[AL PLUGIN] The Marauder Shipyard - v0.5 - updated: 23.01.2009

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Argonaught.
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Post by Argonaught. » Mon, 15. Mar 10, 05:09

Check your message logs to see if you already got the message but didn't realise it.

You may have got a message and forgot but it will be listed somewhere in your message log files if you got one.

If you answered no to the request you'll have to wait 5 hours for it to reset.

Activate the script editor.

Other than that no one can assist you more without being physically at your computer.


Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:

simonpg
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Where's the guy?

Post by simonpg » Mon, 15. Mar 10, 05:31

I have a theory that he will only offer his services if he recognizes your ship. So I think that you have to be piloting a vanilla ship in order for him to speak.

TwilightWalker
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Re: Where's the guy?

Post by TwilightWalker » Mon, 15. Mar 10, 06:36

simonpg wrote:I have a theory that he will only offer his services if he recognizes your ship. So I think that you have to be piloting a vanilla ship in order for him to speak.
Not so true. I've been overtuning my Hiroshima from Cadius' Ship Pack, so he recognizes other ships that are not vanilla.

Ratlaw
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Post by Ratlaw » Tue, 16. Mar 10, 06:21

So for the most part nobody knows how to get the Boron scients mission...all he wants is weed! Hmm, lame.

TwilightWalker
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Post by TwilightWalker » Tue, 16. Mar 10, 06:35

Argonaught. wrote:Check your message logs to see if you already got the message but didn't realise it.

You may have got a message and forgot but it will be listed somewhere in your message log files if you got one.

If you answered no to the request you'll have to wait 5 hours for it to reset.

Activate the script editor.

Other than that no one can assist you more without being physically at your computer.


Argo.
That's the answer you're looking for. Boron Scientist is at the Marauder. If he doesn't com you when you dock, wait a bit. If you still don't get his message, then there's nothing we can do to help you, something messed up. But your answer is that the scientist is at the Marauder.

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Etolf
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Post by Etolf » Tue, 16. Mar 10, 09:58

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.

Luisedgm
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Post by Luisedgm » Fri, 19. Mar 10, 04:00

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)

MrExcitement
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Post by MrExcitement » Sat, 20. Mar 10, 03:33

-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.

Luisedgm
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Post by Luisedgm » Sat, 20. Mar 10, 04:08

MrExcitement 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.
Thank you very much, i will install it now :)

Merephet
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Post by Merephet » Sun, 23. May 10, 05:38

How far from the center of the sector is the shipyard?
Im using:
Collect Wares in Sector
Command Queueing
Create Abandonned Ships (maybe is this one that conflict :? )
Manual Trade Extension
Set Home Base
Ship Killed Notifications

And i still cant find the shipyard.
X3: Albion Prelude (Steam)

corbinbird
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conflict ?

Post by corbinbird » Mon, 24. May 10, 19:29

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. :twisted:

corbinbird

Merephet
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Post by Merephet » Tue, 25. May 10, 21:50

Thank you, but that message supreme being under attack ...... in sector Ba........, it means Bala Gi Joy or another pirate sector with that or its just a message not the clue to where is the shipyard?
X3: Albion Prelude (Steam)

corbinbird
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Spoiler Alert !!!

Post by corbinbird » Tue, 25. May 10, 22:32

The message is the main clue. Look at the sectors mentioned. If not a Pirate sector, then start checking the closest Pirate sectors. :D

corbinbird

Merephet
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Post by Merephet » Fri, 28. May 10, 19:17

Thanks!
So awesome the sounds, and where did apear the other sounds? Betty saying "the marauder" and the description of space fly farm :D

Booom! "Boron not resposible for that" :P, gonna pimp my Aran later :lol:
X3: Albion Prelude (Steam)

foszae
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Post by foszae » Mon, 14. Jun 10, 06:58

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

Rrail
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Post by Rrail » Thu, 30. Sep 10, 09:27

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?

SpaceToast
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Post by SpaceToast » Sun, 14. Nov 10, 05:30

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 ;)

Kframe
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Post by Kframe » Tue, 4. Jan 11, 00:49

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?
Packing a K frame model 15-3 S&W .38spc.

ephemeron
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Post by ephemeron » Tue, 4. Jan 11, 01:22

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?
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.

n0Life
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Post by n0Life » Wed, 5. Jan 11, 21:59

I wonder if this mod is compitable with x-tended?

Anyone tested?

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