[Mod] Ashleys Factories L + XL + XXL V2.5 *Updated 09/11/2007*
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
hey is there any way to run this without having to start a new game. all my save when i tired to run them. they say it is corrupted. wile if i go to my old vannlia. it works without a problem. and i tired seeing if someone else had this problem. but take me to long just quicker to ask. would love to get this fixed. need to make my booze complex.
also now it keeps crashing. i have no idea why it is doing it.
also now it keeps crashing. i have no idea why it is doing it.
The Trade Federation shall rise again MWAHHAHAH
I have a wishlist item for this mod. =)
The XL factories are cool and remove a lot of the tedium in X3 but I see another possibility to help complex builders by increasing the abysmal FPS in complex sectors.
I would like an XLc factory (or XXLc - whatever is largest for the factory type).
This would be identical to the XL version except... no model, no docking clamps and collision detection = off.
All "complex" factories could use this dummy model.
Obviously the only way for this factory to function is as part of a complex. But well... that's the point after all. =P
The factory model would probably have to consist of 1-2 nodes as a bare minimum but that would be a huge FPS advantage over fully rendered factories.
With collision detection off all factories could be deployed in the exact same spot using Snap To positioning so no factory would require more than 2 tubes to connect to the next.
This would be the max possible reduction in sector objects and completely eliminate spaghetti tubing.
I also thought about making this an external mod. It requires modding TFactories.txt (1 dummy entry for each factory size) and 1 blank dummy model to be used by all ghost factories.
The rest is just a script to copy wares and stock levels of existing factories into the apropriate ghost version.
This way opens up another possibility for the script to crunch large numbers of identical factories into XXXXXXXL versions or whatever, reducing the factory count immensely. All that takes are a few extra dummy entries in TFactories with increasing production multipliers.
Factory size is just a number...
I tried some things to reduce factory numbers before but this looks like the first time I could make it work without breaking the rigid hardcoded factory and complex interfaces.
Reduced factory count with fully functional stock level and production progress bars. What a concept! =P
The XL factories are cool and remove a lot of the tedium in X3 but I see another possibility to help complex builders by increasing the abysmal FPS in complex sectors.
I would like an XLc factory (or XXLc - whatever is largest for the factory type).
This would be identical to the XL version except... no model, no docking clamps and collision detection = off.
All "complex" factories could use this dummy model.
Obviously the only way for this factory to function is as part of a complex. But well... that's the point after all. =P
The factory model would probably have to consist of 1-2 nodes as a bare minimum but that would be a huge FPS advantage over fully rendered factories.
With collision detection off all factories could be deployed in the exact same spot using Snap To positioning so no factory would require more than 2 tubes to connect to the next.
This would be the max possible reduction in sector objects and completely eliminate spaghetti tubing.
I also thought about making this an external mod. It requires modding TFactories.txt (1 dummy entry for each factory size) and 1 blank dummy model to be used by all ghost factories.
The rest is just a script to copy wares and stock levels of existing factories into the apropriate ghost version.
This way opens up another possibility for the script to crunch large numbers of identical factories into XXXXXXXL versions or whatever, reducing the factory count immensely. All that takes are a few extra dummy entries in TFactories with increasing production multipliers.
Factory size is just a number...
I tried some things to reduce factory numbers before but this looks like the first time I could make it work without breaking the rigid hardcoded factory and complex interfaces.
Reduced factory count with fully functional stock level and production progress bars. What a concept! =P
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Saint-Ashley XXL mod
Is there one that is compatible with vanilla 2.5?
Thanks in advance.
Thanks in advance.
We are star-stuff. We are the universe made manifest, trying to figure itself out.
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Hmm.
I try to open up the file using cycrow's plugin manager, and get a warning that this is compatible only with 2.0.0.2 and Bala Gi. If I carry on regardless and try to run the game, it doesn't work.
Do you know whether this is the correct thread to get the mod?:
http://forum.egosoft.com/viewtopic.php?t=124562 ?
EDIT: Note I said vanilla 2.5. I am not running XTM.
