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[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010
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Logain Abler





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PostPosted: Fri, 12. Dec 08, 11:02    Post subject: [MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010 Reply with quote Print

Logain Industries Freight Distribution Network (FDN) v7.2 21/11/2010



Introduction
Logain Industries FDN is a fully integrated, scalable freight management, storage and distribution solution able to support the production infrastructure of any organisation.
Using Point to Point Faster than Light Transference FDN will optimise freight distribution to both production platform and trade outlets.
FDN Nodes use data provided by Advance Satellites to maintain its network.


FDNv7 script is only compatible with X3:TC 2.5

FDNv7 is not compatible with older versions, or existing game saves with FDN stations deployed

If you do not intend to use LI_Modv7 you will need to remove the following any script file starting “plugin.LI.Dock.xxxx”.
This is a precaution only if you are using other mods that contain FDN dock references


LI_MODv7 - The.cat & .dat files contain the FDN, PM models and the references for SSDN (approx 8.5MB). X3:TC 2.7.1 compatible only


Required Utilities:
FDNv7 requires Community Plugin Configuration by Cycrow.

Download Links
Hosted by StormMagi
Hosted by Apricotslice
via Google Code

PM Bug Fix: 08/01/2011
Patch - You will be able to view and manage ship equipment & software via the FDN ware lists
Link


Optional:
LI_MODv7


Technical Info:
Script uses file 9910-L044 for text strings
Script uses file 09910 for Log File
Script used page 17 ID’s 300020 to 300056 for LI_Mod
Changes to TDock .txt and HQ.xml are contained in the LI_Mod cat/dat file


Install of Mod files:
The LI_MOD.cat & .dat files can be placed in the mods folder or renamed to follow the game .cat and .dat files.
Great guide by Apritocslice link


Install of script files:
Use Plugin Manager by Cycrow link to install the script .spk file
Or:
Manually install files from the script.zip. This link contains a guide for installing script files manually.
Great guide also by Cycrow link


Turn on AL Plugin:
Great guide by LV shows how to turn on an AL Plug-in link


IMPORTANT:
This is a mod to the existing game files. Please ensure that all save games are backed-up prior to use
The mod files contain changes to the TDock and HQ files and will not be compatible with other mods that change these files
If you experience issue whilst running SETA try reducing the SETA amount


Thanks
Many thanks to all who have tested and have contributed with comments & suggestions on this post, and the people who have answered my many questions.
Many thanks to Apricotslice for hosting the files on his site.
Big thanks to StormMagi for providing ftp access and hosting for my mods Smile


GUIDE

FAQ:
FAQ post started for v7.

Freight Distribution Network (FDN):
FDN is a fully integrated, scalable freight management, storage and distribution solution able to support the production infrastructure of any organisation. Using Point to Point Faster than Light Transference FDN will optimise freight distribution to both production platform and trade outlets.

FDN Nodes:
Nodes are the heart of the Freight Distribution Network and act as a centralised hub for the collection, management and distribution of wares to and from elements within their sphere of influence.

FDN Nodes Sphere of influence:
The Node sphere of influence is calculated by jump distances as follows:
Node to Node (INN) range is 8 jumps
Node to everything else is 5 jumps

FDN Node Storage Capacity:
There are 4 Nodes contained in the LI_Modv7, giving a range of storage capacity:
FDN Node XL – 50,000,000 units
FDN Node L – 40,000,000 units
FDN Node M – 30,000,000 units
FDN Node S – 20,000,000 units
The player will require increasing standings with a race to buy each Node.

FDN Inter Node Networking (INN):
Nodes will automatically communicate with other Nodes that fall within their sphere of influence. Inter Node Networking has a range of 8 jumps and the Node will communicate with Nodes within this range, they will also have access to all FDN enabled element visible to these Nodes. This includes other Nodes; however INN will not extend past this limit.



