[AL Plugin] Stevio Fab Supplier :: V3.02 :: 24/09/2006

The place to discuss scripting and game modifications for X³: Reunion.

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What do you think?

Excellent
39
67%
Good
10
17%
OK
4
7%
Poor
2
3%
Not really my thing
3
5%
 
Total votes: 58

fud
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Post by fud »

a. That's addressed about a page or two earlier in this thread, look for posts by Armageddon.

b. I don't think his script actually sets the prices of the ships, as it's just a script. The prices, I believe, are set in the tships pck.

c. See b.

d. Prolly beyond the bounds of this script as well. Have you tried the numpad/step, or home/end?



This script just adds the shipyards/fabs, nothing more.
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Stevio
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Post by Stevio »

@fud thanks for answering.

a. armegeddon has made the Custom factory setup Library

b+c. the prices i would also like to change but as fud said i believe its in the Tships, a mod would be required and i ain't good at mods :wink:

d. i know theres a problem with one of the tunings i can't seem to work out why it does that :gruebel:


cheers

stevio
fud
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Post by fud »

If/when I get bored with the game, I'm thinking about making a "nightmare" mod. Which would make all ships, stations and weapons/shields (anything related to ships) double or even triple in price.

But then, leaving the normal stuff you trade at the same values....it'd take a year to save up for a 180M cr python. SPP XLs for 60M, etc. :lol:

There's all sorts of fun things to do in the t[file].pck's. :)
Hieronymos
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Post by Hieronymos »

Can't prices of Fabs normally only available to NPC's--e.g. "Swarm Missle Production Complex", etc.--be set within context of a script/plugin, i.e. without a mod?
fud
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Post by fud »

Dunno. I was basing it on Stevio's script, which has no price settings in it. The only thing I saw in reference to their price was in the tfact file.

Are all the stations in his combat fab still 649k?
Hieronymos
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Post by Hieronymos »

To my knowledge, all of the NPC-only fabs (e.g. "Swarm Missle Prod'n..") are set at 649k, while the others are set at market (realistic) prices.
fud
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Post by fud »

Right. Which is why I think you would have to have someone try to script in a more appropriate price for them, or mod it in the tfact file.
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Stevio
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Post by Stevio »

just the Sheild/missile/laser production complexes.

and i don't believe ther is a way to change prices in a station without a mod. sorry :)


cheers

stevio
fud
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Post by fud »

Well, see, I have no problem with that. I'll prolly just make them the price of their indivual factories comined. APAC+BPAC and maybe the cost of a constuction kit thrown in.

:)



Now, if only I could figure out the game's formula.

I have no idea how reval 64574, multiplier 1: 20, 2L 25 equals 9xxxxxx. I'm sure that's been answered somewhere else tho.
Hieronymos
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Post by Hieronymos »

You'll also have to find a way of making the dual- or triple-weapon fabs actually PRODUCE something. As is, they have resource needs, but have no products...they just sit there. Even LV's cheat script can only create a station with a SINGLE product. Two or three can't be done...

Another idea or two for some custom stations available at the Stevio Weapons Fabs:
a) Custom stations that 'synthesize' other products: e.g. a 'Silicon Wafer Synthesizer' that requires E-cells as primary resource and Teladinium as secondary
b) Custom stations using a take on Burianek's X2 script for tertiary resources: e.g. BoFu Chemlabs that produce 50% more BoFu, but need small numbers of computer components as a tertiary resource

Pardon me ahead of time if this is something that Ashleys Factory script already does.

P.S. If changing fab prices and such can only be done within the context of a mod, then could it be set up as a 'mini-mod' that could piggyback on top of an existing mod like DDRS or the M7 mod?
fud
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Post by fud »

Hieronymos wrote:
Pardon me ahead of time if this is something that Ashleys Factory script already does.
Yep. Well, Armageddon's script fixes that, but it goes hand in hand with this one, and Ashley's.
P.S. If changing fab prices and such can only be done within the context of a mod, then could it be set up as a 'mini-mod' that could piggyback on top of an existing mod like DDRS or the M7 mod?
Well, if either of those uses a modded tfact file, then, well, it's a little more effort. You'd have to go in and mod the DDRS tfact file to include the revisions.

You may be able to add it on via the mod package at start up. But I believe that means you have to be running the others as "false patches" in the main folder.

I don't have either of those mods, so I can't tell you for sure. Sorry.
EthanL
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Post by EthanL »

Hello i'm a novice at script using but i installed the last version of the Stevio's Combat Fab and the last version of Armageddon's script but i can't figure how to work them...

