[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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

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apricotslice
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Post by apricotslice »

Acceptable answer :D

But all the same, as far as CC is concerned, its just a factory doing nothing. Just a decimal point in the crunch calculation.
colt .45 killer
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Post by colt .45 killer »

would it be possible to get this complex cruncher to use terran stations instead of boxes, by that i mean building orbital defence stations or orbital supply bases instead of boxes, ( those things are big enough to fit 1000 fac's easily) they also look HELLA lot nicer then those boxes, ANNND you can dock Capital ships at them...

EDIT:

By the earlier post i mean buy a Orbital defence station complex, then just add facs into its insides (if possible )?

Also those things look like they are modualizied, so if somone felt like doing alot of work they could be turned into module peices so you could attach them back together to make even larger factory holders.
MCHamster
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Post by MCHamster »

I somehow managed to find a pirate Elite and Discoverer trapped within my module complex, inside the hull, Slowly pecking at the shields. Anyone else have this problem in sector? I know it has no meaning OOS, but meh I let it sit in SETA while I ate dinner.
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perkint
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Post by perkint »

Not tried it yet (not actually played the game for a while :( ) but apparently it is entirely feasible to fly into one of the complexes in a small ship - you could have gone hunting those pirates inside your complex!!!

How cool would that have been?

Tim
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apricotslice
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Post by apricotslice »

MCHamster wrote:I somehow managed to find a pirate Elite and Discoverer trapped within my module complex, inside the hull, Slowly pecking at the shields. Anyone else have this problem in sector? I know it has no meaning OOS, but meh I let it sit in SETA while I ate dinner.
Just use the destroy cheat to get rid of them.
Kimmy
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Post by Kimmy »

Is there any way to compress the way data is displayed?

I noticed that in the examples given, you get 100 XXL etc. Why am I getting 5 L and 10 XL. Is there a command to compress this info?

http://img.photobucket.com/albums/v497/ ... immy01.jpg
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Gazz
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Post by Gazz »

Kimmy wrote:I noticed that in the examples given, you get 100 XXL etc. Why am I getting 5 L and 10 XL.
Because you don't have enough factories.

The number is no special reward or compression. It's the size.

Just build your complex 10 or 20 times larger.
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delray
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Post by delray »

It's really cool mod but can't it use another model instead of those ugly 2006 boxes?

Especially a model that could dock capital ships. Like mentioned before Terran Military Outpost or EQ of some race.
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Gazz
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Post by Gazz »

delray wrote:It's really cool mod but can't it use another model instead of those ugly 2006 boxes?
No, because the whole point of this mod is to reduce the FPS loss from complexes.

Using an HQ model that would drop the FPS all by itself would be funny but unproductive.

But if you like... edit TFactories and just enter another scene for those factories.
Seriously. That's all it takes.
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delray
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Post by delray »

There's tons of really good models that are better than boxes and don't ruin FPS. EQs for example.

Will editing scene file allow capital ships dock at it?
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Gazz
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Post by Gazz »

Just assigning another scene will do.
No need to even edit the scene.
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delray
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Post by delray »

Thanks. Sorry if I irritated you. I didn't want to. :-)
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Gazz
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Post by Gazz »

Oh, no worries. I can totally understand someone trying to do things his way.

THIS IS HOW I SOUND WHEN I AM IRRITATED OKAY???
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Delta180
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Post by Delta180 »

Delray wrote:There's tons of really good models that are better than boxes and don't ruin FPS. EQs for example.

Will editing scene file allow capital ships dock at it?
Gazz wrote:Just assigning another scene will do.
No need to even edit the scene.
Taking the EQ example, would this cause any problems since an EQ can't be joined to a hub?
Or would ships just dock directly at the "re-scened" complex module (i.e. no need for a hub in this example anyway)?
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Gazz
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Post by Gazz »

Shadow_180 wrote:Taking the EQ example, would this cause any problems since an EQ can't be joined to a hub?
No. It's still a factory.
But if you want to connect it you need to add nodes to the scene or X3 go boom.
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There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Bergkamp
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Post by Bergkamp »

Hey, are there any idiot guides through the pages on this topic? I don't really have the time to read through them all so if anybody could direct me to one, or briefly give one that'd be great.

Thanks
Bergkamp
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Post by Bergkamp »

No help?
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apricotslice
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Post by apricotslice »

no such guides.
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Carlo the Curious
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Post by Carlo the Curious »

Bergkamp wrote:No help?
Don't bump.
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BlkKnight
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Post by BlkKnight »

Bit of a weird one. . . .

I've got a bit of a monster complex set up which i've had since the dawn of time & have slowly added bits to as i've needed.

I've kinda lost track of what's in there. Is there some way to calculate whats gone in to it?

IE what do

1 x S
1 x M
1 x L
1 x XL
1 x XXL

equate to.
i7-920
GA-EX58-UD5
6x 1gb DDR3 1600 hz OCZ
1 x Dell Perc 6/i
4 x Samsung HD103UJ 1TB (raid 5)
1 x WD VelociRaptor WD3000HLFS
Force3d 4870 512MB PCI-E
Dell Perc 6/i RAID project

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