In this example all Factories, Docks and Relays within 5 jumps of the three linked Nodes will be visible to and able to communicate to all three Nodes.

Any Factories, Docks and Relays outside of this range will not contribute to the network. Any Nodes outside of the Node range will not be part of the same INN.



This example shows the INN range limitations.


FDN Nodes & Remote Access:
Nodes can control access to its wares from Docks & Relays via Remote Access. This is a user defined cap at which the Node will not allow access to the ware. (Settings are configured against the ware)

FDN Node & Wares:
The Node allows the player to finely manage the collection, access and distribution of its stored wares. The settings are configured against the wares themselves and are as follows:

Enable Remote Access: This enables Docks & Relays within range of the Node (or via INN) to request the particular ware from the FDN network.
Enable Buy Ware: Buys required resource for Production
Enable Sell Ware: Sell wares to NPC stations
Ware Cap: The maximum amount the Node will allow to be stored locally
Remote Cap: At what level the Node will stop remote access to a ware
Sell Level: At what level the Node will not sell a ware
Buy at: The maximum price the Node will by the ware at
Sell at: The minimum price the Node will sell the ware at

FDN Nodes & Buy Wares:
Nodes can only buy wares to fulfil shortfalls in resources required for production and the purchase is limited to cycle requirements of the factory. With INN the Node will also be able to purchase wares from NPC sources within range of any Node it can communicate with. The player can let the maximum buy price separately from the station settings. (Settings are configured against the ware)

FDN Node & Sell Wares:
Nodes can sell wares as defined by the player. With INN the Node will also be able to sell wares to NPC destinations within range of any Node it can communicate with. The player can limit the amount of wares sold by placing a cap; no wares will be sold at of below the cap. The player can set the minimum sell price separately from the station settings. (Settings are configured against the ware)


Factories:
Resource distribution to production factories is the core feature of FDN, all other features and functionality are secondary to maintaining production supply.

Factory FDN interaction:
Factories will automatically select the closest FDN Node as its primary choice, however the player can also select which Node should be the factories primary Node. If the Node is no longer available (destroyed or turned off) the Factory will try and re-establish a link to the next closest Node. If the first choice Node cannot supply requested wares the Factory will query other Nodes within range and via INN.

Factory & Complex Supply levels:
FDN will try to maintain a resource level of 2 * amount required per cycle, If FDN is required to buy the resource this level drops to 1 * amount required per cycle.
For Complexes FDN will maintain 2 * the highest required amount per cycle, again if FDN is required to buy the resource this level drops to 1 * highest amount required per cycle.

FDN is capable of supplying factories from multiple Nodes over a considerable range (via INN), however such de-centralised distribution will increase CPU requirements. FDN will work exceptional well only if resources are available and is not a silver bullet to an un-balanced supply and demand.

Factory Settings:
Factories will work with default settings once FDN has been enabled on them, however there are additional settings viewed by selecting the appropriate menu options:

Show Full factory details will show the factories Production and FDN supply settings
If Complex – Show Full Complex details will show the full details of each factory which is part of the Complex
Show Advance Link options will show the Primary linked Node and allows the palyer to set their own from the available Node.

Factories and Local Ware Management:
The player can manage the wares held at a Factory and dictate at what volumes products & intermediate products will be released to FDN. Minimum levels can also be set against resources.


FDN Trade Posts:
FDN Trade Posts give the player a trading presence without exposing the FDN Nodes (and therefore the FDN Network) to NPC traders, minimising the risk to production critical resources.

FDN Trade Posts Sphere of influence:
Trade Posts sphere of influence is calculated in jump distances as follows:
Trade Post to Node range is 5 jumps
Trade Post Sell wares range is 3 jumps from its local sector

FDN Trade Post & FDN interaction:
Trade Posts will automatically select the closest FDN Node as its primary choice. If the Node is no longer available (destroyed or turned off) the Trade Post will try and re-establish a link to the next closest Node. If the first choice Node cannot supply requested wares the Trade Post will query other Nodes within range and via INN.

