[Mod] Ashleys Factories L + XL + XXL V2.5 *Updated 09/11/2007*

The place to discuss scripting and game modifications for X³: Reunion.

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Should XL food and XL Mines be inported to X3?

XL Food Yes
37
5%
XL Mines Yes
65
9%
XL Food No
3
0%
XL Mines No
11
2%
Yes for XL Plants!
575
80%
No! XL Plants
24
3%
 
Total votes: 715

g33kst4r
Posts: 22
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Post by g33kst4r » Wed, 27. Feb 08, 05:49

@ 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! :twisted:

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... :roll:

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.

zeddius
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Post by zeddius » Wed, 27. Feb 08, 22:30

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....

DIGSIN
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Post by DIGSIN » Thu, 28. Feb 08, 00:20

@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

Dave lister 2
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Post by Dave lister 2 » Thu, 28. Feb 08, 00:34

DIGSIN 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
I think there is another script command that might work. I think it's called ashleys.force.reset or some such thing
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zeddius
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Post by zeddius » Thu, 28. Feb 08, 09:43

Just figured it out in case anyone is havi this same problem. Open the script editor, there is a separate ashley script there that lets you respawn the different race shipyards. Just run the script with null as input parameter.

rman88
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xr

Post by rman88 » Fri, 21. Mar 08, 22:11

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.
The Trade Federation shall rise again MWAHHAHAH

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Gazz
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Post by Gazz » Wed, 26. Mar 08, 19:41

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
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.

Emre Yigit
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Saint-Ashley XXL mod

Post by Emre Yigit » Sat, 17. May 08, 20:23

Is there one that is compatible with vanilla 2.5?

Thanks in advance.
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xeon_1
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Post by xeon_1 » Sat, 17. May 08, 20:43

Are you sure you have the latest version i play 2.5+XTM+XXL without problems.
You need to make sure you select the correct start up profile in the modmanger in the startup splash screen

Emre Yigit
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Post by Emre Yigit » Sat, 17. May 08, 22:02

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.
We are star-stuff. We are the universe made manifest, trying to figure itself out.

darthraven
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Post by darthraven » Sat, 17. May 08, 22:28

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.
Emre turkish? :P

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!

Saint-Ashley
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Post by Saint-Ashley » Sat, 17. May 08, 22:32

Version 2.5 is compatible with version 2.5 of X3. Just it was released before Egosoft released 2.5. :)

Emre Yigit
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Post by Emre Yigit » Sun, 18. May 08, 05:46

Thanks. I'll try it out as you said.
We are star-stuff. We are the universe made manifest, trying to figure itself out.

andreslin
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Joined: Thu, 21. Jun 07, 09:56

Post by andreslin » Sun, 18. May 08, 09:18

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?? 8) 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.

mccabp
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x3

Post by mccabp » Sun, 25. May 08, 01:27

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!
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spoidz
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Post by spoidz » Sun, 25. May 08, 05:45

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.

RichG
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Post by RichG » Fri, 30. May 08, 10:42

When I try to deploy an extended hub I get a CTD on the commencement of the flyby of where it should be. ie the flyby of the deploying ship is fine, then CTD. :(

Done a forced reset and no errors reported, all else seems to work fine.
Any ideas?

nightraven69
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combine mod

Post by nightraven69 » Sun, 8. Jun 08, 07:58

yes could you combine ashley factories with rogueys v3.0 mod
if you can that would be perfect. thank you. For USA game

SVAndrei
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Post by SVAndrei » Fri, 13. Jun 08, 22:07

Can this mod be used with XTM 0.7.3?

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joelR
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Post by joelR » Sat, 14. Jun 08, 04:20

SVAndrei wrote:Can this mod be used with XTM 0.7.3?
Yes but you must install the XTM compatible version.

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