[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010
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RapidShare Link added
I've added RapidShare as main link. Forgot I had a RapidShare account
FileFactory is now the alternate link.
LA
FileFactory is now the alternate link.
LA
- apricotslice
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- apricotslice
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Mail is shown under the signature.
Edit :
Download address is http://apricotmappingservice.com/X3TCdownloads .
Its a single directory that just lists all the files, so no need for direct URL's, giving people a chance to see what else is available. Also easy to choose if they want a zip or rar instead of a spk if available.
Edit :
Download address is http://apricotmappingservice.com/X3TCdownloads .
Its a single directory that just lists all the files, so no need for direct URL's, giving people a chance to see what else is available. Also easy to choose if they want a zip or rar instead of a spk if available.
- apricotslice
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How to apply a Cost/Charge structure to FDN?
Hi All,
I'm now ready to implement a cost for the activation or use of FDN. I have not as yet made my mind up on how to approach this.
There are two areas to consider, how the charge is applied & the level of charge.
How:
I see as four main possibilities
i) A substantial single charge when a Sector is initially added to FDN. Very easy to implement, just need to keep track of what sector has been activated.
ii) A charged based on the services running in sector. Easy but a bit more work, if a service is active there is a charge, if not, no charge.
iii) A charge financial or resource based (E-Cells) for each transaction. Very easy, amend existing script to add an overhead to each transaction. iv) A mix or all of the above.
v) A option I haven't thought of yet
Level of cost. This would depend on the above and I'm open to suggestions.
LA
I'm now ready to implement a cost for the activation or use of FDN. I have not as yet made my mind up on how to approach this.
There are two areas to consider, how the charge is applied & the level of charge.
How:
I see as four main possibilities
i) A substantial single charge when a Sector is initially added to FDN. Very easy to implement, just need to keep track of what sector has been activated.
ii) A charged based on the services running in sector. Easy but a bit more work, if a service is active there is a charge, if not, no charge.
iii) A charge financial or resource based (E-Cells) for each transaction. Very easy, amend existing script to add an overhead to each transaction. iv) A mix or all of the above.
v) A option I haven't thought of yet
Level of cost. This would depend on the above and I'm open to suggestions.
LA
- apricotslice
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Re: How to apply a Cost/Charge structure to FDN?
Free ?Logain Abler wrote:v) A option I haven't thought of yet
Honestly, what does it cost to run a transporter ?
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Re: How to apply a Cost/Charge structure to FDN?
That would be my number 1 option but a few people have said they would like to see a cost.apricotslice wrote:Free ?Logain Abler wrote:v) A option I haven't thought of yet
Honestly, what does it cost to run a transporter ?
Another option is that it won't work in a sector unless there is a structure present. Maybe a modded Advanced Satellite, FDN Node. Which would obviously cost to buy from a Shipyard.
It could also be limited in range so multiple may be needed to provide full coverage. I'm warming to the idea, I could do this now with Advanced Satellites as an interim step until I learn how to mod a new, or amended structure into the game.
Maybe a eventually edited SPP, so it generates it's own e-cells to power the Teleport & a edited Advanced Satellite to increase range.
LA
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Another option i guess would be maybe, cost per hour. Would work with the idea that your paying someone on a wage to zap materials all around in a sector.
While i like the idea of it costing energy to move things around, that could be nulified out really easy in game with a spp circuit set up. The intial setup would be exspensive due to getting all the fabs out to do that. Then again the same could be said if you use laz's crystal free SPP (which the latest version has a good size fee now).
While i like the idea of it costing energy to move things around, that could be nulified out really easy in game with a spp circuit set up. The intial setup would be exspensive due to getting all the fabs out to do that. Then again the same could be said if you use laz's crystal free SPP (which the latest version has a good size fee now).
The mongrels will never get over THIS wall.
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Been thinking about how to make it a bit more plausible.
I think there should have a SPP in sector for FDN to work, even if there is no E-Cells cost.
Only Factories/Complexes within the coverage of an Advanced Satellite will be visible to FDN.
I would like to give the feel that a player needs to setup & maintain a proper infrastructure to support FDN.
If an Advanced Satellite or SPP is taken out (more likely the AS) then a replacement needs to be deployed.
At a later date (when I've learnt how) the SPP and Advanced Satellite can be replaced by more specific modded objects.
LA
I think there should have a SPP in sector for FDN to work, even if there is no E-Cells cost.
Only Factories/Complexes within the coverage of an Advanced Satellite will be visible to FDN.
I would like to give the feel that a player needs to setup & maintain a proper infrastructure to support FDN.
If an Advanced Satellite or SPP is taken out (more likely the AS) then a replacement needs to be deployed.
At a later date (when I've learnt how) the SPP and Advanced Satellite can be replaced by more specific modded objects.
LA
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Hi Doomdark64,
Sorry your having issues . There is a limit to what it send each rotation which is 3 times the cycle amount.
If a station can't supply the full amount it will only pass 20% of it's current stock, then it will loop through looking for over stations to complete the full amount.
This is an AL Plugin, so please check that it's running.
Open the FDN Menu and check the current status of the sector, if red it's not running.
Try restarting the sector.
I've not had your problem as yet after a lot of heavy testing with 60+ stations over four sector.
Let me know how you get on. At work at the moment and won't get chance to look at any issues until tomorrow
Hope that reads right, had a few beers this lunch
Sorry your having issues . There is a limit to what it send each rotation which is 3 times the cycle amount.
If a station can't supply the full amount it will only pass 20% of it's current stock, then it will loop through looking for over stations to complete the full amount.
This is an AL Plugin, so please check that it's running.
Open the FDN Menu and check the current status of the sector, if red it's not running.
Try restarting the sector.
I've not had your problem as yet after a lot of heavy testing with 60+ stations over four sector.
Let me know how you get on. At work at the moment and won't get chance to look at any issues until tomorrow
Hope that reads right, had a few beers this lunch
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The mine will still need E-Cells even if the SPP does not need any resources. Don't think the above will impact the script as it would just loop past any Factory that does not need resources (will double check that).Doomdark64 wrote:i wonder if its because i removed the resources need for spp .
that might have screwed the script up.
Just had a thought (happens occasionally!). Are mines classed as Factories?
FDN is limited to checking Factories, so not to mess with other EQ, warehouse or PHQ scripts.
This could be the root cause. To be honest, for testing I've just scripted loads of Factories in, but not any mines!
- apricotslice
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I'd approach the payment thing counting the prize of the hypotetical pipes that will require it all engaged up plus a fee (say 5 million?) as a bonus. Or a 25% (for example) more of the cost per each connection pipe.
So If you've set 5 factories together that'd require 5 Complex packs (that were around 250k each one). In this chase you'd need 4 of them so it'd cost 1M to activate plus a 25% so 1250k? Something to consider.
So If you've set 5 factories together that'd require 5 Complex packs (that were around 250k each one). In this chase you'd need 4 of them so it'd cost 1M to activate plus a 25% so 1250k? Something to consider.
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