[MOD] Enhanced Equipment Docks (eEQ) [discontinued, forks available]
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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 bumpshns194 wrote:Can anyone tell me if this is compatible with Cadius's ship pack?
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!
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.
A sort of ... the body of the station is the same, but I added an own scene-file for the Commercial Port. So I was able to move and add the docking clamps and to keep the silouette of the Military Outpost, without changing the outpost itself.Litcube wrote:So, this mod doesn't use the military base anymore?
Hi Saetan,
I've got two stations I wonder if you could implement;
1) A HUGE storage warehouse (1,000,000 or greater (5 or 10M would be nice!) storage capacity). Docking for at least 1 M1/M2/TL and several ships of all other sizes. Basicallly like the Commercial Port but with greatly increased storage capacity. This would be very useful for storing the resources for the HUB mission. If it could be attached to a complex as additional storage it would be even better!
2) A HUGE ship storage facility (like the Teladi shipyard in Ceo's Sprite which can store hundreds (if not thousands) of ships).
Would these be possible?
I've got two stations I wonder if you could implement;
1) A HUGE storage warehouse (1,000,000 or greater (5 or 10M would be nice!) storage capacity). Docking for at least 1 M1/M2/TL and several ships of all other sizes. Basicallly like the Commercial Port but with greatly increased storage capacity. This would be very useful for storing the resources for the HUB mission. If it could be attached to a complex as additional storage it would be even better!
2) A HUGE ship storage facility (like the Teladi shipyard in Ceo's Sprite which can store hundreds (if not thousands) of ships).
Would these be possible?
- Lord Dakier
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If you open the hq.xml file and edit the storage value of the upgrades,you will get an instant storage boost.(Your outcome may vary.)TECSG wrote:Hi Saetan,
I've got two stations I wonder if you could implement;
1) A HUGE storage warehouse (1,000,000 or greater (5 or 10M would be nice!) storage capacity). Docking for at least 1 M1/M2/TL and several ships of all other sizes. Basicallly like the Commercial Port but with greatly increased storage capacity. This would be very useful for storing the resources for the HUB mission. If it could be attached to a complex as additional storage it would be even better!
2) A HUGE ship storage facility (like the Teladi shipyard in Ceo's Sprite which can store hundreds (if not thousands) of ships).
Would these be possible?
So from what I see there's a bug with HQ not saving blueprints bought from BBS missions.And scripts included in the package rebuilds the HQ at the same coordinates.However it also deletes my FDN nodes.While yes I'd just go and empty them but it would take a lot of time.Is there any way to stop it from rebuilding the HQ?
Still though I'd really like a forward capital ship supply base which I'm desperately in need of.It would be very valuable asset indeed!
TECSG:
I won't add any new stations to that mod, as I think there is no need for it (at the moment). If you like lager cargo bays, that can easily be changed in the hq.xml
Glimpse:
Through my Rebuild-Command your FDN nodes get deleted? Which version of my mod do you use? If the RC, did that happen before? Did you merge them by yourself? At the moment it seems to me, as there are some SubType Conflicts.
I won't add any new stations to that mod, as I think there is no need for it (at the moment). If you like lager cargo bays, that can easily be changed in the hq.xml
Glimpse:
Through my Rebuild-Command your FDN nodes get deleted? Which version of my mod do you use? If the RC, did that happen before? Did you merge them by yourself? At the moment it seems to me, as there are some SubType Conflicts.
Leaving the placeholders away, shouldn't be any problem, as long as the SubType-numbers are correct. Try the RC after copying the following script into your scripts-directory:
--> plugin.eeq.replace.station.pck
Lucike has thrown an eye on that script, changed something and sent it that night. I trust him blind, didn't had time to look at it myself yet.
--> plugin.eeq.replace.station.pck
Lucike has thrown an eye on that script, changed something and sent it that night. I trust him blind, didn't had time to look at it myself yet.
Well just threw it in and also remerged the tdocks with placeholders and the numbers intact along with stock t files so everything is kept as it came out of the box.Still the node gets destroyed,not that I care too much about since I'm willing to start a new game.I shall try starting a new game and saving/reloading to see if it keeps doing that.
The blueprint problem is a sort of outdated. In former times, where the eEQ docks where placed directly, there was the problem that bought blueprints got saved to the eEQ and not to the anymore PHQ. That problem was solved after an idea by Lucike, as there get dummies built, which get converted to neutral eEQ's and changed to player property after that.
So the new versions/new built eEQs shouldn't cause that problem anymore. But if you built an eEQ and don't have a PHQ yet, you are able to buy blueprints. If you buy them, they won't get saved and will be lost as blueprints get always saved to the last built (as player-owned) hq-class station.
Any known bugs/troubles (at least for the "stable" version, not for the "RC") are listed in the opening post.
So the new versions/new built eEQs shouldn't cause that problem anymore. But if you built an eEQ and don't have a PHQ yet, you are able to buy blueprints. If you buy them, they won't get saved and will be lost as blueprints get always saved to the last built (as player-owned) hq-class station.
Any known bugs/troubles (at least for the "stable" version, not for the "RC") are listed in the opening post.
The bought ones, yes they will. Blueprints of ships, which got reverse-engineered, always got saved on the PHQ where they where docked before.unknown1 wrote:will the blueprints get saved on the PHQ when i will eventualy get it?
Glimpse:
Ok, just to make sure I understood you right: Your PHQ wasn't able to save the blueprints, so you used the eEQ-command console to rebuild the PHQ. After selecting that command, your PHQ got rebuilt, and also the FDN nodes? Or did they got destroyed? If rebuild, as which station they got rebuilt? Which SubTypes have the (affected) FDN nodes?
New Release Candidate:
Lucike rewrote all scripts for the eEQ mod, on first sight there are no problems anymore for updating the eEQ mod from 2.5-2.0 to the new RC.
Also homebase settings for ships won't get lost anymore.
enhanced Equipment Docks 2.7-2.2 (RC).
- Captain CAVEMAN!!!
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