I bought two complex (PAC Complex and HEPT Complex) but i can't have them any products...
I try to reinit the script cache but nothing happen...

It's normal? I didn't do the right thing?
Armegeddon
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Post by Armegeddon »

Hello i'm a novice at script using but i installed the last version of the Stevio's Combat Fab and the last version of Armageddon's script but i can't figure how to work them...

I bought two complex (PAC Complex and HEPT Complex) but i can't have them any products...
I try to reinit the script cache but nothing happen...

It's normal? I didn't do the right thing?
As far as I know, there currently is no configuration file for my script that activates the Combat Fabs. I had thought Stevio was going to make some changes to his script and release a version including my Custom Fab lib to activate the problem fabs. As I see this hasn't happened (for whatever reason) I'll work on a configuration file shortly and release it. The only problem that I'm unable to solve concerns connecting the <whatever> Complexes with a Complex Construction Kit to any other station. Doing so causes the PAC/HEPT/whatever complex to only produce a single product instead of 2 or 3. I don't have a clue as to how to correct this, short of having a script run constantly on the factory itself. I don't know if that workaround would neccesarily work correctly or not, but will check into it.

The reason I hadn't already done something for this is that I was planning on waiting for the 1.4 patch to come out to see if there are any additional commands added to the script engine that would assist in setting things up. I am also currently working on a script to replace aalaardb's Salvage Mod as I don't particularly like how it works and have a few problems with it.

I'll make a post here, and in my main thread once I get the configuration file done, whether I'm able to make multi-product station work in a complex, and another version change of my script fixing a small bug I found.
Last edited by Armegeddon on Mon, 13. Mar 06, 18:04, edited 1 time in total.
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Armegeddon's X3 scripts and mods
EthanL
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Post by EthanL »

Thank you very much for the Help Armageddon, i try to learn much of scripting but it isn't easy for the moment...
Armegeddon
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Post by Armegeddon »

EthanL wrote:Thank you very much for the Help Armageddon, i try to learn much of scripting but it isn't easy for the moment...
Easy and X3 scripting barely belong in the same sentence. IMHO the scripting engine leaves alot to be desired, but just imagine how much worse it would be without it. :)
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Armegeddon's X3 scripts and mods
EthanL
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Post by EthanL »

I can't imagine the game without scripts now...

Although I don't know if it's a good thing or not... But scripts add/complete the numerous lacks of the game.

Thanks to all scripters!! :)
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DoHi
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Post by DoHi »

Help, just installed script and bought a heavy shield fab. It didn't produce any products or even list any. Help would be good as I suck at making complexes and like the idea of prefabricated ones, even if they are too cheap.
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Stevio
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Post by Stevio »

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DoHi
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Post by DoHi »

Yeah got Armegeddons script too and nothing. If someone could tell me step by step how to get one station to work manually I'm a fast learner. That or I'll give up in frustration and wait on the hardwork of others. Like to learn it myself though.
I can't quite figure out where to put/find this... at least I think it will help.

Stevio wrote:use LV's cheat scripts to add/remove the products/resources,

or you could do it yourself.

Code: Select all

$a = Hurricane missile
$b = etc....
=$station -> add product to factory or dock: $a
=$station -> add product to factory or dock: $b
.....
return null

cheers

stevio
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Stevio
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Post by Stevio »

here is a quick script that will help you (with tutorial comments):

Download Here: Add Products Script

Code: Select all

Arguments
1: station , Var/Station , 'station' 
Source Text

001   * Remove 'select ware here' by highlighting it (red) and press the 'END' key
002   * highlight '...' and press enter
003   * scrolll down and select 'select ware'
004   * Repeat as many times as the number of products you need
005   
006   * P1 and P2 are your products if you need any more just copy and paste the line 
007   
008   $P1 = 'select ware here'
009   $P2 = 'select ware here'
010   
011   * do the same for resources
012   * R1 and R2 are your resources if you need any more just copy and paste the line 
013   
014   $R1 = 'select ware here'
015   $R2 = 'select ware here'
016   
017   * just copy and paste the lines if you need anymore
018   
019   $station -> add product to factory or dock: $P1
020   $station -> add product to factory or dock: $P2
021   
022   * just copy and paste the lines if you need anymore
023   
024   $station -> add primary resource to factory: $R1
025   $station -> add primary resource to factory: $R2
026   return null
for a heavy sheild fab you would need:
  • Products

    • 1GJ Sheild
    • 10GJ Sheild

    Resources

    • Ecells
    • Ore
    • meatsteak cahoonas
    etc...
then run the script manually

• press 'r'
• null
• press enter on select station
• select sector
• select station


and hey presto :P

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