Good to know, cause I ran into the same problem.pja wrote:
On the Terran start, this script froze the game everytime I tried to use it at the point where you click the OK button on the first message.
Thanks for the info, I will have a look.
Found the problem, which causes this freeze. It will be fixed in the next version
[X3AP Bonus Plugin] Hephaistos Corp. - Station building service
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Sorry for asking, but...
Building service does not work on my TC, which is says, the language file is missing....
I installed the AP bonus package to TC.
I installed the AP bonus package to TC.
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tried using this in Unknown Sector 1 in Terran space and after waiting an hour came to the forums to see if it was even possible to use this in AP (with the warzone and all)....
Does this script have a fail timer? Does the scripted TL use the Terran Jump beacons?
tks.
edit: Several hours later my stations still have not arrived and using the hotkey says "the transport just left". Help?
Does this script have a fail timer? Does the scripted TL use the Terran Jump beacons?
tks.
edit: Several hours later my stations still have not arrived and using the hotkey says "the transport just left". Help?
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This is the AP version in the AP Bonuspack. It's nowhere stated that this script is compatible to TC.ymtt123 wrote:Building service does not work on my TC, which is says, the language file is missing....
I installed the AP bonus package to TC.

If you don't mind a *modified* game, then you can make this script pretty easy compatible with TC. In fact, not the script but rather the t-file is the problem, as the text used in the BP version of the Hephaistos Corp uses a text page of X3AP. You just have to change this to a X3TC page and everything should be fine (so change 381508 to 351508 in the 0010-L0xx.xml, xx stands for the language reference, 07 = Russian, 33 = French, 39 = Italian, 44 = English, 49 = German).
Or you simply wait a little bit, as I plan to update the unsigned version this weekend.
Which of the Unknown Sectors is "Unknown Sector 1"?Cougar81 wrote:tried using this in Unknown Sector 1 in Terran space
Which location (coordinates) did you select for your stations? Which kind of stations and how many should be built?Cougar81 wrote:edit: Several hours later my stations still have not arrived and using the hotkey says "the transport just left". Help?
The TL class ships will jump to the sector centre and fly then up to 20 km to the selected coordinates. That means that if the building place is far away from the eclipitc and you ordered many stations with a high volume, it will take some time.
However, it's indeed strange that the message doesn't update. Do you use any other scripts and mods apart from the ones of the BP? If yes, which ones? If no, would you please upload a savegame, so I can have a look at it.
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I'm playing a completely vanilla (AP+bonuspack)(steam)(patched to 1.1) game.
I ordered 3 USC Food Production Labs L and 3 USC Protien Paste L and 12 Shadow missle fabs.
UNK Sector 1 is the first UNK sector next to Oort Cloud. The actual build location was about 15 km above the (64?) Ore asteroid which I already have an ore mine on.
None of the stations have been delivered - I waited for a while in sector - thought maybe I was the problem so jumped to Segaris and waited then played with the stock market to recoup the funds... and now it's been about 4 hours i guess.
I've never uploaded a savegame so I will have to try to figure out how.
I ordered 3 USC Food Production Labs L and 3 USC Protien Paste L and 12 Shadow missle fabs.
UNK Sector 1 is the first UNK sector next to Oort Cloud. The actual build location was about 15 km above the (64?) Ore asteroid which I already have an ore mine on.
None of the stations have been delivered - I waited for a while in sector - thought maybe I was the problem so jumped to Segaris and waited then played with the stock market to recoup the funds... and now it's been about 4 hours i guess.
I've never uploaded a savegame so I will have to try to figure out how.
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I've got the savegame, found the problem, sent you the less positive answer via PM. Thank you again for the hint and the save.
@everyone using this script:
The problem Cougar81 encountered is unfortunately a serious one for everyone, who wants to build stations in the Terran sectors. With the last X3AP update (1.1) one of the script commands, the script is using, was changed slightly. That's why ships of the Hephaistos Corp. can now only jump to sectors that either have at least one jump gate or one jump beacon in it. Selecting another sector as building place, will cause the script to hang.
If you want to have stations built in a sector without jump gate or jump beacon, you have to manually place a jump beacon there. (According to some posts in the X-Universe forum, you should be able to get them, if you kill RRF ships.) If you already have started a building process in such a sector, the script will hang. If this happened, you have to load a savegame from before you started this building process. If you don't have such a save anymore or if you don't want to go back that far, you'll have to wait for the next version of this script. This will definitely have a function to abort building processes that have stopped (or hang) for whatever reason. With the next version it will also be possible again to build in sectors without jump gate or beacon.
@everyone using this script:
The problem Cougar81 encountered is unfortunately a serious one for everyone, who wants to build stations in the Terran sectors. With the last X3AP update (1.1) one of the script commands, the script is using, was changed slightly. That's why ships of the Hephaistos Corp. can now only jump to sectors that either have at least one jump gate or one jump beacon in it. Selecting another sector as building place, will cause the script to hang.
If you want to have stations built in a sector without jump gate or jump beacon, you have to manually place a jump beacon there. (According to some posts in the X-Universe forum, you should be able to get them, if you kill RRF ships.) If you already have started a building process in such a sector, the script will hang. If this happened, you have to load a savegame from before you started this building process. If you don't have such a save anymore or if you don't want to go back that far, you'll have to wait for the next version of this script. This will definitely have a function to abort building processes that have stopped (or hang) for whatever reason. With the next version it will also be possible again to build in sectors without jump gate or beacon.
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Neuauflage der fünf X-Romane als Taschenbuch
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pck is just a packed .xml-file. You can extract that file for example with Winzip or 7-zip. Rename it afterwards to 0010-L044.xml, then you can open it with a Text-Editor. The number that has to be changed is the page id (page id="381508" should be changed to page id="351508"). Save that file and delete or rename the 0010-L044.pck afterwards (as .pck has a higher priority than .xml, it would be loaded instead of the changed file).
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Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
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Vanilla AP 1.1 (steam)
Trying to start HephCorp keeps giving me the message that I don't have 1mill credits.
Currently on main account I have 11.5 billion credits. and stations have a combined total of over 500mill.
Was able to use it couple hours earlier (when only had ~8 billion).
Seems anything over 12 billion (tested 10.98, 11.2 fine) will throw the error of not enough credits.
(sorry if already posted/known issue)
Trying to start HephCorp keeps giving me the message that I don't have 1mill credits.
Currently on main account I have 11.5 billion credits. and stations have a combined total of over 500mill.
Was able to use it couple hours earlier (when only had ~8 billion).
Seems anything over 12 billion (tested 10.98, 11.2 fine) will throw the error of not enough credits.
(sorry if already posted/known issue)
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Have a look at the first post. There you find a "Known problems and workarounds"-section, where your problem is listed at the first position.
The problem doesn't depend directly on your player account, but also on the amount of money you have on your station accounts (so it can happen with a lot of possible combinations).
A check for an internal value, which shouldn't exceed the 2 billion limit, is missing and will therefore cause the error, whenever your player money and the rest money on your station accounts (i.e. the part of the sum of all station accounts that is less than 1 billion) exceeds the two billion limit. So, you can have even higher amounts of credits (higher than 11 billion) on your player account, if you have no money on your stations. The easier and more pratical workaround, as described in the first post and in case you have stations, is to have not more than 1 billion Credits on your player account.

