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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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amirite
Posts: 243
Joined: Thu, 23. Oct 08, 22:01

Post by amirite »

Hey stealth do you use the Fleet Supply script? This mod adds a base set of wares with 0 stock when you use the command on a dock. I think this is what was causing issues for me, and things were fixed once I re-made my setup, checking everything after each step of the way until I found out what was doing that to the wares. Kind of a longshot I know. Still, try checking your mods for other scripts that might be messing with the wares you're working with.

On another note this mod goes great with Fleet Supply. Using the command on a FDN Trade Dock gives you a kickass supply base with huge storage and auto-stocking. Just make sure the ware limits that you set in both mods match :P
-TEVE
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

Apricot - no it does not contradict your stuff, only makes it easier to fill the bottomless pit you made for the phq both of which I like.

Amirite - I don't use that script that I know of. Tho I do also have a command for carriers auto supplying their fighters in the game, which for the life of me can not get to work, but laser person myself anyhow. I can't remember off the top of my head if its part of the vanilla version or a script package that is not in the plug in manager like MARS.

Aside from loving this so far, only real problem I have is with my two megaplex chewing though power cells and the FDN not able to keep up or vis versa. got the relay in Avarice inactive trying to get my two complexes to stop blinking at me begging for me to fill the holds by cheating.

And on that note, how is your building task coming LA? I still think its ware shortage and really think me making a save file and sending you a list of the scripts in the manager would be easier. Also most defenitly wish you wouldn't have built the thing since I know you have a life. Another thing is, if I new how to edit the game Id offer to help you.
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apricotslice
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Post by apricotslice »

Could the Node use a turbo button ? When turned on, it doubles the speed of transfers ? Might solve the mega complex running out issue.
stealthhammer
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Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

I don't know, kinda wondering why I'm the only one with the problem or is it just us who are using this?

don't think the DWM is working with the node...like to limit the space the weapons can use and other resources something like 1/4 weapon, 1/4 resource for building, and the other half for something else.
StormMagi
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Joined: Sat, 17. Mar 07, 03:53
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Post by StormMagi »

Logain Abler wrote:
StormMagi wrote: If that is the case would I need to make a chain of adv satellites to the FDN-N from the ore belt circle ( so there is a visible path to/from it to the FDN-N) or would that not matter since the mines/spps are already visible to the adv satellites?
Adv Sats data without them being chained together, same goes for Nodes & Relays.

The only limitations is that the any Station/Complex/Dock need to be within Adv Sat range, so you could have two Station/Complex/Dock at each side of a sector with a Node/Relay in the centre. The Node/Relay doesn’t need to be within Adv Sat coverage but you would need two Adv Sat’s to cover the separate Station/Complex/Dock.

This is all good and will make it into the User Guide’s FAQ :D


LA
That is good to hear :) This means I can move 1000km from the center of a sector, drop a sat and a ton of stations and not have any fps lag ^_^ but yet everything is in sector! :D (well theoretically).

Also is there a range on the FDN Relays to FDN Nodes? Or can I put them as far apart as I want. This also brings up another question. Can one FDN Node be linked to multiple relays in other sectors (ie Node in sector a and relays in sectors x, y, and z but all relays are linked to the node in sector a and deliver goods there)?
Logain Abler
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Post by Logain Abler »

stealthhammer wrote: And on that note, how is your building task coming LA? I still think its ware shortage and really think me making a save file and sending you a list of the scripts in the manager would be easier. Also most defenitly wish you wouldn't have built the thing since I know you have a life. Another thing is, if I new how to edit the game Id offer to help you.
Work has kind of got in the way :evil: If you email me the save it would be quicker :)

Just let me know what other scripts & mods you have installed so it doesn't crash.....


LA
Logain Abler
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Post by Logain Abler »

StormMagi wrote: Also is there a range on the FDN Relays to FDN Nodes? Or can I put them as far apart as I want. This also brings up another question. Can one FDN Node be linked to multiple relays in other sectors (ie Node in sector a and relays in sectors x, y, and z but all relays are linked to the node in sector a and deliver goods there)?
First question: There is a jump limit on the Node depending on it's version, the Node will only see and link to Relays within that limit. If that’s what you mean?

Second: Yes, that’s the whole idea of Relays, they give the Node access to other sectors. The reason I went done this route was for the player to build the infrastructure rather than paying a fee for the service.

Again the number of Relays a Node can link to is limited by the Nodes version. A Relay can only be linked to one Node, however the link can be changed at any time.

All the Stations within range of the Node and its linked Relays will pass their Products to the Node. The Node will then pass the Products out as resources to the other Stations it its coverage that need them.

The surplus is held at the Node rather than the Station; this allows the station to keep their production cycle going rather than getting filled.

The Trade Post allows the player to pass any surplus out for sale to NPC’s without exposing the Node & its wares.


FDN Node XL
 5,000,000 units of storage
 Linkable Relays - 15
 Sphere of influence - 6 jumps
 2 docking ports for large ships
 10 docking ports for small ships
FDN Node L
4,000,000 units of storage
Linkable Relays - 11
Sphere of influence - 5 jumps
2 docking ports for large ships
10 docking ports for small ships
FDN Node M
3,000,000 units of storage
Linkable Relays - 8
Sphere of influence - 4 jumps
1 docking ports for large ships
10 docking ports for small ships
FDN Node S
2,000,000 units of storage
Linkable Relays - 5
Sphere of influence - 3 jumps
1 docking ports for large ships
10 docking ports for small ships

LA
Last edited by Logain Abler on Wed, 25. Feb 09, 08:14, edited 1 time in total.
StormMagi
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Post by StormMagi »

Ah I missed that in the first post *slaps forehead and goes "DOH" And yes that answers all the questions. Now to get building :)
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

StormMagi wrote:Ah I missed that in the first post *slaps forehead and goes "DOH" And yes that answers all the questions. Now to get building :)
:lol: I don't mind, happy to help whenever.