I try to open up the file using cycrow's plugin manager, and get a warning that this is compatible only with 2.0.0.2 and Bala Gi. If I carry on regardless and try to run the game, it doesn't work.
Do you know whether this is the correct thread to get the mod?:
http://forum.egosoft.com/viewtopic.php?t=124562 ?
EDIT: Note I said vanilla 2.5. I am not running XTM.
We are star-stuff. We are the universe made manifest, trying to figure itself out.
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Emre turkish?Emre Yigit wrote:Hmm.
I try to open up the file using cycrow's plugin manager, and get a warning that this is compatible only with 2.0.0.2 and Bala Gi. If I carry on regardless and try to run the game, it doesn't work.
Do you know whether this is the correct thread to get the mod?:
http://forum.egosoft.com/viewtopic.php?t=124562 ?
EDIT: Note I said vanilla 2.5. I am not running XTM.
Anyway, I'm running the XXL mod on vanilla 2.5 (MOD version 2.5) which WILL say it is for X3 v2.0.0.2 but it WILL work with X3 v2.5 (the only thing added after 2.0.0.2 was the uplink I think) so should be no problems at all.
Make sure the mod has a profile and is active in the plugin manager and also make sure you select the XXL mod from the "splash screen" for X3!
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- Joined: Sat, 3. Mar 07, 08:56
Hi Ashley! It's good to see you're back! How's everything working out lately? I wonder if you're working on latest release of the mod?? if so, that'll be just awesome!
I personally love this mod so much!! I can't play x3 without this mod!
I wonder if you will make all facilities have XXL version? Also have the option available to remove the resource required to produce the goods by charging an insane amount of credits?
With these two tweaks, I can enjoy the X3 to the maximum since there is no frame rate drop due to enormous number of factory complexes and no hassle of dealing withe them.
Anyway, it's wonderful to see you again here. Best luck and wish to you.
I personally love this mod so much!! I can't play x3 without this mod!
I wonder if you will make all facilities have XXL version? Also have the option available to remove the resource required to produce the goods by charging an insane amount of credits?
With these two tweaks, I can enjoy the X3 to the maximum since there is no frame rate drop due to enormous number of factory complexes and no hassle of dealing withe them.
Anyway, it's wonderful to see you again here. Best luck and wish to you.
Hey, i am having a problem with this mod, i love the idea of it, but when ever i try to run it it says that it isnt installed properly.
I am running it via Cycrow's script manager along with:
Bail Signal Extension
BBS Blueprint offers
EMP (disabled)
LV's Cheats
Nividium Spacefly Farms
Overtune BBS
Race Invasions
Race Response Fleets
Salvage Claim Software
Salvage Network
Sector Mother
Ship Factory
Xenon Migration
i have selected the script manager and NOT the Ashleys fab mod in the mod package. do i have to select the mod package, and if i do, will the scripts i have in the manager still run?
many thanks in advance!
I am running it via Cycrow's script manager along with:
Bail Signal Extension
BBS Blueprint offers
EMP (disabled)
LV's Cheats
Nividium Spacefly Farms
Overtune BBS
Race Invasions
Race Response Fleets
Salvage Claim Software
Salvage Network
Sector Mother
Ship Factory
Xenon Migration
i have selected the script manager and NOT the Ashleys fab mod in the mod package. do i have to select the mod package, and if i do, will the scripts i have in the manager still run?
many thanks in advance!
'Its called GREAT Britain for a reason, not Mediocre of Half-way Britain, GREAT, and you should think yourself bloody lucky to have been let in u kiwi!' - 'Yes sir...' - Mr. Gillard telling one of his foreign students the advantage of bein British
mccabp,
If it is any help, I turned all the files into a fake patch and am able to run it fine with the script manager and XTM.
I would think it would run that way as well in Vanilla.
If it is listed in the Mods start then you def can only choose one at a time. I'm not the expert to say what not selecting the script manager would do to your game. I'd at least make an archive of your install folder before you tried.
If it is any help, I turned all the files into a fake patch and am able to run it fine with the script manager and XTM.
I would think it would run that way as well in Vanilla.
