[X3AP Bonus Plugin] Hephaistos Corp. - Station building service

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Terre
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Post by Terre »

From the OP in "The function" part of the description, section 3.
The delivery -- After the payment was made, the stations will be transported to the selected sector by station transporters (TL class ships) and built at the selected coordinates. At this position the first station is built, which will be the upper left front corner of a cube. Note that the stations won't be connected with each other using Complex Construction Kits! (There is simply no command for that in the Script Editor.) During the build process the player can get status updates of the build process by pressing the "Hephaistos Corp"-Hotkey. After all stations are built, the player will get a message informing him, if and if yes how successful the building process was.
The "if and if" looks like it needs tidying up.
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X2-Illuminatus
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Post by X2-Illuminatus »

That means what exactly? Sorry, I'm not sure, what you mean. Do you just mean the sentence with "if and if yes"? The quoted part should be a short form of "if the building process was successful and if yes, how successful it was". Or do you refer to the sent message in the game?
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Terre
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Post by Terre »

After all stations are built, the player will get a message informing him, if and if yes how successful the building process was.
Sorry, it was just the sentence with the "if and if yes" in it, as I was not sure what it was for.
"if the building process was successful and if yes, how successful it was"
I did not read it as that, as I've not encountered "if and if" before.
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Post by jlehtone »

Actually, rewriting
will get a message informing him, if and if yes how successful the building process was.
as
will get a message informing him how successful the building process was.
implicitly tells that the message can be anything from "Total disaster!", via "We need more pizza.", to "You were lucky this time, punk!". :roll:
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Terre
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Post by Terre »

jlehtone wrote:Actually, rewriting
will get a message informing him, if and if yes how successful the building process was.
as
will get a message informing him how successful the building process was.
implicitly tells that the message can be anything from "Total disaster!", via "We need more pizza.", to "You were lucky this time, punk!". :roll:
:lol:
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Post by SnappedManX6 »

I think that it is missing the Teladi Typhoon Missile Factory.

EDIT: Nevermind, I was dumb. Didn't have sufficient rep.
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Post by Axeface »

Thanks for the great script!
One question, does this work for build station missions? I just tried it, placed the station that was asked for on the beacon (I'm OOS so it's right on the beacon), but the mission wont update.
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X2-Illuminatus
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Post by X2-Illuminatus »

Nope, it won't work with building station missions and isn't supposed to do so. I'll add a note about that to the opening post and to the BP manual, once the BP is updated.
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Post by Jacek_Ringwelski »

Found a pretty serious bug with the script :(

If you use the build service and select and existing factory as the location for the new factory. It doesn't build next to it, instead it builds EXACTLY on top of it, you can see the stations inside each other constantly colliding. When I tried to seperate with a tractor beam I lost both stations :evil:
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Post by X2-Illuminatus »

That's not bug. As I said on page one, such a function is planned, but not included yet.
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Post by Danny-boy »

pja wrote:
On the Terran start, this script froze the game everytime I tried to use it at the point where you click the OK button on the first message.


Thanks for the info, I will have a look.



Found the problem, which causes this freeze. It will be fixed in the next version
Good to know, cause I ran into the same problem.
ymtt123
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Sorry for asking, but...

Post by ymtt123 »

Building service does not work on my TC, which is says, the language file is missing....

I installed the AP bonus package to TC.
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Post by Cougar81 »

tried using this in Unknown Sector 1 in Terran space and after waiting an hour came to the forums to see if it was even possible to use this in AP (with the warzone and all)....

Does this script have a fail timer? Does the scripted TL use the Terran Jump beacons?

tks.


edit: Several hours later my stations still have not arrived and using the hotkey says "the transport just left". Help?
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X2-Illuminatus
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Post by X2-Illuminatus »

ymtt123 wrote:Building service does not work on my TC, which is says, the language file is missing....

I installed the AP bonus package to TC.
This is the AP version in the AP Bonuspack. It's nowhere stated that this script is compatible to TC. ;) Also, the AP Bonuspack scripts will mark your TC game as *modified*. So, if you want to stay Vanilla you shouldn't install the AP BP at all, but rather wait for the signed version for X3TC (that should hopefully come sometime™).
If you don't mind a *modified* game, then you can make this script pretty easy compatible with TC. In fact, not the script but rather the t-file is the problem, as the text used in the BP version of the Hephaistos Corp uses a text page of X3AP. You just have to change this to a X3TC page and everything should be fine (so change 381508 to 351508 in the 0010-L0xx.xml, xx stands for the language reference, 07 = Russian, 33 = French, 39 = Italian, 44 = English, 49 = German).
Or you simply wait a little bit, as I plan to update the unsigned version this weekend.
Cougar81 wrote:tried using this in Unknown Sector 1 in Terran space
Which of the Unknown Sectors is "Unknown Sector 1"?
Cougar81 wrote:edit: Several hours later my stations still have not arrived and using the hotkey says "the transport just left". Help?
Which location (coordinates) did you select for your stations? Which kind of stations and how many should be built?

