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| Which race's Complex Construction Kit should I replace with the Extended Construction Kit? |
| Argon |
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57% |
[ 4 ] |
| Boron |
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14% |
[ 1 ] |
| Paranid |
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0% |
[ 0 ] |
| Split |
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0% |
[ 0 ] |
| Teladi |
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28% |
[ 2 ] |
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| Total Votes : 7 |
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Armegeddon
Joined: 26 Dec 2003 Posts: 385 on topic

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Posted: Fri, 31. Mar 06, 16:33 Post subject: [MOD] Extended Complex Hub and Complex Node Bazaar [Updated 6/3/06] |
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Extended Complex Hub and Complex Node Bazaar
Replaces the standard 10 dock Complex Hub with an Extended Complex Hub offering much increased docking facilities.
Also adds a Complex Node Bazaar which has 14 connection nodes, no docking ability, and no products or resources.
Frequently Asked Questions and Troubleshooting here
Please read before installing this mod.
Downloads:
Standalone versions not combined with any other mods.
Extended Complex Hub and Node Bazaar
Merged versions
Extended Complex Hub merged with Ashley's L/XL/XXL factories mod can be found in the thread for the XXL mod HERE.
All versions use Cycrows Script Manager
From the Readme:
| Quote: |
Extended Complex Hub and Complex Node Bazaar for all races (standalone)
This mod replaces the standard 10 dock Complex Hub with an Extended Complex Hub featuring increased docking capabilities.
It also provides a Complex Node Bazaar which has 14 connection nodes, but no docking and no products or resources.
Both items will be stocked at every shipyard in the game. They have no reputation requirement to buy, so as long as you can dock a TL to the shipyard, you can buy one. The Complex Node Bazaar is priced at 1,038,784 credits (4 times a normal construction kit), and the Extended Complex Hub is priced at 779,088 credits (3 times a normal construction kit).
Installation:
1) Ensure no ships are docked at any of your complex hubs.
2) Do not be in the same sector as any complex hub.
3) Use Cycrows script manager
Uninstalling:
Due to the game being unable to reconcile the number of docking spaces when the complex hub changes, uninstalling this mod will make your game unloadable. If you really wish to uninstall, destroy all of the Extended Complex Hubs and save your game first.
What was changed:
Tfactories.xml was modified to replace the race Complex Construction Kits and Complex Hubs slots with the Extended Complex Hub.
This was necesarry due to the game refusing to place a construction kit/complex hub if it was not in one of those 5 positions in the file.
Complex Node Bazaar was added after the Paranid Tractor Beam Factory.
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Picture:
Extended Complex Hub
Click here for larger picture.
View this post for more pictures.
Complex Node Bazaar
Click here for larger picture.
_________________ There is a thin line between genius & insanity i have erased this line
Armegeddon's X3 scripts and mods
Last edited by Armegeddon on Sun, 24. Dec 06, 10:02; edited 9 times in total |
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Armegeddon
Joined: 26 Dec 2003 Posts: 385 on topic

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Posted: Fri, 31. Mar 06, 17:11 Post subject: [MOD] Goner Complex Node Bazaar |
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Deleted: Merged into Original Post.
_________________ There is a thin line between genius & insanity i have erased this line
Armegeddon's X3 scripts and mods
Last edited by Armegeddon on Wed, 5. Apr 06, 19:27; edited 2 times in total |
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Galaxy613

Joined: 28 Dec 2004 Posts: 2511 on topic Location: USA, VA

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Posted: Fri, 31. Mar 06, 17:53 Post subject: |
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Great job 
_________________ 10,000 Lightyears of awesomeness |
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fud
Joined: 25 Jan 2006 Posts: 6990 on topic Location: IN, USA

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Posted: Fri, 31. Mar 06, 18:09 Post subject: |
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That is so sweet. This is going to be great for single node factories. Put this on the end of a supply string, plop all the factories on it. Plus, I'd imagine it'd look far more appealing.
Now, if you could connect this to 13 of the super docks....
Being able to accommodate 160 docked ships would be ludicrous.
I wasn't going to make a fuel/weed comp in my current game, but I think I may make a super comp now.
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bladeuk

Joined: 08 May 2004 Posts: 1495 on topic Location: UK

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Posted: Fri, 31. Mar 06, 19:44 Post subject: |
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sounds great
Is there any problems with undocking by the placement of those docking arms?
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Jakesnake5
 
Joined: 17 Feb 2006 Posts: 2657 on topic

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Posted: Fri, 31. Mar 06, 20:44 Post subject: |
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Plaid? (sorry, reference of ludicrous and Space Balls there) 
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Stevio

Joined: 04 Jun 2005 Posts: 1983 on topic Location: Kent, England

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Posted: Fri, 31. Mar 06, 20:53 Post subject: |
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Very Nice Armegeddon 
_________________ My Scripts
So say we all! |
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fud
Joined: 25 Jan 2006 Posts: 6990 on topic Location: IN, USA

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Posted: Fri, 31. Mar 06, 21:29 Post subject: |
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| Jakesnake5 wrote: |
Plaid? (sorry, reference of ludicrous and Space Balls there)  |
Sadly, I thought that as I typed it. Glad someone commented. 
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Observe

Joined: 30 Dec 2005 Posts: 1938 on topic

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Posted: Fri, 31. Mar 06, 22:26 Post subject: |
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Very nice work Armegeddon. Three cheers!
_________________ worldwidemods.com |
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Armegeddon
Joined: 26 Dec 2003 Posts: 385 on topic

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Posted: Fri, 31. Mar 06, 22:33 Post subject: |
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Not that I've noticed so far, but I haven't played with it too much. Pretty much just made sure they were spaced far enough apart that ships could dock at all of them. While putting 20 spawned ships in them some NPCs docked and undocked and I didn't see them having any problems
_________________ There is a thin line between genius & insanity i have erased this line
Armegeddon's X3 scripts and mods |
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apricotslice
Joined: 16 May 2004 Posts: 13374 on topic Location: Mapping beyond the Unknown Regions.

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apricotslice
Joined: 16 May 2004 Posts: 13374 on topic Location: Mapping beyond the Unknown Regions.

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Krim

Joined: 06 Apr 2004 Posts: 77 on topic Location: Denmark

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Posted: Sat, 1. Apr 06, 13:05 Post subject: |
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great one
now i can finaly use ccomplex's for someting (but would be nice with just a little bit more docking space )
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halo112358

Joined: 16 Feb 2006 Posts: 342 on topic Location: Berkeley, CA, USA

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Posted: Sat, 1. Apr 06, 13:05 Post subject: |
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That is awesome, congratulations 
_________________ *** modified ***
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Armegeddon
Joined: 26 Dec 2003 Posts: 385 on topic

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Posted: Sat, 1. Apr 06, 14:07 Post subject: |
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| apricotslice wrote: |
Excellent !
Edit :
May I use the pic in the X3 Handbook ? |
Go ahead. Anyone who wants to use any parts of something I made is free to do so. All I ask is that you credit me somewhere in whatever you use it for.
_________________ There is a thin line between genius & insanity i have erased this line
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