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