[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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DrBullwinkle
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Post by DrBullwinkle » Tue, 25. Nov 14, 17:31

The guy you have to ask about compatibility with Complex Cleaner is eldryanx3, author of the Terran Revitalization Project. It would not surprise me if it does, indeed, conflict with CC. Certainly it will conflict with AP 3.1, which adds in most of the same factories that TRP does.

Use CC with AP3.1 and be happy. :)

BTW, the original intention of the Terran economy, back in TC, was to give the player an economic challenge. Factories and traders were intentionally missing so that the player could build them to support the rest of economy. It was a THINK and TRADE challenge that many players never completely grokked.

Midnightknight
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Post by Midnightknight » Tue, 25. Nov 14, 17:37

Yeah but in AP with the nerver ending war and ships poping again and again no matter what you do, it fast become pretty impossible to do anything there. I can understand that there are no shield factory in the sector but here it that they don't exist at all ... The shipyard is empty like if terrans never knew how to build a shield. The thing i'm seeking is a way to had ghoul missiles factory to buy at shipyard and some shieding factory too, cause at somepoint it break the game.

I'll ask with people from the revitalisation project but it is compatible with AP i have a version for AP only. Mod manager tell me it conflict only with CC and they say, with anything changing the Tfactory ... So i guess it's the main issue.

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Post by DrBullwinkle » Tue, 25. Nov 14, 17:55

"Compatible with AP" is not the same as "compatible with AP3.x". Many things changed in AP3. Including adding all of the factories that eldyran requested.

Except for the specific war sectors, Terran space is as quiet in AP as it was in TC. There is no problem at all building there.

Shields are sold at Orbital Defenses stations in Terran space. I don't see how that is "game breaking". If you want shield factories, then build them.

Or place them with the Cheat Package. There will be no conflicts if you do it that way.

Midnightknight
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Post by Midnightknight » Tue, 25. Nov 14, 18:24

I don't have any shield factory at the moon shipyard, is it cause i use the Tc plots for AP?

And the fact is the war actually is a pain to go through and you can't really escort your ships in those sectors no matter what you do, they will be killed. So going out and in to buy wares become a real pain pretty fast specially for something required like shields. I simply want to buy a factory for 25,200,1000 and 2000 mj shields to supply my fleets. Yeah you can by a few in docklike stations but they are so few around. In my game it seem if i want a shield factory i have to take it from the commonwealth and then build the foods too with and all ... And you need the rep to get them.

And when i check with the cheat menu i don't see any shiedling factory avaible, they are simply missing to the game. And i play AP3.x

So "Including adding all of the factories that eldyran requested." confuse me a bit lol cause i never saw those even before installing the TC plots mod.

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Post by DrBullwinkle » Tue, 25. Nov 14, 19:13

For traders that can survive war sectors, use MK3 Improvement or OK Traders.

For traders that can jump to Terran sectors, you could try Free Jump for AI's. I am not certain that it will work for that purpose, but it might.


Midnightknight wrote:In my game it seem if i want a shield factory i have to take it from the commonwealth and then build the foods too with and all ... And you need the rep to get them.
Yes, that is true. There are no Terran-specific shield factories. TCAP does not change that. Perhaps eldyran did not request those when AP3 was being developed.

Adding Terran shield factories would require changing both TFactories and WareTemplate. So you would need a TFactories with Terran shield factories and CC modules, plus a WareTemplate that supports both along with TCAP compatibility. It will require a new game start... is that OK?

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Post by Midnightknight » Tue, 25. Nov 14, 19:24

Well if i new how to do it myself i would try but yeah sounds right.

If it require a new start i'll try in my next game if not i'll try to make it work with the actual game. But yeah the lack of those buyable factory in terran space are some issues.

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Post by DrBullwinkle » Tue, 25. Nov 14, 19:41

Adding a factory is easy. In X3Editor2, copy a factory, then paste to end. Change the race to "Terran". Start with the TFactories in Complex Cleaner Re-Packed for Plugin Manager, which includes the CC modules and is based on AP3.

Adding the factory to WareTemplate is about the same. Copy the same factory, paste, change the ID to match your new factory in TFactories, then change the resources to Terran wares.

If you want the new factory to be sold at shipyards, then find the appropriate shipyard and add the new factory ID.

But, wait... hmmm... that may only work for a *new* shipyard. Shipyards that are already on the map (Mars, Saturn, Moon) may have their own resource lists. So fixing that may require a change to x3_universe, as well.

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Post by Midnightknight » Tue, 25. Nov 14, 19:52

You can add a station to a shipyard with the cheat collection package if i remember well, but don't know if it work well. I tryed to add the construction kit to Yaki's shipyard and weren't able to buy it after that.

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Post by DrBullwinkle » Tue, 25. Nov 14, 19:59

Yes, that should work.

So you only need to focus on the first two steps.

