[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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stealthhammer
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Post by stealthhammer »

LA - Try relinking them, I was in the process of trying to get my fabs stocked back up if I remember right. Also I did think I had them in sat coverage. I'll set up my fabs again and try it on my new save. Also I had a Complex in Priest Refuge for crystals and energy as a fuel station and selling the crystals to the solar plants in the sector.

Patricts Conclusion I cant remember what I was doing, setting up a second FDN probably.

Also did you find out what was causing the the 0/0? I was hopping to move away from that with the new game but got it on both the node and FDN Trading station still. Tommrow I'll pull out Apricots PHQ storage deal and relay the stuff. Like the layout of the menus, makes it easier to see the complexes.

And ya, Split are kinda weird to me, then again so are the Paranid and Taladi
amirite
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Post by amirite »

Thanks again Logain, you never cease to amaze me with the responsiveness of your releases. This looks awesome and I can't wait to try out some more complex systems.

When you allow a ware in the N-to-N link, does that mean that station A is pushing that ware to station B? Or does it link it like a factory and start to take resources?

And in another shameless request, I'm wondering if in a future update you could allow an option to set the percentage of a ware that will remain in stock at a Node. There are some nodes I'd like to use strictly as drop-off points with little or no storage space. I guess another type of station could work for this too? i dunno think about it 8)
-TEVE
Logain Abler
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Post by Logain Abler »

amirite wrote:Thanks again Logain, you never cease to amaze me with the responsiveness of your releases. This looks awesome and I can't wait to try out some more complex systems.

When you allow a ware in the N-to-N link, does that mean that station A is pushing that ware to station B? Or does it link it like a factory and start to take resources?

And in another shameless request, I'm wondering if in a future update you could allow an option to set the percentage of a ware that will remain in stock at a Node. There are some nodes I'd like to use strictly as drop-off points with little or no storage space. I guess another type of station could work for this too? i dunno think about it 8)
Cheers :)

When a Node is linked to another Node and it can't supply a ware it will query its linked Node. If the linked Node has the ware and the ware is set to allow the first Node will take the ware. So be carefull what you allow, make sure it surplus to requirements.

If you want a two way link for a ware you need to set the ware to allow of both Nodes, else only the Node with allow will make its ware available.

The Trade Dock can be used as a drop off point. If there is more of a ware in the Trade Post than you set it passes the surplus to its linked Node.

I'll have a look at the amount of work needed to limit wares into a Node, not sure if it will be any time soon :oops:

LA
stealthhammer
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Post by stealthhammer »

LA - I will admit if I wasnt fighting with the 0/0 stuff I'd like to have the percentage of ware stuff to. Did try it with the DWM, dunno if it worked or not though. Also I some how corrupted my new game...don't have a clue how either.
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:LA - I will admit if I wasnt fighting with the 0/0 stuff I'd like to have the percentage of ware stuff to. Did try it with the DWM, dunno if it worked or not though. Also I some how corrupted my new game...don't have a clue how either.
:?: I didn't think you were, and you have every right to raise any issue mate :)

Which Trade Post was having the issue, if there are no wares set I think it will return (0/0) but I'll have to look with DWM.

I've been looking at the percentage of wares request and have outlined the following:

Each ware stored at the Node will be linked to it's own local variable which will store the wares max level based on a user input (new stores menu) 0 to 100.
So if the user enters 10 for Energy Cells on a Small Node (20,000.000) the max Energy Cells will be 2,000,000. FDN will check this value each time it calls a ware for transfer to the Node.

FDN is kind of getting complex, (even more so) what with all the links, (Node to Relay, Node to Station, Node to Dock, Node to Node, Relay to Station) so I’m going to update the User Guide first and add FAQ based on the feedback from the forum.

But before I start is there any other storage related tweaks, additions or issues?

LA
Logain Abler
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Trade Posts?

Post by Logain Abler »

I’ve just be re-writing the user guide and other than greater storage there is no real benefit in having a FDN Trade Post over other Docks.

In the next update I’m thinking of tweaking the script so that Trade Posts Don’t need to be within Advance Satellite coverage to link into FDN, you will still need a Node or Relay in sector, but there will be no limit to the Dock placement. A small thing I know, but it will make the Trade Post slightly unique to other docks.

LA
stealthhammer
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Post by stealthhammer »

Complex, lol this is the most complex thing Ive put in a game...

Even with out DWM I get a 0/0 and its on all the stuff. I did update to 3.2 and still got it so I started a new game and got the 0/0 on the node to. Reinstalled to take out Apricots PHQ since I couldn't remember what Cat file I put it as and was blowing up on load up. However I don't know if I'm still getting it considering I have no stations at the moment...had to start a new game again, save got corrupted again.

Only thing I can think of to add is, the ability to have all the upgrades in the FDN trading dock?
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:Complex, lol this is the most complex thing Ive put in a game...