FDN Trade Post Storage Capacity:
The Trade Post has a fixed storage capacity of 5,000,000 units.

FDN Trade Post & Wares:
The Trade Post allows the player to finely manage the wares requested from the Trade Posts:

Enable pass Surplus to Node: Any surplus wares (above the ware cap level) will be passed back to a Node
Enable Sell Ware: Sell wares to NPC stations
Ware Cap: The maximum amount the Trade Post will try and maintain
Sell Level: At what level the Node will not sell a ware
Sell at: The minimum price the Node will sell the ware at

Trade Post & Sell Wares:
Trade Post can sell wares as defined by the player. Unlike Nodes the Trade Post can only sell wares to NPC destinations within 3 jumps of its local Sector. The Trade Post does not have access to INN for selling wares.


FDN Relays:
FDN Relays allow the player to re-supply ships with Energy, Missiles and Ammo based on the ships supply settings.

FDN Relays & FDN interaction:
Relays will automatically select the closest FDN Node as its primary choice. If the Node is no longer available (destroyed or turned off) the Relay will try and re-establish a link to the next closest Node. If the first choice Node cannot supply requested wares the Relay will query other Nodes within range and via INN.

FDN Relays Sphere of influence:
Relays sphere of influence is calculated in jump distances as follows:
Relays to Node range is 5 jumps
Relays will only supply ships in its local sector

FDN Relay & Ship compatibility:
The Relay will only scan ships if they have Supply Command Software installed. The Relays will also scan ships docked at Carrier class ships.


FDN & Advance Satellites:
FDN uses Advance Satellites to maintain its network coverage; all sectors including sectors hosting Nodes require an Advance Satellite. The loss of an Advance Satellite will cause any existing linked elements to lose connectivity with the network.


Vanilla Docks:
Vanilla Docks can be integrated to FDN as per the Trade Posts with, the following limitations:
Cannot sell wares
Limited by there storage

All other aspects are identical to the Trade Post.


FDN modified HQ:
FDN has been designed and built to use a modified HQ as its Node; this was done purely to provide adequate storage units to support centralised collection & distribution.
However the new build allows players at add any Dock as an FDN Node giving then the option to use other Dock mods or even vanilla Docks as Nodes.

Previous version required LI_Mod files to work; the new version will work as a script only version, but limited by available storage.

Modified HQ & Blueprint issues:
The game will only recognise the last HQ type dock deployed when saving Blueprints to the player HQ. This is an issue for any Mod using modified HQ docks to provide usable storage to the player. To overcome this limitation FDN v7 and the accompanying LI Mod v7 employ the same solution as Enhanced Equipment Docks by Saetan.

The Mod file now contains two references for each LI station, one designated as an Equipment Dock and one as a HQ. The Equipment Dock is a dummy ref which is installed at Shipyards for purchase and deployment by the player.
When the player opens the FDN Main Menu or Configuration Menu all player docks are checked and if there is a dummy dock deployed it will be replaced by the appropriate HQ version.

Know issues:
After you built a LI Station you will be able to buy blueprints. But only the player headquarter can save blueprints, so if you don't have one, this blueprints will be lost.

Acknowledgments:
As already stated the Blueprint fix is used by Saetan’s Enhanced Equipment Docks and thanks go to him for pointing me at the solution. Thanks must also go to Lucike who came up with and developed the solution.


Buying LI_Modv7 Stations:
There is a potential issue adding custom stations to existing race Shipyards, by which tradable items become unavailable to the player and the Shipyard show no items for sale.