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Post by Stannum » Wed, 26. Nov 14, 17:37

Hi.
Two or three days ago I've installed Complex Cleaner and I have a little problem:
The download contains the improved mod version by ThalonMook. He added the missing nav meshes to the module container objects. As a result, auto pilots can now properly detect and avoid those objects.
- it doesn't work. Autopilot (when i'm in sector) tries to fly through the Module - and blows out :)
What can I do to fix it?

English is not my native language, so i'm sorry for some mistakes.

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Post by DrBullwinkle » Wed, 26. Nov 14, 19:03

What are you quoting from, Stannum?

I put the Module Container very far from traffic lanes, as recommended in the first post.

To make sector layout easier, I extend the distance for complex hubs to 200k. That allows me to place the Module Container far from traffic, but allow docking at the hub wherever is convenient.

Better Globals (DrBullwinkle)

Stannum
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Post by Stannum » Wed, 26. Nov 14, 19:23

It is a quote from the first message of this topic http://clip2net.com/s/jmjpAc

Screenshot of module Container http://clip2net.com/s/jmjyxq

Screenshot of situation: http://clip2net.com/s/jmjAmy Cursor points at my Boron TP Angel. I command to Angel "Dock at complex hub" and it tries to fly in a straight line...and Bada-Boom :)

It's not a big problem. I can solve it, placing Module Complex and complex hub at far distance from jump gates, but first message says "...auto pilots can now properly detect and avoid those objects"

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Post by DrBullwinkle » Wed, 26. Nov 14, 19:27

I see; first post.

I don't know why your TP does not try to avoid the module container, but an easy cure is placing it away from traffic as described above.

Stannum
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Post by Stannum » Wed, 26. Nov 14, 19:52

DrBullwinkle wrote:easy cure is placing it away from traffic as described above.
OK, thank you

link87
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Post by link87 » Mon, 6. Apr 15, 06:34

I found a bug at least in my installation on X3:AP 3.1 using Complex Cleaner v4.09. There doesn't appear to be a Xenon Factory Module 1 S. Also the ordering was wrong, offset by one. It was throwing off the crush calculations at the very least. I wrote a small script to fix the list to use Xenon Placeholder instead (seems to work) and correct the ordering. It's a very simple script that must be run manually and does no error checking or anything else. Hopefully someone will take a look at fixing the plugin, or maybe I will if I ever get bored.

Script is available at: https://github.com/mujido/x3ap/blob/mas ... pClean.xml

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Post by GlassDeviant » Fri, 10. Apr 15, 02:14

Argh, I just can't get this to work consistently. If I install it with X Plugin manager, it doesn't initialize properly, even in a new game. If I install it manually, after installing other mods with XPM, it doesn't initialize. The only time I have managed to have it work at all is by first installing it with XPM, then manually reordering the .cat and .dat files to put it last, but it only worked once and I can't get it to work again since I messed up my CAG/CLS by installing an older library to support Dockware Manager before I realised it was an older version of the same library that those two require. *sigh*

Clean install, installed most mods with XPM, added a few (because XPM doesn't seem to want to install multiple mods with .cat and .dat files at the same time) manually including Complex Cleaner (last), and still not initializing properly.

Any advice?

[ external image ]

Edit: Nevermind, seems to be working (after a couple reloads) despite the error message.

Edit 2: Nope, not working after all. Will keep fiddling with it, but I could use some help. All I get is an ugly static/buzzing noise, and no crunch.
bibo ergo sum

link87
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Post by link87 » Sat, 11. Apr 15, 19:54

Are you using the lite version of X Plugin Manager? I've not had any problems with multiple cat/dat files using that http://forum.egosoft.com/viewtopic.php?t=265915.

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Post by GlassDeviant » Sun, 12. Apr 15, 01:36

It's actually the same program, the lite version just doesn't show some features. The advanced version is run by passing the program the parameter "--advanced" in the shortcut.

Edit: Oh, and I fixed the problem, it's a pretty convoluted process but mainly depends on opening XPM and going to the Advanced->Fake Patch Control window and moving the Unsorted Packages up to the Ordered Packages area, with CC placed last.
bibo ergo sum

link87
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Post by link87 » Sun, 12. Apr 15, 05:06

Well glad to hear you figured it out. Also good to know about the --advanced thing. I was searching around for a long time trying to find the "fulll" version of the XPM a while back. Also good to see I'm not the only one still playing this game :)

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Post by Grape » Mon, 13. Apr 15, 14:17

As much as I enjoy using this mod it also, sometimes, leaves me extremely frustrated. Fortunately I don't seem to have the install problems that some of you have experienced (it activates without fail on the 2nd load of a game) but the calculations for the mine output leaves allot to be desired. I have seen up to a 25-30% loss in output for some complexes, this is not so much a problem for Ore but Silicon output on a closed loop complex can be critical.

For tight consumption of Silicon i have given up and just tow them into position after the crunch and then add them, just a word of warning for folks. I do dream that at some point this mod will be revisited and the calculations for Mine output get a going over - ah well :)

It's still an excellent mod and one I use in every game I play, even with it's little drawbacks.

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