[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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sstbrg
Posts: 69
Joined: Mon, 11. May 09, 06:37

Post by sstbrg »

Logain Abler wrote:
sstbrg wrote:Yeah, I just read few replies on previous pages, and it seems like it's possible.

I'll edit this post once I finish uploading...

EDIT: http://www.mediafire.com/?mneiamjxt2y
Seems like it doesn't work in Opera. Firefox loads the link fine however.
Hi sstbrg, there is another reason why the traders aren't working from the Node or Trade Post. If it's been scripted in rather than bought and deployed I'm not sure if the trade scripts are kicked off correctly (in game, not FDN scripts). Have you tried resetting the Trade with other races option a few times?

LA
"If it's been scripted in rather than bought and deployed I'm not sure if the trade scripts are kicked off correctly (in game, not FDN scripts)"
Err, what do you mean by that? :?
I bought everything from a shipyard and deployed it using my TL, bought the ship for that purpose as well.

"Have you tried resetting the Trade with other races option a few times?"
I only tried to play with that option once, setting it to 'no' instead of 'yes' on the mines and comlexes. Didn't help though... I'll try playing it a bit more later today.

Thanks for helping, by the way :)
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

sstbrg wrote: Err, what do you mean by that? :?
Who me :?: nothing at all :wink:

I only know as I script loads in for testing....... honest :!:

LA
sstbrg
Posts: 69
Joined: Mon, 11. May 09, 06:37

Post by sstbrg »

Well due to my vast (lack of) experience, I play fair and buy everything :P

Any other ideas on how to get the trading working ? :(
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

sstbrg wrote:Well due to my vast (lack of) experience, I play fair and buy everything :P

Any other ideas on how to get the trading working ? :(
Sound like something is locking the TS in a loop :!: FDN doesn't touch any trade related scripts but maybe there is something between the station and ship.

I'll have a look when I finish work, but I'll need a list of all the scripts/mods you use.

If I use any TS's on a Node is usually only on the wares which are surplus to keeping production going. But I usually transfer them to a Trade Post.

LA
sstbrg
Posts: 69
Joined: Mon, 11. May 09, 06:37

Post by sstbrg »

Well my problem is that no trade is being done through the trade post at all.
Even my own salesman (homebase: trade post) is going to the node, no matter what, when I'm using the default 'sell for best...' command. When using CAG he's on 'standby' always.
However the CAG shopper who's configured to buy crystals (homebase: the node) is doing that fine.
Bah, this is annoying :(

List of installed scripts/mods: http://img404.imageshack.us/img404/4507/installed.png
(only improved combat frame rate and missile safety are not installed)
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

sstbrg wrote:Well my problem is that no trade is being done through the trade post at all.
Even my own salesman (homebase: trade post) is going to the node, no matter what, when I'm using the default 'sell for best...' command. When using CAG he's on 'standby' always.
However the CAG shopper who's configured to buy crystals (homebase: the node) is doing that fine.
Bah, this is annoying :(

List of installed scripts/mods: http://img404.imageshack.us/img404/4507/installed.png
(only improved combat frame rate and missile safety are not installed)
That's a lot of script installed. It may take a while to download and test.

LA
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

Ok I need an idiots Guide, I read the guide and its really great, but help me solve this scenario.

I have a PHQ in Avarice, a starship materials forge in Montalaar, a teladi weponds depot in Aladna Hill.

I want to set up the system so that each of these two support stations ship frieght into the PHQ at a set level of stock. How would I place the Nodes and Relays?

Can I tie the two support complexs together so they share resources? Even though their self-sufficient it would be nice to keep flow going.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

thunderai wrote:Ok I need an idiots Guide, I read the guide and its really great, but help me solve this scenario.

I have a PHQ in Avarice, a starship materials forge in Montalaar, a teladi weponds depot in Aladna Hill.

I want to set up the system so that each of these two support stations ship frieght into the PHQ at a set level of stock. How would I place the Nodes and Relays?

Can I tie the two support complexs together so they share resources? Even though their self-sufficient it would be nice to keep flow going.
It's the Node which passes the wares to the PHQ, the PHQs sector will need a Relay which is linked to the Node that you want the PHQ to be supplied from.

The number of Relays a Node can link to and over what jump distance depends on the Node version.

A Node will automatically check for any other Node where they are both within range of each other and if allowed take what wares it requires.

So in theory two XL Node could between them cover 30 sectors over a jump distance of 12 jumps, if the Nodes are deployed at their furthest limit fro each other (6 jumps). However you can't daisy-chain Nodes together.

