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

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taigen
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Post by taigen »

CAGs by default are set up to buy resources up to 80% and sell products down to 20%. This works ok on a small factory where you have a max of 640, but on a huge XL FDN your lucky to ever get past 2% so long as you have a competant freighter fleet.

Also add to this problem the fact that CAGs have to train a bit to even be allowed to sell product and you have some careful maneuvaring.

What I suggest is either let your CAG buy stuff for a while till they gain a level, or you can do what I do and ship them off to one of the factories linked to the network, set the resources price to really high (so they will buy from nearly anywhere) and let them make a few training runs, consider it investment.

Once they are no longer apprentice, set their home to the FDN, set it to keep a credit balance of 0 (just to be sure), and then start commercial representation and confirm it. Then go to the trade menu and start it again, but this time don't confirm, instead go to the trade duties menu. Here set the role to salesman, set sell products to 1%, buy resources to 0% sell intermediate to 1%, buy intermediate to 0%. Now once you get a small surplus in your FDN, your CAG will, if your prices are right, start to sell and after a bit more of this will start useing jump drive / drones/ etc and the credits will start to roll in.

Hope this helps,

Taigen

edit: Just reread what you asked and by this setup they will /only/ sell products. The current version of FDN has a limitation as far as resources go. You HAVE to have a factory that is supplying it to the FDN as a product for the FDN to bother with it at all. (you might be able to put it in a trader dock, haven't tried that). What I am saying is if you want your CAGs to go get e-cells you either have to have a SSP on the network, or you have to assign the freighter to the factory that needs the cells, not the FDN. If you do manage to get a setup where you have the FDN handleing the resource you need, but you don't have a steady enough supply, set a CAG to buy resources to 1% instead of 0 and they should try to maintain a healthy level.
Marodeur
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Post by Marodeur »

One thing i noticed.

I have a factory for Incendiary Bomb Launchers. The requirements for one launcher are very high so the resources für 3 cycles are higher than the maximum storage capacity of that factory. But the FDN waits for the resources anyway before it transports them to the factory. So i have to wait a long time before my factory is starting to produce the first launcher and if i got some minor shortage it wont produce a second one before all resources are high enough (production time for one is over 4 hours!).

Maybe there should some logic:
If resources for three cycles is above maximum storage capacity of factory then teleport maximum storage capacity.

or

If cycle time is over 1 hour then resources needed for teleport are only for 2 cycles.

Maybe something like that is possible. (should be the same problem for all high tech weapon factorys or not? :) )

Greetings
Last edited by Marodeur on Tue, 20. Jan 09, 12:23, edited 1 time in total.
Logain Abler
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Post by Logain Abler »

taigen wrote:Thanks Apricotslice, that did the trick. It seemed like most of the programming was intact, all the options were there but they just wouldn't complete a cycle. Adding the HQ to my TL and dropping it got everything fixed ok, and now with an HQ and a FDN, I have scary production capabilities.

Current setup is working great and scary efficient (location Herretic's end)

FDN XL
HQ
SSP XL
2 L Silicon Mines
1 M Ore Mine
6 Crystal Fab
1 L Wheat Farm
1 L Cloth Rhimes
3 Cattle Ranch L
3 Cahoona Bakery
1 Chelt Aquarium L
1 Chip Plant
1 Computer Plant
1 Rastar Refinery
1 Teladianium Foundry

Whole thing is self sufficient, and the FDN makes it run so smooth it feels like cheating (I try to cheat as little as possable, I even removed 1 billion from my credits when I cheated in the HQ). I guess its no worse then a huge complex, but haveing only excess resources avaliable to my freighters (CAG scripted) so they don't run factories dry, or trying to juggle settings for products and intermediates... its just run perfect, not to mention the whole thing can run with a 0 credit budget (cept the HQ which needs some for building/repairing)

Now that I have my perfect industrial sector.. maybe its time to actually progress the plot some... though something about doing the early missions in a M1 feels way to power trippy.

-Taigen
Sorry for the late post, busy day at work :shock:

Glad it's all sorted, as always apricotslice hit it on the head. Had the same issue when I cheated a HQ in :!:


LA
Logain Abler
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Post by Logain Abler »

Marodeur wrote:One thing i noticed.

I have a factory for Incendiary Bomb Launchers. The requirements for one launcher are very high so the resources für 3 cycles are higher than the maximum storage capacity of that factory. But the FDN waits for the resources anyway before it transports them to the factory. So i have to wait a long time before my factory is starting to produce the first launcher and if i got some minor shortage it wont produce a second one before all resources are high enough (production time for one is over 4 hours!).