To overcome this issue if LI_Modv7 is installed two new Shipyards are created for each Major race and all LI Stations are added for purchase as normal by the player. This removes any requirement to modify and existing race Shipyards

LI Stations can be bought as normal via these outlets


Enabling Docks as FDN Enabled:
The player can now define Dock types as FDN enabled elements as follows:
FDN Node
FDN Trade Post
FDN Relay

Once a Dock type as been added FDN will rcognise it and all the related FDN features & functionality will be available to that Dock type. A Dock type can only be classed as one FDN enabled element at a time.

Example:
A Production Complex type Dock could be eanbled as an FDN Node which would allow it to be directly linked to supplying factories.
A Military Outpost type Dock could be anabled as an FDN Relay which would allow it to act as a re-supply base for player fleets.

Limitations of Vanilla Docks:
The only real limitation in using vanilla Dock types is storage. Equipment Doack & Trade Posts can only hold a limited amount of any ware, this would limit a Node which could be supply high tier production factories which require more of a given ware. This could be overcome by using multipule Docks, however this would require increased CPU usage.


Configuration Menu:
The configuration menu allows you to enable FDN features on vanilla or other custom docks.

You can turn on/off dynamic update menus for the Main Menu and Node Menu.

Debug logging can also be turned on/off for the main supply processes.

FDN can also be fully reset from this menu, this will terminate all FDN tasks and clear all local & global variables.


3rd Party Scripts:
FDNv7 now includes two scripts to allow 3rd party scripts to request wares from and pass wares to FDN.

plugin.LI.FDN.Supply.Other – Allows other scripts to request wares from FDN and accepts 5 arguments:
Required values:
Ware
Amount

Optional values:
Default node – Accepts a pre-defined FDN Node or null
ignore.remote – Accepts True (1) or null, if set to true the script will ignore any remote access limits at FDN Nodes
buy.ware - Accepts True (1) or null, if set to true the script will attempt to buy any wares via FDN which it can’t supply

plugin.LI.FDN.Supply.Node.Other – Allows other scripts to pass wares to FDN and accepts 3 arguments:
Required values:
Ware
Amount

Optional value:
Default node - Accepts a pre-defined FDN Node or null

The scripts aim to give other scripter’s safe access to FDN without the need to write their own code and can be called from both Stations & Ships.


FAQ:
FAQ post started for v7.


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Last edited by Logain Abler on Mon, 25. Apr 11, 14:29; edited 355 times in total
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Seathal



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PostPosted: Sat, 27. Dec 08, 14:58    Post subject: Reply with quote Print

You're my hero Very Happy

See, I was tryign to figure out how to make it to build Terran complexes (with ATF Shipyard script), since they do not have nodes.

Hopelessly I didn't find anything that could do such a thing and I was already to buy a huge fleet of 20 Baldrics (I role-play Terran-only) and thinking how the heck could I transport them from the Moon to Brennan's Triumph. I was about to buy a couple or three M7's as escorts even! This will surely be way more easy, and just have to have 2 TS's per sector which will help CPU and framerate a lot.

I've always thought it was silly, having teleporter devices to have to connect everyhting with pipes.

Just one thing... woudln't it be fair to have to pay somethign to activate such a useful device? Like... calculating the cost you'd have to pay in pipes and adding a small "fee"? Also. SPK format would be great.

Anyways, gonna try this right _now_ Thank you!

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Seathal



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PostPosted: Sat, 27. Dec 08, 15:12    Post subject: Reply with quote Print

Seathal wrote:
Also. SPK format would be great.


Hm.. Okay nevermind. There's an SPK archive in it. Great.

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Axeface





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PostPosted: Sat, 27. Dec 08, 15:14    Post subject: Reply with quote Print

Such a good idea, balanced and believable! Will give it a go once I have some fact's in my newly started game Smile

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amirite





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PostPosted: Sat, 27. Dec 08, 19:47    Post subject: Reply with quote Print

This is sweet! This is a great solution for the intermediarybetween, say, two complexes. I'm building an e-cell complex right now that will supply my other complexes later, and having this would be a great way to link them together. I've got a couple of suggestions.

