EnglishGermanFrenchRussianPolishItalianSpanish
Log inRegister
 
[MOD] Complex Cleaner v4.06 / Modular Complexes (TC 2.7)
Post new topic Reply to topic Goto page Previous  1, 2, 3 ... 47, 48, 49 ... 59, 60, 61  Next
View previous topic :: View next topic
Author Message
Gazz





Joined: 13 Jan 2006
Posts: 9277 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Wed, 4. Nov 09, 13:17    Post subject: Reply with quote Print

{SAS}SK wrote:
Station objects: not detected at object null

The mod is not installed.


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
I haven't lost touch with reality. Reality has lost touch with me.
Back to top
View user's profile Send private message Visit poster's website
{SAS}SK





Joined: 23 Jan 2009
Posts: 28 on topic

Thank you for registering your game
PostPosted: Wed, 4. Nov 09, 16:28    Post subject: Reply with quote Print

it is installed, I get the option for it like being able to blow the complex up, but I can't get the complex to crunch Sad

Suppose I'll have to try again.

Back to top
View user's profile Send private message
{SAS}SK





Joined: 23 Jan 2009
Posts: 28 on topic

Thank you for registering your game
PostPosted: Wed, 4. Nov 09, 22:14    Post subject: Reply with quote Print

never mind!

Back to top
View user's profile Send private message
nanite





Joined: 24 Oct 2006



PostPosted: Sat, 7. Nov 09, 00:31    Post subject: Reply with quote Print

You mention using Ashley's Factories, but afaik, you can't use that mod with TC? I like your's definately, but if I could use both that'd be great.

Back to top
View user's profile Send private message
Gazz





Joined: 13 Jan 2006
Posts: 9277 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Sat, 7. Nov 09, 13:07    Post subject: Reply with quote Print

nanite wrote:
You mention using Ashley's Factories, but afaik, you can't use that mod with TC?

You can if you have a TC compatible version.

Whether or not someone wants to create one is not my concern. The compatibility note is there just in case.


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
I haven't lost touch with reality. Reality has lost touch with me.
Back to top
View user's profile Send private message Visit poster's website
caltrop





Joined: 18 Oct 2007



PostPosted: Sun, 8. Nov 09, 14:14    Post subject: Reply with quote Print

Suggestion: (no idea how practical this would be to implement)

Have an optional argument for the Crunch command to specify the standard module size:

E.g. "Crunch 10" splits all factories/mines of a particular type into XL sized modules, rather than the largest possible standard module sizes as at present

Alternatively, specify it as a default parameter

This would allow:
- all modules to be equal in size (apart from any remainder of course)
- increased control flexibility with the new factory "switch off" functionality in 2.5
- you to avoid having "monster" modules which can be more difficult to get going etc.

Thoughts?

Back to top
View user's profile Send private message
Lit





Joined: 17 Feb 2006
Posts: 40 on topic
Location: Russia
Thank you for registering your game
PostPosted: Sun, 8. Nov 09, 18:28    Post subject: Reply with quote Print

I trying to translate...
But I dont understand what is MC? Modular Complex or Module Container?

Back to top
View user's profile Send private message
caltrop





Joined: 18 Oct 2007



PostPosted: Sun, 8. Nov 09, 18:40    Post subject: Reply with quote Print

MC means Module Container in the first post

Back to top
View user's profile Send private message
Gazz





Joined: 13 Jan 2006
Posts: 9277 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Sun, 8. Nov 09, 20:58    Post subject: Reply with quote Print

caltrop wrote:
This would allow:
- all modules to be equal in size (apart from any remainder of course)
- increased control flexibility with the new factory "switch off" functionality in 2.5
- you to avoid having "monster" modules which can be more difficult to get going etc.

You can probably do this just by limiting the available modules in the setup script.