Maybe there should some logic:
If resources for three cycles is above maximum storage capacity of factory then teleport maximum storage capacity.

or

If cycle time is over 1 hour then resources needed for teleport are only for 2 cycles.

Maybe something like that is possible. (should be the same problem for all high tech weapon factorys or not? :) )

Greetings

Yes, this is one of the limitations (read feature!) of v3 and below. v3.1 takes max storage into account. To be honest I never expected the factories max storage limit to be a factor :oops:


LA
Logain Abler
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Post by Logain Abler »

Logain Abler wrote:
Marodeur wrote:One thing i noticed.

I have a factory for Incendiary Bomb Launchers. The requirements for one launcher are very high so the resources für 3 cycles are higher than the maximum storage capacity of that factory. But the FDN waits for the resources anyway before it transports them to the factory. So i have to wait a long time before my factory is starting to produce the first launcher and if i got some minor shortage it wont produce a second one before all resources are high enough (production time for one is over 4 hours!).

Maybe there should some logic:
If resources for three cycles is above maximum storage capacity of factory then teleport maximum storage capacity. Hopefully this will optimise ware distribution to high end factories :? .

or

If cycle time is over 1 hour then resources needed for teleport are only for 2 cycles.

Maybe something like that is possible. (should be the same problem for all high tech weapon factorys or not? :) )

Greetings

Yes, this is one of the limitations (read feature!) of v3 and below. v3.1 takes max storage into account. To be honest I never expected the factories max storage limit to be a factor :oops:


LA

I'll have this updated in the patch for v3 I'm planning on getting out later.
Just a script update so no changes to the t file :wink:


Ignore the above (in orange)! I'll have to set this up and test. I suspect that your factory's storage is being filled-up with the first one or two wares in it's resources list. leaving no space for any further wares, this causes the factory to stall.

Not something I've taken into consideration so will have to think it over :oops:

My first thoughts are to put logical in place to access the cycle time of the stations product. If it's over 3 mins reduce the amount * cycle passed over by the FDN-N to 1.

If this is the issue should be solvable but I'll need to script in a factory loop in for testing.


LA
Logain Abler
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FDNv3 Patch

Post by Logain Abler »

Hi All,

This is a small patch to address a typo in v3, extract into script folder and overwrite existing.


http://www.filefactory.com/file/a02cafe ... 3patch_rar

http://rapidshare.com/files/186532208/FDNv3patch.rar



LA
Logain Abler
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FDN - CAG and Trade issues

Post by Logain Abler »

There have been a few reports of issues between CAG and FDN.

Initially FDN was envisaged to be an automated wares distribution between stations.
The main drive was to reduce the need of Complexes, Trade ships & optimise ware usage.

It's obviously expanded past this with the Transfer to Dock (PHQ, Equipment Docks, Trade Stations) feature and of course the central storage & distribution management provided by the 4 flavours of FDN Nodes.

This is being expanded to giving FDN Nodes an expanded sphere of influence depending on it's size and the introducing FDN Relays.

Why the FDN Node & Relays? From the start I didn't want to charge a fee for the use of FDN, to me it's more realistic to have the cost in the set-up & maintenance of the FDN network. It's all about placement and infrastructure, or will be.

To the crux of the issue. I never considered or intended it use, integration or impact on Trade scripts. Or how it would be used in conjunction. I envisaged this to help the player with their production setup. FDN can send selected products to Trade Stations & Equipment Docks to pimp the players wares to the NPC world but that's as far as it goes...... :oops:

How I overcome this limitation (in some peoples eyes) is open to discussion. One option is to have a wares dock/shop (think cheap mans Dock) a low cost outlet for the sale of wares. Just a thought :idea:


LA
Last edited by Logain Abler on Wed, 31. Mar 10, 15:19, edited 1 time in total.
Logain Abler
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Patch for v2.1 & v3

Post by Logain Abler »

Marodeur wrote:One thing i noticed.

I have a factory for Incendiary Bomb Launchers. The requirements for one launcher are very high so the resources für 3 cycles are higher than the maximum storage capacity of that factory. But the FDN waits for the resources anyway before it transports them to the factory. So i have to wait a long time before my factory is starting to produce the first launcher and if i got some minor shortage it wont produce a second one before all resources are high enough (production time for one is over 4 hours!).

Maybe there should some logic:
If resources for three cycles is above maximum storage capacity of factory then teleport maximum storage capacity.

or

If cycle time is over 1 hour then resources needed for teleport are only for 2 cycles.