The TL class ships will jump to the sector centre and fly then up to 20 km to the selected coordinates. That means that if the building place is far away from the eclipitc and you ordered many stations with a high volume, it will take some time.

However, it's indeed strange that the message doesn't update. Do you use any other scripts and mods apart from the ones of the BP? If yes, which ones? If no, would you please upload a savegame, so I can have a look at it.
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Post by Cougar81 »

I'm playing a completely vanilla (AP+bonuspack)(steam)(patched to 1.1) game.

I ordered 3 USC Food Production Labs L and 3 USC Protien Paste L and 12 Shadow missle fabs.

UNK Sector 1 is the first UNK sector next to Oort Cloud. The actual build location was about 15 km above the (64?) Ore asteroid which I already have an ore mine on.

None of the stations have been delivered - I waited for a while in sector - thought maybe I was the problem so jumped to Segaris and waited then played with the stock market to recoup the funds... and now it's been about 4 hours i guess.

I've never uploaded a savegame so I will have to try to figure out how.
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Post by X2-Illuminatus »

I've got the savegame, found the problem, sent you the less positive answer via PM. Thank you again for the hint and the save.

@everyone using this script:
The problem Cougar81 encountered is unfortunately a serious one for everyone, who wants to build stations in the Terran sectors. With the last X3AP update (1.1) one of the script commands, the script is using, was changed slightly. That's why ships of the Hephaistos Corp. can now only jump to sectors that either have at least one jump gate or one jump beacon in it. Selecting another sector as building place, will cause the script to hang.
If you want to have stations built in a sector without jump gate or jump beacon, you have to manually place a jump beacon there. (According to some posts in the X-Universe forum, you should be able to get them, if you kill RRF ships.) If you already have started a building process in such a sector, the script will hang. If this happened, you have to load a savegame from before you started this building process. If you don't have such a save anymore or if you don't want to go back that far, you'll have to wait for the next version of this script. This will definitely have a function to abort building processes that have stopped (or hang) for whatever reason. With the next version it will also be possible again to build in sectors without jump gate or beacon.
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Post by ymtt123 »

Thanks for reply, but unfortunately i didn't find any files like your suggestion, which t files is 7337-L044.xml, and cant find 381508 in the file... in t file, there is only a 0010-L044.pck, which i cant open it...

can u specify the steps of how to make it compatible for TC :)
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Post by X2-Illuminatus »

pck is just a packed .xml-file. You can extract that file for example with Winzip or 7-zip. Rename it afterwards to 0010-L044.xml, then you can open it with a Text-Editor. The number that has to be changed is the page id (page id="381508" should be changed to page id="351508"). Save that file and delete or rename the 0010-L044.pck afterwards (as .pck has a higher priority than .xml, it would be loaded instead of the changed file).
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Post by Breet »

Vanilla AP 1.1 (steam)

Trying to start HephCorp keeps giving me the message that I don't have 1mill credits.
Currently on main account I have 11.5 billion credits. and stations have a combined total of over 500mill.
Was able to use it couple hours earlier (when only had ~8 billion).

Seems anything over 12 billion (tested 10.98, 11.2 fine) will throw the error of not enough credits.
(sorry if already posted/known issue)
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Post by X2-Illuminatus »

Have a look at the first post. There you find a "Known problems and workarounds"-section, where your problem is listed at the first position. ;)

The problem doesn't depend directly on your player account, but also on the amount of money you have on your station accounts (so it can happen with a lot of possible combinations).
A check for an internal value, which shouldn't exceed the 2 billion limit, is missing and will therefore cause the error, whenever your player money and the rest money on your station accounts (i.e. the part of the sum of all station accounts that is less than 1 billion) exceeds the two billion limit. So, you can have even higher amounts of credits (higher than 11 billion) on your player account, if you have no money on your stations. The easier and more pratical workaround, as described in the first post and in case you have stations, is to have not more than 1 billion Credits on your player account.
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