If it is listed in the Mods start then you def can only choose one at a time. I'm not the expert to say what not selecting the script manager would do to your game. I'd at least make an archive of your install folder before you tried.
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combine mod
yes could you combine ashley factories with rogueys v3.0 mod
if you can that would be perfect. thank you. For USA game
if you can that would be perfect. thank you. For USA game
Ok, got a slight problem. Been trying to get this working with my X3 2.5 + Bonus + XTM (+ a few other scripts like FCS3, MARS, Bail Extension etc)
I've got all the correct versions of scripts, it installs but it doesn't seem to do anything (no Ashleys shipyards anywhere that I can find ie. Akeelas Beacon etc).
I did get an error when I first installed it (Not configured correctly due to wrong Profile or something like that) as I hadn't spotted the need to change the mod profile on startup. Once I did that I no longer received errors. However I don't recall ever seeing the 'Install Complete' message...
I've tried running the 'reset' script mentioned on the first page, but that doesn't seem to do anything.
Does anyone know of any log files / debugging method to find out whats wrong?
ATM it just seems to be ignoringthe script...
I've got all the correct versions of scripts, it installs but it doesn't seem to do anything (no Ashleys shipyards anywhere that I can find ie. Akeelas Beacon etc).
I did get an error when I first installed it (Not configured correctly due to wrong Profile or something like that) as I hadn't spotted the need to change the mod profile on startup. Once I did that I no longer received errors. However I don't recall ever seeing the 'Install Complete' message...
I've tried running the 'reset' script mentioned on the first page, but that doesn't seem to do anything.
Does anyone know of any log files / debugging method to find out whats wrong?
ATM it just seems to be ignoringthe script...
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- Joined: Tue, 24. Aug 04, 11:41
I'm have this mod up and running together with XTM.
Works perfectly but I need to install this as a fake patch now... is it enough to simply rename the two files in \mods to the highest number (13.dat/cat in my case) and move them to the main X3 directory?
Or will this break anything - mainly already build xxl factories?
Works perfectly but I need to install this as a fake patch now... is it enough to simply rename the two files in \mods to the highest number (13.dat/cat in my case) and move them to the main X3 directory?
Or will this break anything - mainly already build xxl factories?
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- Joined: Sun, 29. Aug 04, 17:03
Thoradin are you using the Ashleys XTM compatible version ? I noticed that there were 2 types, the standard 2.5 and the XTM compatible version.
I`m also having the same problem that your having. Only i`m not using XTM, just the latest 2.5 patch for X3. And yes i`ve installed the Ashleys 2.5 for the standard game (without Xtm) I did get a message when i put it into installer saying that the 2.5 might not work as it`s compatible for bala Gi`s and the 2.2 version of the game but this is the latest version of Ashleys fabs and there are no more recent ones that i know of anyway. It`s in my mod file and highlited to run and no more error message but i cannot find any Ashleys fabs in any of the sectors where they should be ? Also no Bazzar construction kits in shipyards for sale only the standard complex construction kits ?? Any help would be appreciated
EDIT; Have just reset this script through script editor, works ok now
I`m also having the same problem that your having. Only i`m not using XTM, just the latest 2.5 patch for X3. And yes i`ve installed the Ashleys 2.5 for the standard game (without Xtm) I did get a message when i put it into installer saying that the 2.5 might not work as it`s compatible for bala Gi`s and the 2.2 version of the game but this is the latest version of Ashleys fabs and there are no more recent ones that i know of anyway. It`s in my mod file and highlited to run and no more error message but i cannot find any Ashleys fabs in any of the sectors where they should be ? Also no Bazzar construction kits in shipyards for sale only the standard complex construction kits ?? Any help would be appreciated
EDIT; Have just reset this script through script editor, works ok now
There is no such thing as Black & White.
Everything is in various shades of Grey.
Everything is in various shades of Grey.
ships stuck
Is anyone having an issue with ships getting stuck in the Extended hub. I see several ships in the hub NPC and mine and they wont leave even if I give them other commands. If I destroy the hub they are released. Any Ideas?