It needs a cost definitely, but I think the system might benefit from some sort of tactile action happening in the game, to actually 'show' the resources being moved. In complexes for example, the cost lies in the action of setting up the pipe, and it makes sense that a hard connection would provide the most streamlined way or exchanging resources.

Maybe you could add some sort of path between stations, a-la construction kits, only instead of having a hard connection, a tiny freight drone or cargo pod would travel across it at a (very) high speed. This would add an ever-so-slight delay to the exchange which could be a part of the cost of using the system. Plus how cool would it look to have a crapton of little drones shooting back and forth between your stations? (FPS would remain intact here if you used a simple model)

Even if teleporters are a part of the X-universe, the technology doesn't strike me as one that would be efficient or cost-effective for transporting large amounts of resources like this, especially if stations have considerable distance between them.


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Seathal



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PostPosted: Sat, 27. Dec 08, 20:08    Post subject: Reply with quote Print

It works great. No hassle, just activate the option and voila. This allows me to link my Terran factories even without nodes, even better, without pipes nor spaghetti-looking complexes. Just a nice row of forges aligned.

I think it should cost something though, as I commented

Great script anyways, 5 stars.

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CNiall





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PostPosted: Sat, 27. Dec 08, 20:27    Post subject: Reply with quote Print

This looks great, but I'll probably not install it for a while yet simply because it can't transfer resources to a PHQ which is the only reason I'd really need it with the complex cleaner addon. A cost would be nice as well, but you've said you're working on both of these things so this looks like it could be a great script.

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Logain Abler





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PostPosted: Sat, 27. Dec 08, 21:59    Post subject: Reply with quote Print

Hi All,

Thanks for the feedback. Glad you like it Smile

Some good suggestions Amirite but most are beyond my scripting skills Sad

All,
I’ll certainly be adding a cost, I’m thinking along the lines of when a sector is added.

Logain Abler



Last edited by Logain Abler on Tue, 30. Dec 08, 16:47; edited 1 time in total
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Logain Abler





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PostPosted: Mon, 29. Dec 08, 23:56    Post subject: New version FDN v1d Reply with quote Print

New version FDN v1d ready for Download & Testing Smile

Any issues, bugs & faults Sad please let know.

All feedback welcome Smile

LA

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Seathal



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PostPosted: Tue, 30. Dec 08, 00:38    Post subject: Re: [SCRIPT] Freight Distribution Network - FDN v1d (New Version 29/12/2008) Reply with quote Print

Logain Abler wrote:
Arrow Planned for the future:
Add cost. There is no cost at the moment but once I’ve added all the planned functionality there will be a cost when FDN is started in a Sector for the first time.
FDN for PHQ and maybe FDN for PEQ.
Auto Missile Supply. Same function as the e-cells but for Missiles.


All that would be great. But may I make a suggestion? The same way as e-cells and missile supply could be done with ammo, that'd be great. Also don't let any type of ammo/missile apart, since some people might have scripts that enables them to build such recoruces (Poltergesit missiles, Spectre, M/AM ammo... etc) Wink

Sounds very nice, and the script's one of the most useful ones I've ever tried. Congratulations! (And thanks for the PM!, great "customer service" Very Happy )

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Logain Abler





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PostPosted: Tue, 30. Dec 08, 00:48    Post subject: Reply with quote Print

Seathal wrote:
Quote:
Also don't let any type of ammo/missile apart, since some people might have scripts that enables them to build such recoruces (Poltergesit missiles, Spectre, M/AM ammo... etc)


A station with Station Suppy set to deny will not supply any of it's products. I would carry this over to future Missile & Ammo additions Smile

Seathal wrote:
Quote:
Sounds very nice, and the script's one of the most useful ones I've ever tried. Congratulations!