The problem doesn't depend directly on your player account, but also on the amount of money you have on your station accounts (so it can happen with a lot of possible combinations).
A check for an internal value, which shouldn't exceed the 2 billion limit, is missing and will therefore cause the error, whenever your player money and the rest money on your station accounts (i.e. the part of the sum of all station accounts that is less than 1 billion) exceeds the two billion limit. So, you can have even higher amounts of credits (higher than 11 billion) on your player account, if you have no money on your stations. The easier and more pratical workaround, as described in the first post and in case you have stations, is to have not more than 1 billion Credits on your player account.
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Hephestois Corp from the Bonus pack
This signed script is part of the bonus pack for AP.
I just used it to put some stations in Neptune. After 1 whole day, in sector and out sector, it keep saying it's on the way but never arrive. Now I'm stuck and couldn't use it anymore.
Any help would be appreciated.
I just used it to put some stations in Neptune. After 1 whole day, in sector and out sector, it keep saying it's on the way but never arrive. Now I'm stuck and couldn't use it anymore.
Any help would be appreciated.
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It appears other people are having this problem here. Also post any problems related to a script in the scripts thread, don't make a new one.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
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That's a known and unfortunately rather serious problem. It will happen, whenever a sector without jump gate or beacon is selected as building place for the stations. The only solutions to this problem are loading a save before the delivery started (or rather before the building place was selected) or waiting for the next version.prastagus2 wrote:I just used it to put some stations in Neptune. After 1 whole day, in sector and out sector, it keep saying it's on the way but never arrive. Now I'm stuck and couldn't use it anymore.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
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Neuauflage der fünf X-Romane als Taschenbuch
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What an awesome script ! (haven't used this yet just installed X3AP)...
A question before I embark on creating a weed/booze plex in Hatikvah's Faith. When it comes to using mines... Would the mines/roid be relocated ? Would I need to tow the mines (i need the 2 16 sized sili and 1 13 sili roids mines are L sized) and if I need to move them do you have any tips as to spacing so things can line up nicely before I connect the tubes
thanks
been a while since I looked at the Xforums
A question before I embark on creating a weed/booze plex in Hatikvah's Faith. When it comes to using mines... Would the mines/roid be relocated ? Would I need to tow the mines (i need the 2 16 sized sili and 1 13 sili roids mines are L sized) and if I need to move them do you have any tips as to spacing so things can line up nicely before I connect the tubes
thanks
been a while since I looked at the Xforums
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Currently Mines are excluded from the building process. So, you will have to bring them yourself to the building place. However a function to include already built stations in the building process is planned.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
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Nice, thanks for this awesome script for the bonus packageX2-Illuminatus wrote:Currently Mines are excluded from the building process. So, you will have to bring them yourself to the building place. However a function to include already built stations in the building process is planned.


