AMS Version 2 Notes.
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WARNING - If you believe in "game balance", then this is NOT the mod for you ! Leave now, before you upset yourself. 
The ships were designed to give you choice. Some like speed, others dont. Some want huge cargo, some dont. So the choices are there for you to make.
The speed the ship does is dependent on how many speed upgrades you install. Choose.
The rudder the ship has is dependent on how many rudder upgrades you install. I recommend 30, but Choose.
Gun choice is very wide. You can go for heavy guns, a mix or just vanilla guns. Choose.
Do you go for heavy sheilding or just vanilla shielding ? Choose.
The end result is up to your Choices, so experiment and find a ship design that suits your gameplay. If you dont think something available is not appropriate due to your sense of game balance or otherwise, then simply dont use that feature of the ship and pretend it isnt there. These ships are not available to the AI, so the only effects are in your own use of the ship.
The game starts give you ships. If you dont want those ships, use a vanilla start.


Install by unzipping the zip into the TC directory. All files should be placed in the correct
places. Select the mod in the jump off screen before starting the game. Select the start you
wish to use when selecting newgame. If you choose a standard game start, you will not be
given any Apricot ships to start with, these only come with an Apricot start. All ships are
available in Apricot shipyards.

The existing ships have been refitted a bit. This includes M1, M2, TL, M7 (gunship not
missile ship), 2 x M6, TS and M5 hauler.

New Guns : Apricot PBE, Apricot PPC. The PBE has longer range to match kyrons, and hits
harder than normal PBE's. The PPC has a lower hit yield, but fires faster. Both guns can be made by the PHQ.

Docking and Coms range increased. Scanner ranges increased.

PHQ cargo space extended hugely, and building and RE'ing times reduced. PHQ will now make drones, guns and sheilds, and blueprints will be added to the PHQ at the first load after creation.
Included in the mod, so the patch version is superceded by the mod. 

New Stations : 
AMS Shipyard, EQ and Retail Store. Located in Argon Prime, Legends Home and Elysium of
Light. Honest Bob's Superstore. LV's Darkside Depot. Osirus Sam's Trading Post. (Thanks
to LV and Osirus_Sam for their help with the superstore code.)

AMS Start 
- The AMS has fallen on hard times, but unlike some, you are still CEO of a viable
corporation with a small fleet to command and some unique technical innovations. You are a
friend to most. Time to rebuild.
- Starts in Argon Prime.
- 9 new ships, including an NPC Apricot Wanderer ship, Auster M8, Minotaur M7, Vidar
M6, Nova M3, Eclipse M3+, Buster M4, Express TP and Apricot Sprint M5.

Goner Start
- The Goners are without a Temple and times are hard. Can you rebuild the Goner Cause
without picking up a gun ?
- Starts in Elysium of Light.
- Ships limited to missile defence only.
- Goner Temple available in Apricot Shipyards.
- 5 new ships, including M1, TL, M7, M5 (from Mule), M5 (from Sprint).

Khaak Start 
- You will be infiltrated deep within enemy territory with technically enhanced resources and
well disguised bases. Strike hard and fast.
- Starts in Freedom's Reach. Second set of supply bases in an Unknown Sector.
- 7 modified ships. Intruder M6, M1, M2, M3, M4, M5 and M5 hauler.
- 3 Cleverly disguised bases to strike from.

The AMS mod has made provisions for CC and FDN mods, so these are compatible when CC and FDN are installed as false patches. 
If you install AMS as a false patch, then it must be a higher number than FDN, CC or SSDN.

At game start, you will get the ships for the start you selected.
On the first load of a save game, the Apricot Mod stations will be added, and ships will be added to shipyards.
On second and subsequent loads, known sectors will be updated courtesy of the Apricot Mapping Service.
 

Includes the following scripts :

Beamdock
Apricot Claim software
Cbeam
Abeam
Dbeam
Jump to Derelict
Outfit Apricot Ship
Outfit to jump
Create abandoned ships on start

Notes on specific features :

Outfit Apricot Ship in the initial release, will not charge you anything, but there is a version
in a subfolder under scripts that does charge. Copy it over the scripts folder if you want to be
charged for outfitting ships. This script loads all basic fittings on an Apricot ship, then loads
shields and 2 sets of guns, using the new Apricot guns. The charge made is at a discount for
bulk purchase. Activate the script on the ship you want to fit out, while it is in space.

Charges include....
750k for the basics, which will install on any ship. 
PLUS
16.5 mill for a Gunbus or Camel.
13.5 mill for the Masterdon.
25 mill for the BigMother.
5 mill for a Mule.
23 mill for a Hyper.
58 mill for a Battle.
5 mill for a Minicar.
6 mill for a Mistral.
6.5 mill for a Sirocos.
9 mill for an Auster.
17.5 mill for a Minotaur.
16 mill for a Vidarsaurus.
7 mill for a Nova.
7.5 mill for an Eclipse.
6 mill for a Buster.
2 mill for an Express.
5 mill for a Sprint.

Jump to Derelict has absolutely no safety provisions built in at all, use at own risk.

Create abandoned ships has 12 identical scripts that create a single random ship in a random
location. To get more, copy the scripts in the script editor. To get less, delete some scripts.

Cbeam, Abeam and Dbeam all slurp up all available targets in scanner range wih one button
click. Attach to hotkeys before using. C does containers, A does astronauts who are changed to player race and D does all drones, which are changed to Drone Mk2.

Apricot Claim software works anywhere in scanner range. It is not detectable by security
forces. It is however, very expensive to buy. 

Beamdock works for any ship in scanner range. Ships up to M7 size can be beamed up, but
anything bigger than a fighter must be beamed off again. Do not be inside a ship being
beamed, the results are not pretty. You can beam onto a M1, M2 if it has docking defined, TL
and TM. The TM has a known bug that you can beam a big ship onto it but not off, which you
get around by beaming it to an M1 first, and then off the M1. 
Beamdock does not work from an M7 and no plans to add beaming onto an M7. However, an M7 ship can be beamed ont a larger one.

Outfit to jump creates a jump drive, nav 1 and ecells on the target ship, so it can be rapidly
jumped away to a safe destination. This is not as yet charged for.