The Nodes default behaviour is to strip the Factories and Complexes clean of any product and store it locally for distribution.

Give me 5 mins to have a look at your scenario.

LA

Edit:

Montalaar and Aladna Hill are within easy reach of each other.

Where is Avarice? Where does it connect to? I'm not that far into the game :oops:
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

^, Avarice is the Unknown Sector to the East of Montalaar.

I'll await your scenario description
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

You can use any of the nodes (S has to be in Light of Heart) and drop a relay into the 3 sectors with stations (and adv satellites to cover the factories). Link everything to the node (HQ you have to link the relay then go to the HQ and link from that). You should then be able to set stock levels for the HQ
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StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

sstbrg wrote:Well my problem is that no trade is being done through the trade post at all.
Even my own salesman (homebase: trade post) is going to the node, no matter what, when I'm using the default 'sell for best...' command. When using CAG he's on 'standby' always.
However the CAG shopper who's configured to buy crystals (homebase: the node) is doing that fine.
Bah, this is annoying :(

List of installed scripts/mods: http://img404.imageshack.us/img404/4507/installed.png
(only improved combat frame rate and missile safety are not installed)
Do racial trading docks work at all? And did you try stoping the trade command, giving another order (move, dock, etc) and then reissuing the trade instructions (this usually fixes my problems)?
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Flying spaceships since 1993.
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

Stripping the Complex of all its resources should be fine so long as the resources are placed back in every three minutes plus the reserve the guide talks about. This makes tieing in more than one node together a good idea to keep resources flowing.

is there any delay in the distance of ware delivery based on the distance between the node and the relay?

Just to make sure i understand what everyone is saying: Place a relay in each sector with a complex and advanced satlites to cover the factories. The wares will be added and subtracted from the complex by the node as needed without a ship needed to transport from the relay to the complex. If I want I can then add another node 12 sectors away and expand the system to cover other stations; however, I can only connect two nodes together and can't daisy chain them.

In the secor with the HQ I build a relay just like any other sector and connect the HQ to the relay. I'd imgien I have to manualy connect any complex to a relay.
sstbrg
Posts: 69
Joined: Mon, 11. May 09, 06:37

Post by sstbrg »

StormMagi wrote:
sstbrg wrote:Well my problem is that no trade is being done through the trade post at all.
Even my own salesman (homebase: trade post) is going to the node, no matter what, when I'm using the default 'sell for best...' command. When using CAG he's on 'standby' always.
However the CAG shopper who's configured to buy crystals (homebase: the node) is doing that fine.
Bah, this is annoying :(

List of installed scripts/mods: http://img404.imageshack.us/img404/4507/installed.png
(only improved combat frame rate and missile safety are not installed)
Do racial trading docks work at all? And did you try stoping the trade command, giving another order (move, dock, etc) and then reissuing the trade instructions (this usually fixes my problems)?
"Do racial trading docks work at all?" - You mean in case I own an EQ dock, does it work or not? I don't know, I don't own any yet.
If you're talking about the FDN dock, then the dock does get materials after some time from the node, but no ships dock there and I can't sell them automatically using neither CAG nor the original 'sell for best price...' script. I'd say it doesn't work for me.

I tried stopping and giving another different order many times, but when I order it to do trading (again, cag or the original script), it just repeats the faulty behavior.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

thunderai wrote:Stripping the Complex of all its resources should be fine so long as the resources are placed back in every three minutes plus the reserve the guide talks about. This makes tieing in more than one node together a good idea to keep resources flowing.

is there any delay in the distance of ware delivery based on the distance between the node and the relay?

Just to make sure i understand what everyone is saying: Place a relay in each sector with a complex and advanced satlites to cover the factories. The wares will be added and subtracted from the complex by the node as needed without a ship needed to transport from the relay to the complex. If I want I can then add another node 12 sectors away and expand the system to cover other stations; however, I can only connect two nodes together and can't daisy chain them.

In the secor with the HQ I build a relay just like any other sector and connect the HQ to the relay. I'd imgien I have to manualy connect any complex to a relay.
Yes the Complexes get all the required resources back plus the overhead to ensure that the production does not stall.

The only delay depends on the size of the network (number of stations) there are some waits in the loops to stop the scripts from hogging the processing. Deploy the Node to whatever sector suits, deploy the Relays to the others sectors, then link it all up.

