[MOD] Enhanced Equipment Docks (eEQ) [discontinued, forks available]

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jernau11
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Post by jernau11 » Sun, 6. Dec 09, 03:07

Hi Saetan,

I picked up an eEQ Capital Ship dock in my game and it seems to have some very odd limits on its capacity, i.e. 2500 Energy Cells etc. I also can't seem to set different limits on it with Dockware manager. Theres an option in the command menu to replace dummy docks but it didn't do anything when I activated it. I've been looking though this thread and the forum in general but I can't seem to find any info on it. Can you point me in the right direction?

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Saetan
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Post by Saetan » Sun, 6. Dec 09, 08:24

Hi jernau11

It seems, as your dummy didn't automatically got replaced by the scripts, thats weired enough but for that cases there is the possibility to replace it by hand via command menu ... why that isn't working for you is weired some more.

Did you do a "regular" installation of the mod, or are you using other mods which modify the TDocks as well too?

You could try to reinstall the mod, maybe the scripts didn't got installed properly? Or you could send me (via mail or filehoster) your savegame incl. scripts-, mods- and t-directories so I could look into it.

Best regards
Saetan

jernau11
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Post by jernau11 » Sun, 6. Dec 09, 09:09

Hi again Saetan,

Thanks for the quick reply. It was a regular mod install but I created the station using FCC, probably while OOS. Think that's the cause of the problem. I un-docked my ship from the station and then ran your cleanup script and it worked fine. My big mistake was that the dummy removal script will not work if ships are docked there. Its now a regular old eEQ. If you'd still like the save I can send it too you but I think I've worked things out.

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Saetan
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Post by Saetan » Sun, 6. Dec 09, 09:39

It should normaly work with FCC, even with OoS building, too. Also docked ships shouldn't be a problem, as they'll get the order to undock. Maybe it was because it's been the players ship?

I'll have to do some more tests some time. I think, that I can rebuild that situation by myself with your information, no need for your savegame I think.
I'm glad to see it's working for you now.

Thanks for your replies.

Best regards,
Saetan

Azalyn
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Post by Azalyn » Fri, 1. Jan 10, 01:12

Hi Saetan,

I used this mod in my last gave and loved it. When it got corrupted between computers I re-started from a much older save game. I've got the pHQ via LD Deathmatch Arena, before actually building the station I modified the types\hq.pck file. While I could get more pHQ from the arena, its annoying how the new blueprints get put into the newest station; otherwise I'd have several pHQ's.

Long story short, I need multiple docks to store all my M2' and M7's. Reluctantly I cheated and put shipards above my HQ to corrale them. After the next bacth of ships rolls of the production line the 3rd shipyard'll be full.

Now that I understand more of the modding basics wanted to get this mod working again. I don't see there being any problems since anything I build/purchase from here on would be the only items affected right? I'd just need to add the changes either to your file or mine before re-packaging the .pck file and then using the new mod?

BUGS:
Previous game the equipment research scipt didn't work with the new stations. If I purchased a Teladi EQ and one yourr EQ's the Teladi one would still allow the modifications, but nothing on the new onnes.

Also think I may have figured out partially why people have problems with collisions. Anythine I tried to move 2 ships from the dock one would inevitiably crash into the dock. If I watied for the 1st to get several Km away everything was fine.
The surest way to make something easy to use, with few errors, is to make it impossible to do otherwise
- Donald Norman

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Saetan
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Post by Saetan » Fri, 1. Jan 10, 12:03

Hi Azalyn
Azalyn wrote:I'd just need to add the changes either to your file or mine before re-packaging the .pck file and then using the new mod?
Did I understand right? You just want to modify your hq.xml like you did the old one? You only want one PHQ, but you already have built it?

When you already built it, you shouldn't be in need to modify your PHQ, as it's only relevant if building new ones.
But there is no problem in modifing it of course, you can do the changes for your PHQ in "my" hq.xml too.
Azalyn wrote:Previous game the equipment research scipt didn't work with the new stations.
The eEQ's are of HQ-class of course, but no equipment dock-class. That may be the reason for that problem? I don't use such scripts, so I can't say if its a technical limitation or a scripting limitation.
But I remember someone telling me that one of these equipment-Scripts is working even on eEQs. I'm not sure, I think it was the R&D or POED script. I'm not sure and I don't find it on a first sight.
Azalyn wrote:Also think I may have figured out partially why people have problems with collisions.
Your talking about the capital ship supply base? I just deleted unneeded parts of the PHQ stationmodel, moved the docks for TS and saved it again. So the docking positions of capital ships are unchanged.

An other crashing problem is caused because of the long arms for the capital docks and the "reduced" size of the stationmodel. I think, because of that the flight-routine for collision preventation acts to late for capital ships.