Maybe something like that is possible. (should be the same problem for all high tech weapon factorys or not? :) )

Greetings

Patch number 2 for today :)

This one address the issue above and the zip contains the script files for v2, v2.1 & v3

RapidShare:
http://rapidshare.com/files/186663774/MultiPatch.zip

FileFactory:
http://www.filefactory.com/file/a02d553 ... iPatch_zip


LA
reassor
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Post by reassor »

ok i finaly get it lol
thx for help with CAG's

as for FDN i have a request to Logain - plz make it so FDNN lists all items from start WITH resources (wich arent produced in FDNN range) coz for low budget setups its hard to set all up :) (if thats not a problem) or maybe remote add ware comand or something.

as for my setup i need to brag about it alittle lol.

here is screenie :) Click
complex = 1xSPP-L + 3xCF-M
i guess this willbe self sustaining :)
thx again , going back to game :)

EDIT : ----------

changed screen coz added some more :)
snail farms x2 in complex
scruffin farms x2 in complex

now it should run w/o ANY outside ressources
will see :)
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apricotslice
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Post by apricotslice »

I wouldnt advise using a CAG with FDN, except from a dedicated sales station.

Eg, you place a Trading dock for sales, load the products you want it to sell on it, then have FDN keep it full. Attach a CAG to sell from the Trading dock.

Anything like CAG on the stations making stuff is just going to complicate the whole process, since FDN is supposed to supply everything they need to them. FDN should be replacing all ships currently attached to any station/complex.

Only dedicated selling platforms should be running any ships.
Marodeur
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Post by Marodeur »

Thx for the patch. Hope i can test it tomorrow... ;)
taigen
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Post by taigen »

I have found a CAG to be very successful on a FDN, as long as my factories produce everything they need to run (no external imputs).

Because the FDN pulls products from factories and then immediately replenishes resources, generally the only thing left are surplus, which my CAGs do their best to distribute to the galaxy at rediculously inflated prices (seems the area around Heretic's is starved for Teladianium and Wheat...).

I thought about adding a traders dock or selling from my HQ, but decided against the former because of how small its hold is, and the latter because it would interfere with its stock for building/repairs.

I might try an EQ dock next, but since my FDN is running so well as a factory direct retailer I don't see much of a reason to add a useless layer.

As for improvements / suggestions for FDN to make it work better with CAG (or just in general), I have a few things I would love to see.

1) As a few people have mentioned, the ability to have the FDN add resources of factories in the network as products to the FDN Node. This would allow a fleet of freighters attached to the node to gather needed resources for the entire network.

2) Seperate control for each factories products / resources, perhaps from a FDN menu attached to the actual factory. I would like this for the ability to 'idle back' certain factories in the network. Say I have a factory makeing advanced sats. I manage to work up a surplus, and they aren't selling well, I would like to free up the resources for direct sale while demand builds up again. Now the way it currently is, I go to FDN report and remove it from the network, all that happens is the FDN stops takeing the product, but it still supplies the resources, so all I manage to do is build up a surplus at the factory instead of the node.

3) An XL tradeing port or something like that, so if those who want to seperate their retail business from the node can do so and not be quite so space limited. For something like this, I would like to see a control to keep a certain level in the node. For example, if I have a factory that takes 700 crystals from the node every 3 cycles, I don't want the tradeing post grabbing any when its at 500.

Thats all, I wanna say in case I haven't, this is a great mod, thanks!!

-Taigen
Logain Abler
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Post by Logain Abler »

Hi Taigen,

Thanks for your feedback,
taigen wrote: 1) As a few people have mentioned, the ability to have the FDN add resources of factories in the network as products to the FDN Node. This would allow a fleet of freighters attached to the node to gather needed resources for the entire network.
Good point, if I want to take FDN down the fully automated root this needs to be done. This wouldn't need that much work to implement so I'll add it to v3.1.
taigen wrote: 2) Seperate control for each factories products / resources, perhaps from a FDN menu attached to the actual factory. I would like this for the ability to 'idle back' certain factories in the network. Say I have a factory makeing advanced sats. I manage to work up a surplus, and they aren't selling well, I would like to free up the resources for direct sale while demand builds up again. Now the way it currently is, I go to FDN report and remove it from the network, all that happens is the FDN stops takeing the product, but it still supplies the resources, so all I manage to do is build up a surplus at the factory instead of the node.
I've already put some thought into this area, I always intended to cascade the control downwards, FDN overall control, Relays sector control, with Stations having the final level (not keen on going down to the ware level). An option for the above is to pause station production and end trade tasks, the FDN will then remove all wares and the station will sit idle until needed.

