[AL Plugin] TerraCorp v2.3 (UPDATED 20/02/2006)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 595
- Joined: Tue, 13. Jul 04, 13:03
Oh, I'd love to take out the competition... But think of the rep, man! Think of the poor rep! Hehe.
Problem is, I don't like to limit my choices in a game like this... So even though I may never buy a single Boron ship, I don't want to ruin my rep with them, in case I ever DO want to buy stuff from them...
I am, however, planning a massive war on the money-grubbing Teladi, sometime in the far future...
-blackfire83
Problem is, I don't like to limit my choices in a game like this... So even though I may never buy a single Boron ship, I don't want to ruin my rep with them, in case I ever DO want to buy stuff from them...
I am, however, planning a massive war on the money-grubbing Teladi, sometime in the far future...
-blackfire83
Count the bodies like sheep to the rhythm of the war drums...
X3:TC - Battlemaster, Master Industrialist
X3:TC - Battlemaster, Master Industrialist
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- Posts: 58
- Joined: Thu, 19. Feb 04, 11:34
Hi
This looks like an interesting script, thanks for the work involved in creating it, and I will definitely install it later, so far i've only inspected it...
I did notice two things though:
1. when the script scans for a sector to populate and it finds a non existant sector, it misses the opportunity to plant a station, perhaps it should do as the enemy sectors, and try again.
2. the pirates would appear to be able to create a dream farm, bliss place, space fuel factory, but not a wheat farm, maybe this should be an option.
Cheers
This looks like an interesting script, thanks for the work involved in creating it, and I will definitely install it later, so far i've only inspected it...
I did notice two things though:
1. when the script scans for a sector to populate and it finds a non existant sector, it misses the opportunity to plant a station, perhaps it should do as the enemy sectors, and try again.
2. the pirates would appear to be able to create a dream farm, bliss place, space fuel factory, but not a wheat farm, maybe this should be an option.
Cheers
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- Posts: 414
- Joined: Sat, 6. Mar 04, 09:32
Dunno how often a new fab is made but I've an idea.
Why not have about 12 random race names so that the universe seems to have several companies for each race not just government led expansion.
Would it be hard to modify the script to randomly select a company name from your list?
Why not have about 12 random race names so that the universe seems to have several companies for each race not just government led expansion.
Would it be hard to modify the script to randomly select a company name from your list?
Always welcome! Cheap and filling!
1) yes I know, this was intentional - the orignal idea was that it would not create more than 1 station per game day - I don't want to kill the player's ability to build stations.londonloonie wrote:Hi
This looks like an interesting script, thanks for the work involved in creating it, and I will definitely install it later, so far i've only inspected it...
I did notice two things though:
1. when the script scans for a sector to populate and it finds a non existant sector, it misses the opportunity to plant a station, perhaps it should do as the enemy sectors, and try again.
2. the pirates would appear to be able to create a dream farm, bliss place, space fuel factory, but not a wheat farm, maybe this should be an option.
Cheers
2) It's not difficult to add - will add in next update
No it should be easy - the difficult part is comming up with new names
Would it be hard to modify the script to randomly select a company name from your list?
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- Posts: 414
- Joined: Sat, 6. Mar 04, 09:32
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- Posts: 414
- Joined: Sat, 6. Mar 04, 09:32
- [Sentinel]
- Posts: 704
- Joined: Thu, 6. May 04, 17:48
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- Posts: 68
- Joined: Sat, 26. Nov 05, 18:03
Does it work?
I just downloaded the TC plugin, I extracted it to the x3/scripts folder like directions said. when I start my savegame, it doesn't show that a plugin is running. Do I need to enable the script editor? Thanks for the help
Stange - there should not be a difference, as the onlything that changes is the text file. I will look into it.[Sentinel] wrote:The "TerraCorp"-script has build two XL Solar Power Plants and they don't work. They are full of crystal and each has two freighters docked, but they do not start to work.
I play with the german 1.2.01 version.
Yes you need to enable the script editor, save the game, quit and reload.I just downloaded the TC plugin, I extracted it to the x3/scripts folder like directions said. when I start my savegame, it doesn't show that a plugin is running. Do I need to enable the script editor? Thanks for the help
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- Joined: Sat, 6. Mar 04, 09:32
- [Sentinel]
- Posts: 704
- Joined: Thu, 6. May 04, 17:48
I've found the mistake I've made I've made some changes for ver 2.0 and forgot to make some changes - will / is fixedDemaeRamen wrote:Sorry. I've been afk for a few days.
Bah! Now I have to find that fab again.
I'll let you know.
Edit: @Deltawolf
The null fab turned out to be teladi in Blue Profit. The welcome message is about Ceo.
Hope that helps...
N.B.
There is however a problem with some of the stations - SPP, Crystal Fabs, Cahoona Bakeries, Bofu Chemical labs - this is the ones I know about.
It seems that creating a non player station is a bit more complex than I thought.
All the stations that only uses energy as resource, works but those that uses more than one resource, might not work (the heavy shield production facility does work)
I will fix this, but it's going to take some time. I will release a new version on Tuesday 20 December 2005.
So in the mean time, you could switch the AL plugin off. I will also try to make fixes for those stations, that does not work, if time permitting.
- [Sentinel]
- Posts: 704
- Joined: Thu, 6. May 04, 17:48
I've fixed the problems - see the first post for the update.
If you find a station that is not working, I've included a script to destroy the station, it's called "a.kill.object.xml" - you have to run this script manually:
go to the script editor, select the script, press "r", choose "null", press enter and then choos the station you want to destroy.
If you find a station that is not working, I've included a script to destroy the station, it's called "a.kill.object.xml" - you have to run this script manually:
go to the script editor, select the script, press "r", choose "null", press enter and then choos the station you want to destroy.