Best regards
Saetan

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Litcube
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Post by Litcube » Sat, 3. Apr 10, 03:56

What are the dummy entries in the TDOCKS.TXT used for?

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Saetan
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Post by Saetan » Sat, 3. Apr 10, 20:01

Litcube wrote:What are the dummy entries in the TDOCKS.TXT used for?
When you buy an eEQ, you buy the dummy of it. After you have built the dummy, the dummy gets replaced with the true eEQ by script, but its owned by neutral race. After building it, the ownership gets moved to the player by the same script.

That's for preventing a bug ... an eEQ isn't able to save bought (or added by script) blueprints. These always get added "to the last as playerowned built station of PHQ-class". Building an eEQ that way, it doesn't get recognized as last built PHQ-class station and therefor blueprints are still saved on the true PHQ.

Best regards,
Saetan

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Litcube
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Post by Litcube » Sat, 3. Apr 10, 20:32

Very interesting! Whoever found out the trick to that deserves a prize.

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Saetan
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Post by Saetan » Sat, 3. Apr 10, 20:36

Litcube wrote:Very interesting! Whoever found out the trick to that deserves a prize.
It was brilliant, great and almighty Lucike. :-)

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Litcube
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Post by Litcube » Sun, 23. May 10, 22:27

One of the docking arms on the commercial port isn't working. The station can only dock 9 M6s, even though there is a 10th arm.

Can I fix this myself somehow?

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Saetan
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Post by Saetan » Mon, 24. May 10, 12:54

Hi Litcube

For the Commercial Port I've used the unmodified model of the Military Outpost. So if there is a problem, it should be the same at the outpost but I've never recognized one. I may take a look into it at a later time, some people like to get additional docking-arms at the Commercial Port anyway.

To answer your question:
You could try to fix it by yourself in modifying the files for the scene or the body of the original outpost. Maybe one part of the model-body conflicts with the affected docking-arm- I'm not sure, but once it seemed to me, that in such a case a docking-possibility doesn't get recognized.

Best regards
Saetan

lordmuck
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Post by lordmuck » Wed, 26. May 10, 18:33

Will be downloading this soon, but had a question.

I have a strange problem with UT's wanting to sell at my PHQ/HUB just because I store wears that I pick up in space there, so the UT thinks I want more of them and if it finds a good deal it tries to sell it to me PHQ/HUB holds no credit so the UT is stuck in the docking bay. Would these stations run into the same problem I have with the UTs as I will be using them to stock wears from complex's or purchased to fuel my "wanna be fleet" ?

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Saetan
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Post by Saetan » Wed, 26. May 10, 19:26

I think the same problem can happen to an eEQ station too, as that seems to be a general problem. Can't you forbid the UT's to trade with specific stations?

If not, I'd suggest using Lucikes "Economy and Supply Traders" (EST), they can do the same job as the UT's, but have more settings to change their behaviour.

hns194
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Post by hns194 » Thu, 27. May 10, 01:41

Can anyone tell me if this is compatible with Cadius's ship pack?

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Saetan
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Post by Saetan » Thu, 27. May 10, 09:45

If you only use the ship pack, and not the station pack, these two mods should work together.

If you want to use the station pack too, I think they won't work together without merging the files of these two mods by yourself.

Requiemfang
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Post by Requiemfang » Thu, 27. May 10, 10:11

hns194 wrote:Can anyone tell me if this is compatible with Cadius's ship pack?
I believe Cadius has an interest in the Capital Supply Base Dock so he might use the model, SRM mod is also interested from what I know and they probably will wanna work on getting it merged after they iron out a few bumps

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Saetan
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Post by Saetan » Thu, 27. May 10, 10:44

Requiemfang wrote:I believe Cadius has an interest in the Capital Supply Base Dock so he might use the model, [...]
Aye, thanks for your post ... I just remembered, he sent me a PM a few days ago. ^^

unknown1
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Post by unknown1 » Sat, 5. Jun 10, 11:42

is this mod compatible with 2.7?

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Saetan
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Post by Saetan » Sun, 6. Jun 10, 23:32

Not yet, but I'll start to make it compatible that weekend.


edit:
*new Release Candidate: 2.7-2.2*

Attention: Without finding a reason yet, there seems to be a problem to transfer the credits of the old eEQ's to the new ones. Be aware of that before updating, else there is a possible money-loss.

Also 10 more TS-docks for the Commercial Port, therefore slightly changed flight routes to the docks.

There mustn't be any eEQ-dummies in the cargobay of a TL while updating. Built them before!
Last edited by Saetan on Wed, 9. Jun 10, 11:03, edited 2 times in total.

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