[Mod] Ashleys Factories L + XL + XXL V2.5 *Updated 09/11/2007*
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@ Zeddius,
I had this happen to me also after several game days, the Xenon got to it in my case just before I was about to buy more XL Crystal Fabs, XL Cahoona, and XL Cattle [1 of each] for my weapons complexes.
- I ended up restoring from 4 savegames previous to latest - no great loss, just an evening - to just before the attack, and dropping an M2 with escorts into Akeela's Beacon - That took care of that!
It looks like the part of the challenge of XTM with Ashley's fabs is to provide additional security to various sectors - not just your own factories etc...
Also the pesky Xenon also took out Ianamus Zura's shipyard with two of my capped ships docked - but it has not respawned yet..??
Some general notes in sequence of X3 vanilla to X3 XTm with Ashley's fabs:
1. Initial vanilla game, after completing the vanilla plot I did Bala Gi...1st PHQ in Patriarch's Retreat.
2. Setup several complexes in Vanilla game - pre Ashley's mod ...talk about hard work!!
3. Used the X3 to X3 script to copy out vanilla savegame prior to XTM upgrade...good resources elsewhere on this site for this process!
4. Upgraded to XTM with ashley's fabs.
5. Ran X3X3 script again to read in savegame after doing a non plot start with a discovery and one trader. This added all factories [not as complexes] and my PHQ was supplied back to me in an additional Mammoth
6. Docked all Mercury UT's as they where being destroyed, purchased Terracorp Vulcans and used the pilot transfer process to place my UT's in the Vultures...only lost two in a dozen game days and gained $900 M credits regardless.
7. Relinked my factories into complexes..that Hyperion makes a great tug boat IMHO. Note that when adding to an extended hub you need to select the extended hub first otherwise the standard hub replaces it...
8. Added the enhanced version of the Trade Command Mark 3 software that allows sector locking so my UT's dont pillage or overstock my PHQ's...
9. Only done the first couple of XTM bullettin missions, as having too much fun elsewhere!! - was also offered and completed the Bala Gi missions a second time - much harder time with pirates! with 2nd PHQ in Sacred Relic
10. I dont want to add any spoilers....but those pirates in certain locations are feral!
I have resisted the urge to add anything un-neccessary, the only other mod or script I am considering is the Anarkis Carrier Commands etc...
Thanks to the XTM crew for a great mod, likewise many thanks to Ashley for her great mod that makes the factory complexe business a lot less tedious. Also thanks to the rest of the mod space for their assistance.
I had this happen to me also after several game days, the Xenon got to it in my case just before I was about to buy more XL Crystal Fabs, XL Cahoona, and XL Cattle [1 of each] for my weapons complexes.
- I ended up restoring from 4 savegames previous to latest - no great loss, just an evening - to just before the attack, and dropping an M2 with escorts into Akeela's Beacon - That took care of that!
It looks like the part of the challenge of XTM with Ashley's fabs is to provide additional security to various sectors - not just your own factories etc...
Also the pesky Xenon also took out Ianamus Zura's shipyard with two of my capped ships docked - but it has not respawned yet..??
Some general notes in sequence of X3 vanilla to X3 XTm with Ashley's fabs:
1. Initial vanilla game, after completing the vanilla plot I did Bala Gi...1st PHQ in Patriarch's Retreat.
2. Setup several complexes in Vanilla game - pre Ashley's mod ...talk about hard work!!
3. Used the X3 to X3 script to copy out vanilla savegame prior to XTM upgrade...good resources elsewhere on this site for this process!
4. Upgraded to XTM with ashley's fabs.
5. Ran X3X3 script again to read in savegame after doing a non plot start with a discovery and one trader. This added all factories [not as complexes] and my PHQ was supplied back to me in an additional Mammoth
6. Docked all Mercury UT's as they where being destroyed, purchased Terracorp Vulcans and used the pilot transfer process to place my UT's in the Vultures...only lost two in a dozen game days and gained $900 M credits regardless.
7. Relinked my factories into complexes..that Hyperion makes a great tug boat IMHO. Note that when adding to an extended hub you need to select the extended hub first otherwise the standard hub replaces it...
8. Added the enhanced version of the Trade Command Mark 3 software that allows sector locking so my UT's dont pillage or overstock my PHQ's...
9. Only done the first couple of XTM bullettin missions, as having too much fun elsewhere!! - was also offered and completed the Bala Gi missions a second time - much harder time with pirates! with 2nd PHQ in Sacred Relic
10. I dont want to add any spoilers....but those pirates in certain locations are feral!
I have resisted the urge to add anything un-neccessary, the only other mod or script I am considering is the Anarkis Carrier Commands etc...
Thanks to the XTM crew for a great mod, likewise many thanks to Ashley for her great mod that makes the factory complexe business a lot less tedious. Also thanks to the rest of the mod space for their assistance.
In my M2 with my 5 M7's circling your PHQ.
Ashley is not responding to PMs on the forum he said he frquented...but i refuse to belive that there is no way the "script" cant be tricked into respawning the stations somehow....or there has to exist a script that will allow me to create one of his stations....
This is a game breaker for me...so i really hope someone is able to help me.
RECAP : Argon Ashley shipyard in akeelas beacon got destroyed....
This is a game breaker for me...so i really hope someone is able to help me.
RECAP : Argon Ashley shipyard in akeelas beacon got destroyed....
@zeddius Ashley is a bit busy with real life at the moment, this will be why you havent had a reply to your PM at AD.
There is a script included with Ashleys mod
ashleys.factories.setup
Have you tried manually running this script?
It should check through the universe to see what stations are present, then it should destroy those stations and respawn them, so make sure you are not docked at any if you run it.
It may take upto an hour to run through the respawn.
Let us know if this works for you
There is a script included with Ashleys mod
ashleys.factories.setup
Have you tried manually running this script?
It should check through the universe to see what stations are present, then it should destroy those stations and respawn them, so make sure you are not docked at any if you run it.
It may take upto an hour to run through the respawn.
Let us know if this works for you
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I think there is another script command that might work. I think it's called ashleys.force.reset or some such thingDIGSIN wrote:@zeddius Ashley is a bit busy with real life at the moment, this will be why you havent had a reply to your PM at AD.
There is a script included with Ashleys mod
ashleys.factories.setup
Have you tried manually running this script?
It should check through the universe to see what stations are present, then it should destroy those stations and respawn them, so make sure you are not docked at any if you run it.
It may take upto an hour to run through the respawn.
Let us know if this works for you
For it came to be that the clouds lifted and unto us a son
was born, who should burn rubber and create acrid smoke,
as the earth shuddered under the weight of engine noise
and the assembled throng gathered close to "Praise the lowered"
was born, who should burn rubber and create acrid smoke,
as the earth shuddered under the weight of engine noise
and the assembled throng gathered close to "Praise the lowered"
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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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