I am now at 170Mil (played with the stock exchange) and now need some background money makers (and say 5UT's).. I think as a test I shall load call our new epic builders, have them drop the stations off in 1 go, then drag the mines into place my self and manually place the sili L's on them, then connect manually with tubing. any order for connecting the tubes ? bottom up? (I have not played in ages... I know i need a hub at some point for ships to dock)
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Connecting two stations with a complex construction kit (CCK) gives you the option to place a complex hub. Afterwards you can connect a station with this hub using another CCK.
As for the order, in which you should connect the stations, I think bottom-up is a good idea. So start in the left upper front corner (the first station) and go up and to the right. However, depending on which side of the complex you want to have your hub and on the amount and size of the selected stations, there might be a better way to connect all stations.
As for the order, in which you should connect the stations, I think bottom-up is a good idea. So start in the left upper front corner (the first station) and go up and to the right. However, depending on which side of the complex you want to have your hub and on the amount and size of the selected stations, there might be a better way to connect all stations.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
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Hello Hephaistos Corp.
Have you read this thread: http://forum.egosoft.com/viewtopic.php?t=317625
Because I think that issue have something to do with your Corp.'s service, And maybe there is a easy way to fix it? My game stuck on this, I need those Terran Food Facilities but I even don't have chance to link them.

Have you read this thread: http://forum.egosoft.com/viewtopic.php?t=317625
Because I think that issue have something to do with your Corp.'s service, And maybe there is a easy way to fix it? My game stuck on this, I need those Terran Food Facilities but I even don't have chance to link them.

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I've played the series up to X3R Haven't touched TC or AP
But I did just bought the Superbox on Steam cause, hey, why not, I love this series.
This was almost a reason to get really excited about playing X3 again before Rebirth.
I love the idea of complexes but I have this problem.
A.) Stations strung together with CCK's in X3R looked like the flying spaghetti monster, I haven't seen anything that suggests that's any different in the last two games.
B.) I spend a lot of time saving and reloading to get the first 2 stations to look right in a complex and just give up when trying to place the third.
C.) I completely don't understand how to make a CCK look like there's one ounce of symmetry.
So, will there ever be a script that can build me a complex without me having to place it, I'd be OK with placing the hub or one station and letting the game go from there, it's stringing it all together that really is the barrier to me ever playing anything before rebirth again.
Having said that, I can't wait for Rebirth as it looks like it will definitely solve that problem for me!
But I did just bought the Superbox on Steam cause, hey, why not, I love this series.
This was almost a reason to get really excited about playing X3 again before Rebirth.
I love the idea of complexes but I have this problem.
A.) Stations strung together with CCK's in X3R looked like the flying spaghetti monster, I haven't seen anything that suggests that's any different in the last two games.
B.) I spend a lot of time saving and reloading to get the first 2 stations to look right in a complex and just give up when trying to place the third.
C.) I completely don't understand how to make a CCK look like there's one ounce of symmetry.
So, will there ever be a script that can build me a complex without me having to place it, I'd be OK with placing the hub or one station and letting the game go from there, it's stringing it all together that really is the barrier to me ever playing anything before rebirth again.
Having said that, I can't wait for Rebirth as it looks like it will definitely solve that problem for me!