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
I haven't lost touch with reality. Reality has lost touch with me.
Back to top
View user's profile Send private message Visit poster's website
ogamerdg





Joined: 19 Sep 2009



modified
PostPosted: Mon, 9. Nov 09, 05:04    Post subject: Reply with quote Print

...... ok love the mod and has helped alot but all of a sudden with my 3rd CC all my ships start crashing into it Confused I think there trying to fly between the modules (can be done) but they are such bad pilots they all die or get hurt. So how do i stop this from happening? I have the patrols set to AAE so what should i do? I already lost 1 M1 with 60 fighters and about 20 other ones + TS's etc... Evil or Very Mad !!! The thing is this hasnt happened before so what do i need to move my complex Question and if so how Confused it's in the middle of the sector? Or should i just give them no collision with the cheat script Question but would that screw up the carriers?

Thanks


_________________
You can't spell SLAUGHTER without LAUGHTER!!!


Last edited by ogamerdg on Mon, 9. Nov 09, 05:10; edited 1 time in total
Back to top
View user's profile Send private message Send e-mail
apricotslice





Joined: 16 May 2004
Posts: 10955 on topic
Location: Mapping beyond the Unknown Regions.
Thank you for registering your game
PostPosted: Mon, 9. Nov 09, 05:09    Post subject: Reply with quote Print

Always put your modules at least 15km below the lowest object in the sector. (y co-ord).

Then put your complex hub for it 10km higher and well away from any obstacle.

In theory, if you add a new station and recrunch, it will ask you again where to put the module.


_________________
Apricot Mapping Services HQ

CLICK HERE for : X3 Handbook; Guides; X3TC Apricot Mapping Service (Gunbus) Mod v2.12; X3TC Scripts; X3 Mods & Scripts.

Apricot X3 Forum
Apricot Download Mirror Site
Back to top
View user's profile Send private message Send e-mail Visit poster's website
ogamerdg





Joined: 19 Sep 2009



PostPosted: Mon, 9. Nov 09, 08:26    Post subject: Reply with quote Print

Nope nothing seems to work ive added new stations, tryed tractor being it away tryed asteroid sphere aroun dit but my stuff wasnt working for some reason. So i think ill just have to give my ships in the sector no collision but ill wait and see what other ppl say first.


_________________
You can't spell SLAUGHTER without LAUGHTER!!!
Back to top
View user's profile Send private message Send e-mail
apricotslice





Joined: 16 May 2004
Posts: 10955 on topic
Location: Mapping beyond the Unknown Regions.
Thank you for registering your game
PostPosted: Mon, 9. Nov 09, 09:46    Post subject: Reply with quote Print

Is it complexed ? I'm not sure you can move a complex, even crunched.

You might have to destroy the hub to create separate stations, then add and crunch to move it.

I use FDN so never complex anymore, and I've had no problems moving the modules.


_________________
Apricot Mapping Services HQ

CLICK HERE for : X3 Handbook; Guides; X3TC Apricot Mapping Service (Gunbus) Mod v2.12; X3TC Scripts; X3 Mods & Scripts.

Apricot X3 Forum
Apricot Download Mirror Site
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Gazz





Joined: 13 Jan 2006
Posts: 9277 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Mon, 9. Nov 09, 12:49    Post subject: Reply with quote Print

apricotslice wrote:
Is it complexed ? I'm not sure you can move a complex, even crunched.

The first post disagrees. =P


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
I haven't lost touch with reality. Reality has lost touch with me.
Back to top
View user's profile Send private message Visit poster's website
ogamerdg





Joined: 19 Sep 2009



PostPosted: Mon, 9. Nov 09, 16:04    Post subject: Reply with quote Print

Well i wouldnt mind removing the complex or restoring it or whatever but the thing is there are 233 fabs inside it and i think the restore only can well restore 75 so..... what can i do? (there are 200 mines and 33 SPP)


_________________
You can't spell SLAUGHTER without LAUGHTER!!!
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic Reply to topic Goto page Previous  1, 2, 3 ... 47, 48, 49 ... 59, 60, 61  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum
Control Panel
Login Data
The time now is Thu, 2. Sep 10, 22:11

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2009
Powered by phpBB © 2001, 2005 phpBB Group
Message Board Statistics Template created by Avatar & BurnIt!
Debug: page generation = 0.19499 seconds, sql queries = 72