So glad you like it & it's not a waste of time. Laughing

LA

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Thrandisher





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PostPosted: Tue, 30. Dec 08, 01:52    Post subject: Reply with quote Print

Oi! wheres my email copy at Wink

Just got done doing my few month new install and ill be back to trying to break this again in a few days Wink

Ya know, I dont think i tested complexes fully in earlyer versions. All of the ones i had going were self supplying. Me bad there.


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apricotslice





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PostPosted: Tue, 30. Dec 08, 03:51    Post subject: Reply with quote Print

Any chance of extending this to multi-sector ?

Perhaps by including a ship that jumps to another sector to get what is needed in the home sector, and when it jumps in, it beams to whatever station needs what it brought.

The main thing I'm thinking of here is where you have different complexes in differnet sectors, all specialised.

So in one sector you make ecells. In another cahoonas, in another silicon, in another ore. etc.

So your ecell sector needs silicon, it has a home based ship that jumps to your silicon producing sector (with a load of ecells) and gets a ship full of silicon and returns and beams it onto the ecell complex. Meanwhile your gun complex has ships doing the same to get ore and ecells and cahoonas. Even better if you can get it happening without having to assign a ship to a product, with the software just working out what is needed where and moving it.

The whole transfer between your own complexes thing is sadly deficient and using the buy and sell commands is not an acceptable answer.


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Logain Abler





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modified
PostPosted: Tue, 30. Dec 08, 08:53    Post subject: Reply with quote Print

Thrandisher wrote:
Oi! wheres my email copy at Wink

Just got done doing my few month new install and ill be back to trying to break this again in a few days Wink

Ya know, I dont think i tested complexes fully in earlyer versions. All of the ones i had going were self supplying. Me bad there.


Sorry mate, it was getting late last night & I was up at 04:00 GMT for work Sad My bad, won't happen again Embarassed

I never wrote the script with Complexes in mind. it was written so I didn't have to use them, but there will be a lot of people who do. Had to script in lots of Complexes (12 over 4 sectors) to work on the script & test.

I'll PM & email you with any further updates Smile



Last edited by Logain Abler on Tue, 30. Dec 08, 10:05; edited 1 time in total
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Logain Abler





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PostPosted: Tue, 30. Dec 08, 09:24    Post subject: Reply with quote Print

Hi Apricotslice,

Thanks for your input Smile

apricotslice wrote:
Any chance of extending this to multi-sector ?.


I did think of this and it's not that major a change to get the loop to check all other active sectors after it's home sector. I just felt it would make it to powerful and would for the player kill off a large part of the game...

apricotslice wrote:

Perhaps by including a ship that jumps to another sector to get what is needed in the home sector, and when it jumps in, it beams to whatever station needs what it brought.


Great idea but there are a few trade scripts out there that do what you suggest, or similar, by people far smarter & far better script writers than myself. Just look at the great trade scripts by Lucike, CAG, CLS & EST.

apricotslice wrote:

The main thing I'm thinking of here is where you have different complexes in different sectors, all specialised.

So in one sector you make ecells. In another cahoonas, in another silicon, in another ore. etc.

So your ecell sector needs silicon, it has a home based ship that jumps to your silicon producing sector (with a load of ecells) and gets a ship full of silicon and returns and beams it onto the ecell complex. Meanwhile your gun complex has ships doing the same to get ore and ecells and cahoonas. Even better if you can get it happening without having to assign a ship to a product, with the software just working out what is needed where and moving it.


I see your point, one that I think comes down to how people play such a broad game differently. As I said above I have looked at multi Sector. The only way I would be happy to do this (and what I originally planned buy found beyond my current skills & available time) would be if there was a specialist FDN station/hub/node which acts as a distribution warehouse between sectors. Maybe in the far future & with lots of help from the community.

apricotslice wrote:

The whole transfer between your own complexes thing is sadly deficient and using the buy and sell commands is not an acceptable answer.


The script if still an early version so I have to limit what I can safely publish. Last thing I want to do is screw-up peoples saved games. Cool

LA

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