LA
Marodeur
Posts: 1349
Joined: Wed, 6. Nov 02, 20:31
xr

Post by Marodeur »

One question about the equipment docks.

I have one in the sector with the node and it has already wares from
the old version.

Neither are this wares in the list to delete them (they were already there before i started the update to 3.1), nor can i add this wares to the station a second time (the list is there, but if i want to add a ware i can only enter a max number of 0. And after that they are not added to the list of installed wares).

Strange...
Logain Abler
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Post by Logain Abler »

Marodeur wrote:One question about the equipment docks.

I have one in the sector with the node and it has already wares from
the old version.

Neither are this wares in the list to delete them (they were already there before i started the update to 3.1), nor can i add this wares to the station a second time (the list is there, but if i want to add a ware i can only enter a max number of 0. And after that they are not added to the list of installed wares).

Strange...
v3.1 is not compatible with v3, to many changes to the core of FDN.
v3 uses local variables declared in script, while v3.1 they are declared in the tfile.

As for the 0 value, the EQ has only 2500 storage, does it have room for the new wares?

Try this in script to clean-up the old variable:

Code: Select all

$"Dock to go here"->set local variable: name='FDNPHQ' value=null
LA
Marodeur
Posts: 1349
Joined: Wed, 6. Nov 02, 20:31
xr

Post by Marodeur »

Ah, ok. Maybe i should script a new EQ and destroy the old one. ;)
stealthhammer
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Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

LA - I'll try to make the save as small as I can and get a full list of my scripts. going take some time to do. I got some that are not in the manager. Also I was going to try re adding the v3.1 after destroying all of the fdn stuff.


Edit - I got the list and the save. its roughly 13.6 megs zipped not much better then 14.5 or so.
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:LA - I'll try to make the save as small as I can and get a full list of my scripts. going take some time to do. I got some that are not in the manager. Also I was going to try re adding the v3.1 after destroying all of the fdn stuff.


Edit - I got the list and the save. its roughly 13.6 megs zipped not much better then 14.5 or so.
Cheers :D

I’ve been testing and was wondering if it’s a issue with intermediate products which I’ve always had problems with.

The main issue is that they don’t return a value on volume required per cycle, a bit like secondary resources, so FDN is a bit hit and miss. Thought I had this solved but never tested it on the scale you’re using it.

Once I have your save and it in game I’ll test my hunch.

There is a work around which I might have to implement but it means changing the Complex, set all intermediate products to products. This allows FDN to remove them from the Complex to use elsewhere and it’s able to supply any needed resources back as it gets a return value on the cycle volume.

I’ve been hesitant to implement this as it actively alters the players Complex, they will see the ware twice, as a product and as an intermediate.

Tonight I’ll test if I can temporality set the intermediate as a product, calculate the requirements, and then set it back to intermediate, so not altering the player’s complex outside of FDN.


LA
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

LA - No worries, I was also wondering if it was my energy output I did have it stable with it once but then it all went south. I still have the issue with the 0/0 to. I just hope the list is correct on all the scripts I use, seeesh didn't think I had so many in the game. And I maybe use two or three at any one moment :lol:

Also am just wondering how much of a CPU overhead does this add?
Bennyhill1980
Posts: 46
Joined: Sun, 23. Nov 08, 12:18

Post by Bennyhill1980 »

Hi all

having a bit of a problem installing this using the plugin manager at first when installing it said I had to enable the script manager there shallbewings and all that which I did but when I reload the game I cannot see anything in any shipyards has anyone got any ideas?

Thanks in advance
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

Bennyhill1980 wrote:Hi all

having a bit of a problem installing this using the plugin manager at first when installing it said I had to enable the script manager there shallbewings and all that which I did but when I reload the game I cannot see anything in any shipyards has anyone got any ideas?

Thanks in advance
You will need to install the mod along with the script, details on the first page. The mod is the 17mb file, the .spk files are updates to the beta.

Hope that help.

LA
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:LA - No worries, I was also wondering if it was my energy output I did have it stable with it once but then it all went south. I still have the issue with the 0/0 to. I just hope the list is correct on all the scripts I use, seeesh didn't think I had so many in the game. And I maybe use two or three at any one moment :lol:

Also am just wondering how much of a CPU overhead does this add?
Not sure, I have a quad core, two 280GT's, a 8800GTX and 6GB of ram. Can't say I've had an issue :wink:

(0/0) :evil: Grrrrrrrrr

LA
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

ya I got a dual 2.2 and 2 gigs of ram with a 8500 gforce....for now and Ive noticed that it hangs here and there since I put FDN in. not enough to pull it out though, I'm just wondering.

Am looking at the i7s though.
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:ya I got a dual 2.2 and 2 gigs of ram with a 8500 gforce....for now and Ive noticed that it hangs here and there since I put FDN in. not enough to pull it out though, I'm just wondering.

Am looking at the i7s though.
I'm on vista64 so need the 6gig, 2gig is on the low side for gaming, what with ram being dirt cheap at the moment :)

Will wait for the price to drop on i7s :(

LA

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