Under the Relay & Node menu, link the stations you want FDN to support and away you go. Should do the job, have a play to see what suits you best. Once its set-up you will only need TSs for wares you don't produce within range.

So to answer your question FDN is ideal fro what you looking for, it will supply your HQ as long as its got access to the wares.

On a side note, if you want to defend the sectors try my other mod SSDN http://forum.egosoft.com/viewtopic.php?t=247324, sorry for the blatant plug :wink:

LA
Last edited by Logain Abler on Tue, 2. Jun 09, 21:21, edited 2 times in total.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

StormMagi wrote:You can use any of the nodes (S has to be in Light of Heart) and drop a relay into the 3 sectors with stations (and adv satellites to cover the factories). Link everything to the node (HQ you have to link the relay then go to the HQ and link from that). You should then be able to set stock levels for the HQ
Spot on as always StormMagi :)
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

sstbrg wrote:
StormMagi wrote:
sstbrg wrote:Well my problem is that no trade is being done through the trade post at all.
Even my own salesman (homebase: trade post) is going to the node, no matter what, when I'm using the default 'sell for best...' command. When using CAG he's on 'standby' always.
However the CAG shopper who's configured to buy crystals (homebase: the node) is doing that fine.
Bah, this is annoying :(

List of installed scripts/mods: http://img404.imageshack.us/img404/4507/installed.png
(only improved combat frame rate and missile safety are not installed)
Do racial trading docks work at all? And did you try stoping the trade command, giving another order (move, dock, etc) and then reissuing the trade instructions (this usually fixes my problems)?
"Do racial trading docks work at all?" - You mean in case I own an EQ dock, does it work or not? I don't know, I don't own any yet.
If you're talking about the FDN dock, then the dock does get materials after some time from the node, but no ships dock there and I can't sell them automatically using neither CAG nor the original 'sell for best price...' script. I'd say it doesn't work for me.

I tried stopping and giving another different order many times, but when I order it to do trading (again, cag or the original script), it just repeats the faulty behavior.
I was refering to the Split/Argon/etc trading docks you can buy from shipyards since they are 'vanilla' trading stations and thus unedited/altered which would lessen the chance of a conflict. If the scripts work fine with those but not with the FDN stations then the problem might be with FDN. On the other hand if there are still problems with those then I would guess you have some script conflict(s) somewhere because of all the scripts you have installed in which case you would need to isolate what scripts are causing the problem through install/uninstalling them.
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Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

StormMagi wrote: I was refering to the Split/Argon/etc trading docks you can buy from shipyards since they are 'vanilla' trading stations and thus unedited/altered which would lessen the chance of a conflict. If the scripts work fine with those but not with the FDN stations then the problem might be with FDN. On the other hand if there are still problems with those then I would guess you have some script conflict(s) somewhere because of all the scripts you have installed in which case you would need to isolate what scripts are causing the problem through install/uninstalling them.
sstrg, I tend to agree with StormMagi, he knows the mod better than I do, and I wrote it :!:

I'll have to take some time out to DL all the scripts and test but I've been running EST & CAG out of Trade Posts & Nodes with no issue on my test saves :oops:


LA
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
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Post by StormMagi »

Logain Abler wrote:
StormMagi wrote: I was refering to the Split/Argon/etc trading docks you can buy from shipyards since they are 'vanilla' trading stations and thus unedited/altered which would lessen the chance of a conflict. If the scripts work fine with those but not with the FDN stations then the problem might be with FDN. On the other hand if there are still problems with those then I would guess you have some script conflict(s) somewhere because of all the scripts you have installed in which case you would need to isolate what scripts are causing the problem through install/uninstalling them.
sstrg, I tend to agree with StormMagi, he knows the mod better than I do, and I wrote it :!:

I'll have to take some time out to DL all the scripts and test but I've been running EST & CAG out of Trade Posts & Nodes with no issue on my test saves :oops:


LA
I wouldn't say I know it better, but I am used to having to sort out mod/script conflicts from other games (and a few programming classes) :P There are still a few parts of FDN I don't understand but they are minor parts where the menu isn't labeled that well :P FDN is one of best mods I have seen for its scale and it is really easy to use :thumb_up:
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Flying spaceships since 1993.
thunderai
Posts: 374
Joined: Fri, 17. Apr 09, 04:40
x3tc

Post by thunderai »

I installed the script and have the mod running. I can't find any NODE facilties anywhere in any shipyard. Did I do something wrong?
StormMagi
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Post by StormMagi »

Did you install just the spk? Or did you install the cat/dat files as well?
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