[MOD] Extended Complex Hub and Complex Node Bazaar [Updated 6/3/06]

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Which race's Complex Construction Kit should I replace with the Extended Construction Kit?

Poll ended at Wed, 12. Apr 06, 02:35

Argon
4
57%
Boron
1
14%
Paranid
0
No votes
Split
0
No votes
Teladi
2
29%
 
Total votes: 7

Armegeddon
Posts: 385
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[MOD] Extended Complex Hub and Complex Node Bazaar [Updated 6/3/06]

Post by Armegeddon » Fri, 31. Mar 06, 16:33

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:
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.

Picture:
Extended Complex Hub
Click here for larger picture.

Image


View this post for more pictures.


Complex Node Bazaar

Image
Click here for larger picture.
Last edited by Armegeddon on Sun, 24. Dec 06, 10:02, edited 9 times in total.
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Armegeddon
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[MOD] Goner Complex Node Bazaar

Post by Armegeddon » Fri, 31. Mar 06, 17:11

Deleted: Merged into Original Post.
Last edited by Armegeddon on Wed, 5. Apr 06, 19:27, edited 2 times in total.
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Galaxy613
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Post by Galaxy613 » Fri, 31. Mar 06, 17:53

Great job :)
10,000 Lightyears of awesomeness

fud
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Post by fud » Fri, 31. Mar 06, 18:09

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. :D

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
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Post by bladeuk » Fri, 31. Mar 06, 19:44

sounds great

Is there any problems with undocking by the placement of those docking arms?

Jakesnake5
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Post by Jakesnake5 » Fri, 31. Mar 06, 20:44

Plaid? (sorry, reference of ludicrous and Space Balls there) :D

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Stevio
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Post by Stevio » Fri, 31. Mar 06, 20:53

Very Nice Armegeddon :P
My Scripts
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So say we all!

fud
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Post by fud » Fri, 31. Mar 06, 21:29

Jakesnake5 wrote:Plaid? (sorry, reference of ludicrous and Space Balls there) :D


Sadly, I thought that as I typed it. Glad someone commented. :)

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Observe
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Post by Observe » Fri, 31. Mar 06, 22:26

Very nice work Armegeddon. Three cheers!

Armegeddon
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Post by Armegeddon » Fri, 31. Mar 06, 22:33

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
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apricotslice
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Post by apricotslice » Sat, 1. Apr 06, 02:48

Excellent ! :)

Edit :

May I use the pic in the X3 Handbook ?

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apricotslice
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Post by apricotslice » Sat, 1. Apr 06, 09:32

May I use the pic for the X3 Handbook ?

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Krim
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Post by Krim » Sat, 1. Apr 06, 13:05

great one


now i can finaly use ccomplex's for someting (but would be nice with just a little bit more docking space :wink: )

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halo112358
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Post by halo112358 » Sat, 1. Apr 06, 13:05

That is awesome, congratulations :D
*** modified ***

Image

Armegeddon
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Post by Armegeddon » Sat, 1. Apr 06, 14:07

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.
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