-spawned ship.
So it looks like it's currently not compatible and I've disabled it, if anyone else wants to try this with XRM then proceed with caution and test the first abandoned ship you find to see if it all works.
So it looks like it's currently not compatible and I've disabled it, if anyone else wants to try this with XRM then proceed with caution and test the first abandoned ship you find to see if it all works.
"There's an old story about the person who wished his computer were as easy to use as his telephone. That wish has come true, since I no longer know how to use my telephone" — Bjarne Stroustrup
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- Posts: 49
- Joined: Tue, 2. May 06, 18:58
Compatability problems ?
If the MOD modifies or changes the index numbers in the TShips or TWares files, it will break things.
The scripts are linked to the vanilla index numbers in those files. I know of no way to have an auto adjustment in the scripts. ( I.E. a manual recode for every MOD. )
Good to here from you though ...
corbinbird
The scripts are linked to the vanilla index numbers in those files. I know of no way to have an auto adjustment in the scripts. ( I.E. a manual recode for every MOD. )
Good to here from you though ...
corbinbird
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- Posts: 5
- Joined: Fri, 26. Aug 11, 03:11
Howdy,
I'm still a complete noob when it comes to mods/scripts so bear with me.
Does this work in X3TC 3.2 well enough? I can see in the op that TC was at v2.7 the last time the mod was updated...
How about AP with it's Khaak abandoned ship randomisation features. Will it do anything in my AP game?
Thanks
I'm still a complete noob when it comes to mods/scripts so bear with me.
Does this work in X3TC 3.2 well enough? I can see in the op that TC was at v2.7 the last time the mod was updated...
How about AP with it's Khaak abandoned ship randomisation features. Will it do anything in my AP game?
Thanks