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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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qwizzie
Joined: 01 Jun 2006 Posts: 480 on topic

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Posted: Sat, 8. Jan 11, 21:08 Post subject: |
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yr right, when i was editing yr cat file (putting in the tfactories for XTC)
i must have overlooked it. Its working now, had to edit yr setup file
to get the Terran shipyard build in the right sector. New hampshire is the Terran Sector in XTC that has a terran shipyard in it so you can use that (sector 12,12). Ingame i had real trouble getting it to work .. ended up with this..... maybe you can use it... (its yr setup.SaturnCH)
<line linenr="041" indent=""><comment><text>* </text><var>New Hampshire</var></comment></line>
<line linenr="042" indent=""><var>$Shipyard = </var><text> create station: type=</text><var>Terran Terran Shipyard</var><text> owner=</text><var>Terran</var><text> addto=</text><var>New Hampshire</var><text> x=</text><var>35</var><text> y=</text><var>-32</var><text> z=</text><var>49</var></line>
<line linenr="043" indent=""></line>
<line linenr="044" indent=""><var>= </var><var>$Shipyard -></var><text> install </text><var>20</var><text> units of </text><var>500 MJ Shield</var></line>
<line linenr="045" indent=""><var>$Max = </var><var>$Shipyard -></var><text> get maximum shield strength</text></line>
<line linenr="046" indent=""><var>$Shipyard -></var><text> set current shield strength to </text><var>$Max</var></line>
<line linenr="047" indent=""></line>
<line linenr="048" indent=""><var>$Count = </var><var>$MaxModuleSubType</var><text> </text><var>+</var><text> </text><var>1</var></line>
<line linenr="049" indent=""><var>while </var><var>$Count</var><text> </text><var>></var><text> </text><var>$MinModuleSubType</var></line>
<line linenr="050" indent=" "><text>dec </text><var>$Count = </var></line>
<line linenr="051" indent=" "><var>$Ware = </var><text> get ware from maintype </text><var>6</var><text> and subtype </text><var>$Count</var></line>
<line linenr="052" indent=" "><var>if not </var><var>$Shipyard -></var><text> uses ware </text><var>$Ware</var><text> as product</text></line>
<line linenr="053" indent=" "><var>$Shipyard -></var><text> add product to factory or dock: </text><var>$Ware</var></line>
<line linenr="054" indent=" "><var>= </var><var>$Shipyard -></var><text> add </text><var>1</var><text> units of </text><var>$Ware</var></line>
<line linenr="055" indent=" "><text>end</text></line>
<line linenr="056" indent=""><text>end</text></line>
<line linenr="057" indent=""></line>
<line linenr="058" indent=""><var>Exit.SaturnCHShipyard</var><text>:</text></line>
<line linenr="059" indent=""></line>
<line linenr="060" indent=""><text>return </text><var>null</var></line>
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Fri, 22. Apr 11, 00:52 Post subject: |
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| AK247 wrote: |
i like litcubes script, i'll give that a try.
i read through everything it said, one thing that i wish was in there would be the production of multiple wares
i.e. one SCH would have all the stations installed to create 1mj 5mj 25mj 200mj shields. and if i was to look in the station info ingame, i could see the cycle time for each of those.
i'm just wondering if it would be hard for him to implement.
if you can reply litcube, let me know if you have something planned like that. thanks in advance. |
I'm not sure that it would work properly. A complex interface (the hub) has the ability to show you ware being produced from stations connected to it, and it's theoretically limitless in terms of it's capacity for products and resources. Single non-complex stations, like the SCH, are limited by the amount of wares they can produce. I believe this is 1 per.
_________________ My works
Fixed Notoriety Rewards | Missile Rebalance & UI Icons | Phanon Corporation | Revelation | Saturn Complex Hub |
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Roger L.S. Griffiths

 
Joined: 12 Mar 2004 Posts: 5819 on topic Location: United Kingdom

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Posted: Fri, 22. Apr 11, 15:20 Post subject: |
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How does this compare with Logain Industries Production Modules?
_________________ Roger (aka [SRK] Mr^Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"How do you eat an elephant? One bite at a time." - Unknown |
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Alex Corvis

Joined: 29 Dec 2006 Posts: 1212 on topic

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Posted: Fri, 22. Apr 11, 16:59 Post subject: |
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Did I get that right? This is basically a kind of container where you need to load (and install) the neccessary stations into which would be neccessary for a normal complex. So in the end I have a standard complex (inside the Complex Hub model) but don't need the complex construction kits and so I won't have performance issues?
Very interesting. I guess I'll give it a try. But therefore I need to merge it with Cadius' TFactories from his X-tra Ship/Station Pack. Is it possible to just copy the LIT_FAC_XXX entries from your file to the end of the X-tra one or do I have to take care of something else?
Thanks.
_________________ Argon TS/TP Body Fix
X-Tra Ship/Station Pack (Thread) von Cadius
X-Tra Terran Conflict v2.01c
X-Tra Shippack v2.01b - Albion Prelude - Ships only |
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HotSake
Joined: 03 Jan 2010
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Posted: Fri, 22. Apr 11, 17:36 Post subject: |
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It's a single station which simulates a self-sufficient complex producing only one product, although it can produce a whole lot of that product depending on size. You "feed" it the same stations that would be used by a complex and the script calculates the total output of products and excess ECells, then sets the factory's cycle time and output accordingly while also adding in the surplus ECells at regular intervals. The end result acts like a complex of almost arbitrary size dedicated to producing a single product and some excess energy.
It's not, in game terms, a complex, so any effects that rely on it being a complex will fail. It can also have only a single product since that limitation is hardcoded into the engine, but it can churn out a lot of that product if you use a large SCH.
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Roger L.S. Griffiths