Even with out DWM I get a 0/0 and its on all the stuff. I did update to 3.2 and still got it so I started a new game and got the 0/0 on the node to. Reinstalled to take out Apricots PHQ since I couldn't remember what Cat file I put it as and was blowing up on load up. However I don't know if I'm still getting it considering I have no stations at the moment...had to start a new game again, save got corrupted again.

Only thing I can think of to add is, the ability to have all the upgrades in the FDN trading dock?
There must be something conflicting. It could be between PHQ mod and FDN as I believe they both amended the HQ.xml file.

I don’t think PHQ was on your list so I haven’t tested with it.

PHQ (in this I include FDN stations and the in-game Player HQ) handle storage differently to other Docks & Trade Stations, where PHQ have a set max storage level, other docks have a limit per ware. This being the case FDN has to calculate stock levels and free space differently between the Dock types, maybe this is the root cause of the issue.

Unfortunately FDN issues the above calculations in checks prior to ware transfer and I don’t see any why around it.

I could look at the HQ.xml files and provide you a merged one (if apricotslice is happy) or if your able/happy to try yourself :?:

If feel like the Marina and (0/0) is my albatross :!:

LA
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apricotslice
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Post by apricotslice »

Yes, they would conflict. If mine is last, then it would definitely stuff up FDN.

All mine does is give 50 mill space to the PHQ.

The object being that its a huge station and one shouldnt be running out of space in it.

As long as FDN has something similar space wise, you can note in the docs that it replaces the need for mine.
Logain Abler
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Post by Logain Abler »

apricotslice wrote:Yes, they would conflict. If mine is last, then it would definitely stuff up FDN.

All mine does is give 50 mill space to the PHQ.

The object being that its a huge station and one shouldnt be running out of space in it.

As long as FDN has something similar space wise, you can note in the docs that it replaces the need for mine.
Cheers mate; I'll update mine so as not to conflict with your established PHQ mod.

LA
stealthhammer
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Post by stealthhammer »

I'll find out today, Just got my second complex laid down. Kinda got side tracked on something else thats annoying me that I didn't have. This one on a ship so don't worry.
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apricotslice
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Post by apricotslice »

I'm waiting for a new computer before I can join in the testing. From the sounds of things, my current one couldnt handle the extra load. Unfortunately, theres no due date for it yet.
stealthhammer
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Post by stealthhammer »

Ya, I'm about to go spend 250 dollars I was saving up and putting twords my i7 processor and mobo but I'm having to spend that twords 4 gigs of ram for my current setup.
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:Ya, I'm about to go spend 250 dollars I was saving up and putting twords my i7 processor and mobo but I'm having to spend that twords 4 gigs of ram for my current setup.
I have a Q6600, 6GB and 2 * 280GTX, think I'll leave the i7 upgrade for a while and wait for the price to drop.

Off on a tangent,

Next script by Logain Industries is going to be a Large Ship auto supply that integrates with FDN.

What I'm looking at is a script to scan for a Node when the signal for exit gate & exit hyperspace is called.

Have a wares supply screen like the Docks one, but only for Energy, Weapons, Ammo & Shields (M1,2,7,6) and one with all wares for TL & TS ships.

Never wrote a script for a ship but I'm assuming I run it as a task with will run the supply script when it captures the signal.

LA
stealthhammer
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Post by stealthhammer »

True that would be nice. just use the trade extension command to use it. I'd like to see a way to control the amount of wares that goes in the node though and have it compatible with the sector defense he wants to do next. That way the sector defense can use ore and energy or what not to create something to replace for example an laser tower or remote fighter.

Farmboy, - Ya i'm looking at a Eclipse mobo and it has 24 gigs of ram, perfect for using virtual machines on. Only problem is it holds 4 gigs a stick and all I can find is 2.
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:True that would be nice. just use the trade extension command to use it. I'd like to see a way to control the amount of wares that goes in the node though and have it compatible with the sector defense he wants to do next. That way the sector defense can use ore and energy or what not to create something to replace for example an laser tower or remote fighter.
I'll start looking at sector defence once FDN is final and part of that will be a wares limit feature on the node (not to hard to do) and the Large Ship script which could take a while. I'll have a look at some other ships scripts for a few pointers :wink:

I'd love to be able to do the kind of defence network from Peter F. Hamilton's Nights Dawn Trilogy.

I have some ideas written down to emulate Combat Wasps, high speed drones that swarm target ships with munitions and kamikaze hits, but all thats a way off :cry:

LA
stealthhammer
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Post by stealthhammer »

Sounds good to me, did you put the chem string in 3.2?
Logain Abler
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Post by Logain Abler »

stealthhammer wrote:Sounds good to me, did you put the chem string in 3.2?
No, not got around to that!

LA
stealthhammer
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Post by stealthhammer »

K, just found out I had deleted it on accident and didn't want to put a redundant copy into my game if it was in 3.2.

Thanks.

Edit - I just put in the chem string and have lost the AL plug in and still have no commands.
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apricotslice
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Post by apricotslice »

Now theres a thought : A Nights Dawn mod. :)

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