This will need to be added to the FDN Network report I'm working on so the player doesn't end up with lots of inactive stations and lost profitsssss.

But I agree FDN needs to allow the player to adapted to changing markets, if this means taking a station off-line until demand is back, so be it.
taigen wrote: 3) An XL tradeing port or something like that, so if those who want to seperate their retail business from the node can do so and not be quite so space limited. For something like this, I would like to see a control to keep a certain level in the node. For example, if I have a factory that takes 700 crystals from the node every 3 cycles, I don't want the tradeing post grabbing any when its at 500.
I've hinted previously that I want FDN to be able to intelligently manage wares. I'm looking at FDN track the wares coming in and going out each cycle.

If the out exceed the in (lets say that a sector was energy positive, but additional stations have been added and it's now energy negative) then the player needs to be told. FDN will need to stop supplying Energy to ships, Docks (PHQ, Equipment & Trade) to maintain the flow to the production factories which for me the core of FDN.

But it's taking all variables into account, what about Energy spike?. Say one of your fleets jump in and is refuelled & rearmed, this could cause a flag unless it's not taken into account. This will need careful thought to be implemented correctly.

One option is to move this feature away from FDN and have it as an addon to a Dock (that's what I'd envisage Docks are for) so the player can set the amount of Energy, Missiles & Ammo that is maintained and avialbale to their shps. Or leave it where it is with the same player set Thresholds.
taigen wrote: Thats all, I wanna say in case I haven't, this is a great mod, thanks!!
Cheers mate, so glad you like it. If you like v3 your going to love v3.1 9I hope!) :D

FDN is growing all the time, features are being tweaked, added to. New options suggested, discussed and planned.
This is far bigger and far more functional than I ever envisaged. I just hope I don't screw! :oops:

As always keep the feedback, suggestion & issues coming :)



LA
Last edited by Logain Abler on Wed, 21. Jan 09, 10:41, edited 1 time in total.
Logain Abler
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Post by Logain Abler »

reassor wrote: as for FDN i have a request to Logain - plz make it so FDNN lists all items from start WITH resources (wich arent produced in FDNN range) coz for low budget setups its hard to set all up :) (if thats not a problem) or maybe remote add ware comand or something.
Glad it's all up & running :D and thanks for the feedback.
If you read my reply to Taigen it should answer the above.


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Logain Abler
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Post by Logain Abler »

I’ve not been happy with the menu system, far to clumsy and cluttered for my liking :evil: . So I’ve been playing around with some ideas, this being one of them. I’ve not seen it anywhere else so as far as I know it’s original to this game but so easy to do. Let me know what you think :?:

[ external image ]

[ external image ]

Or:

[ external image ]

[ external image ]
I love it :D , but then again I would! If it’s been done already then sorry :oops:



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Logain Abler
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Post by Logain Abler »

Logain Abler wrote:
taigen wrote: 1) As a few people have mentioned, the ability to have the FDN add resources of factories in the network as products to the FDN Node. This would allow a fleet of freighters attached to the node to gather needed resources for the entire network.
Good point, if I want to take FDN down the fully automated root this needs to be done. This wouldn't need that much work to implement so I'll add it to v3.1.
This is working in v3.1 and only needed one line change, instead of FDN-N looping through the station Products it's now set to loop through all trade-able wares.

I need to do a bit of testing but If there’s demand I could patch v3?



LA
Last edited by Logain Abler on Wed, 21. Jan 09, 20:39, edited 1 time in total.
Marodeur
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Post by Marodeur »

I am only in need of the relay station because i have some mines in the surrounding sectors. ;)
Logain Abler
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Post by Logain Abler »

Marodeur wrote:I am only in need of the relay station because i have some mines in the surrounding sectors. ;)
I lied, its a change to one line and an if statement for 0 wares :P

Add 0 units of ware does not show up :evil: A quick add 1, minus 1 sorted that out :)
reassor
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Post by reassor »

i like the idea with wares instead of products .
however why not make FDNN listing 2 groups:
1:products (only manualy set from list of wares) - here you can set sell price.
2:wares (listed all products and ressources of all enabled factories)

that way it would be easier to manage and also you would be able to set products as for sale and ressources as "none" (dont trade) or buy.

its just how i see it ;)

if thats too hard then ignore me :)
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apricotslice
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Post by apricotslice »

On the menus, I preferred the worded version.

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