 
Joined: 12 Mar 2004 Posts: 5819 on topic Location: United Kingdom

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Posted: Fri, 22. Apr 11, 19:44 Post subject: |
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| HotSake wrote: |
It's a single station which simulates a self-sufficient complex producing only one product, although it can produce a whole lot of that product depending on size. You "feed" it the same stations that would be used by a complex and the script calculates the total output of products and excess ECells, then sets the factory's cycle time and output accordingly while also adding in the surplus ECells at regular intervals. The end result acts like a complex of almost arbitrary size dedicated to producing a single product and some excess energy.
It's not, in game terms, a complex, so any effects that rely on it being a complex will fail. It can also have only a single product since that limitation is hardcoded into the engine, but it can churn out a lot of that product if you use a large SCH. |
Ok so Logain's Production Modules will probably be more along the lines Alex wants.
_________________ Roger (aka [SRK] Mr^Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"How do you eat an elephant? One bite at a time." - Unknown |
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Sat, 23. Apr 11, 01:30 Post subject: |
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Saturn Complex Hubs do not simulate ware production i.e. the production and cycle times are not script based, the factory production and cycle times used by the Saturn Complex Hub are vanilla factory functionality.
From what I gather from Loain's thread, they're simulated. They'd have to be to have a TL churn out wares. I'm fuzzy on the other functionality of that script, though.
_________________ My works
Fixed Notoriety Rewards | Missile Rebalance & UI Icons | Phanon Corporation | Revelation | Saturn Complex Hub |
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LarryBurstyn
Joined: 19 Nov 2005 Posts: 247 on topic Location: Cornville, AZ 86325

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Posted: Sun, 24. Apr 11, 16:14 Post subject: More than 1 TL needed? |
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It will take more than 1 TL to load all of those factories. Can u load part of the needed factories into the complex from multiple TL's docked one at a time.
In other words load 3 Beef factories from a TL. Have that TL jump back to a station and load 3 more Beef factories. Dock at the new complex and unload until you have the needed 18 Beef factories.
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Sun, 24. Apr 11, 19:38 Post subject: |
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It's possible, but it's also a lot of work.
I really recommend increasing the TL cargo space up to 1 or 2 million. In effect, it's the same result, and I can't see any exploit for having a TL with high caro. At least, I've always had that in my game since TC came out.
If that's something you don't know how to do, I can walk you through it.
_________________ My works
Fixed Notoriety Rewards | Missile Rebalance & UI Icons | Phanon Corporation | Revelation | Saturn Complex Hub |
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LarryBurstyn
Joined: 19 Nov 2005 Posts: 247 on topic Location: Cornville, AZ 86325

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Posted: Mon, 25. Apr 11, 01:29 Post subject: Factories |
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Ok...ran into problem when I was testing the mod....When I get the factory it has to be the SAME SIZE that the command screen shows or it will not accept the factory.
EXAMPLE: Beef Factory Medium is called for....IF I have a LARGE Beef Factory on my TL it will not accept the Large Beef factory. Only the medium.
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Mon, 25. Apr 11, 01:36 Post subject: Re: Factories |
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| LarryBurstyn wrote: |
Ok...ran into problem when I was testing the mod....When I get the factory it has to be the SAME SIZE that the command screen shows or it will not accept the factory.
EXAMPLE: Beef Factory Medium is called for....IF I have a LARGE Beef Factory on my TL it will not accept the Large Beef factory. Only the medium. |
That's intentional behaviour.
_________________ My works
Fixed Notoriety Rewards | Missile Rebalance & UI Icons | Phanon Corporation | Revelation | Saturn Complex Hub |
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fishman99
Joined: 25 Dec 2007 Posts: 11 on topic

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Posted: Mon, 25. Apr 11, 06:14 Post subject: |
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I'm so glad someone finally got around to making a script like this, I stopped playing X3TC months ago because i got frustrated with how poorly implemented complexes were in the game - so a big thanks to you Litcube because this is exactly what I'd been waiting for to start playing again.
Quick question though, is this compatible with X-Tra Ship/Station Pack? It makes a lot of changes to the terran sectors etc.... I tried running both at the same time and in the shipyard in Saturn 3 I don't see the complex hub to buy. But I'm pretty new at running scripts/mods so I might be doing it wrong.
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Litcube

Joined: 20 Oct 2006 Posts: 2251 on topic Location: Canada

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Posted: Mon, 25. Apr 11, 06:18 Post subject: |
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Well, this mod doesn't make any changes to any sector except the creation of the shipyard, which you see.
The reason the modules aren't showing up is because my mod and Xtra station pack mod uses the same file TFactories. It's either one or the other.
It's possible to do a merge, though. you'd have to copy the SCH entries in TFactories to the end of the Xtra TFactories and edit the Saturn Complex Hub script's setup file. If you get that far, I'll post the setup file for you, if you send me the edited Tfactories. We'll make a trade.
_________________ My works
Fixed Notoriety Rewards | Missile Rebalance & UI Icons | Phanon Corporation | Revelation | Saturn Complex Hub |
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fishman99
Joined: 25 Dec 2007 Posts: 11 on topic

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Posted: Mon, 25. Apr 11, 06:53 Post subject: |
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Ok that's cool, sounds hard to do. I'll just use your script by itself.
Thanks again!
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