[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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StormMagi
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Post by StormMagi »

LA: I just need to modified the suptype and the install xml files to add in the new station correct (essentially copy paste from the sets about the current stations but update for the new station)?
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Logain Abler
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Post by Logain Abler »

StormMagi wrote:LA: I just need to modified the suptype and the install xml files to add in the new station correct (essentially copy paste from the sets about the current stations but update for the new station)?
The install finds the models sbtype by running plugin.FDN.SubType which searchess the TDock for the dock subType (which is just the line ref)

The search uses the page 17 ID ref to find a match in the Tdock.

Check out both:
plugin.FDN.Node.Install & plugin.FDN.SubType.

V4 is somewhat stream-lined. The search is done at set-up and saved to global.

LA
Logain Abler
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Post by Logain Abler »

Sweet, I've been able to upgrade from v3.6 to new build of v4 :D

I should be able to release a compatible version using the existing model, and a none-compatible version with the new models.

There's a few steps to take:
Back-up saves.
Stop FDN & save.
Remove old FDN files
Restart & save (run for around 10 minutes to ensure there was no crashes)
Install new version.
Load save
Re-link the stations to the Nodes
Destroy Relays.

Any other approach cause the game to hang :(

LA
thunderai
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Post by thunderai »

Happy Dance!

The problem I will have then is the range of the nodes changing from 6 jumps to 5 but that can be fixed by adding more nodes to the system, right?

How do you stop FDN, just in the node click inactive? and that feeds to all the relays as well then or does each relay need to be turned off as well?

Make sure you provide a list of which files need ot be removed then.
Logain Abler
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Post by Logain Abler »

thunderai wrote:Happy Dance!

The problem I will have then is the range of the nodes changing from 6 jumps to 5 but that can be fixed by adding more nodes to the system, right?
Yes, deploy another node, all Nodes link-up within 8 jumps.
thunderai wrote: How do you stop FDN, just in the node click inactive? and that feeds to all the relays as well then or does each relay need to be turned off as well?
Turn off the AL Plugin

LA
StormMagi
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Post by StormMagi »

Logain Abler wrote:
StormMagi wrote:LA: I just need to modified the suptype and the install xml files to add in the new station correct (essentially copy paste from the sets about the current stations but update for the new station)?
The install finds the models sbtype by running plugin.FDN.SubType which searchess the TDock for the dock subType (which is just the line ref)

The search uses the page 17 ID ref to find a match in the Tdock.

Check out both:
plugin.FDN.Node.Install & plugin.FDN.SubType.

V4 is somewhat stream-lined. The search is done at set-up and saved to global.

LA

Ok I think i got it o_O I wont be able to test till monday though :(
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Johnnierocker
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Post by Johnnierocker »

Hi guys

Just a quick question. I got my Headquarters finally and put this in my main system.

I took Presidents End :-) and already have an ssdn there as well. and a large trade dock

Here is what I want to do

I have here a major ecell production facility among 6 sectors. I deployed all the necessary stations and set the other races to not use as these were primarily for me.

second I stuck an xl node, ssdn and my headquarters and did the same other races can not use.

Connected the ssdn and the headquarters to the xlnode in PE(presidents end)

All seems to be working fine

after a while I have a crapload of ecells so I want to start selling only those so to promote traffic in system I buy a trade dock and connect that to the xlnode in PE and set races to can use

Here is my question,

If I set a cap level of lets say 50k to hq, will all the rest of the ecells get moved to the trade dock ? or do I nee to set cap levels to all my nodes as well first before the excess gets moved. ?

Thanks for your reply
Logain Abler
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Post by Logain Abler »

Johnnierocker wrote: Here is my question,

If I set a cap level of lets say 50k to hq, will all the rest of the ecells get moved to the trade dock ? or do I nee to set cap levels to all my nodes as well first before the excess gets moved. ?

Thanks for your reply
No, the E-Cells will stay at the Node.
The Cap level at the Node stops the Nodes taking wares from a station when its stock is at the set level.

What you need to do is set the level at the Trade/Dock you want the Node to pass the wares too.

It could take a while for the Node to pass to the Dock (depending on levels), so set the level low and then increase as need be.

IN v4 you can sell & buy direct from the Node using its teleport.

LA
Logain Abler
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Post by Logain Abler »

Working on the Trade Dock now, which is the final main component before I look for some testers.

To make the Trade Post more useful I'm letting it sell ware in the same fashion as the Nodes, but over a reduced jump distance (3 rather than 5),

I hope to have a build ready soon for closed testing prior to the main release.

If anyone is interested in testing please PM me :)

LA
thunderai
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Post by thunderai »

What does that mean?

I relize that mans you have no set level of goods per station, but does that mean only people within 3 secotrs could possibly buy from it?
Logain Abler
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Post by Logain Abler »

thunderai wrote:What does that mean?

I relize that mans you have no set level of goods per station, but does that mean only people within 3 secotrs could possibly buy from it?
No. in v4 the Node will use its teleport to sell & buy direct to stations, I'll also acript the Trade Posts to sell like the Nodes.

LA
Logain Abler
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v4 Progress

Post by Logain Abler »

Docks have now been added to v4.

It’s also been changed a fair bit and is a lot easier (in my opinion) than before.
Docks now work in a similar way to the old ASR feature; you pick a ware and then set a level. What’s changed is that you no longer have to link the Dock to a Node; it atomically has access to any Node whose range it falls under. As long as the ware is set for Remote Access on the Node it will be available to the Dock.

FDN Trade Post will now also sell any wares directly to stations within a 3 jump range (no need for TS); however unlike the Nodes it won’t buy wares. Both the Nodes & Trade Post are real cash cows without opening then up to trade with other races!

Currently the Buy & Sell is set from the normal station settings menu, however in future release I may set a Max Buy & Min Sell level (buy low, sell high) but I think that would just kill any other kind of trade in the area?

Edit:
I don't think I'll be releasing any ship supply functionality as a core feature of the Node, I'll more than likely use the Relay as a Ship Distribution Node. I envisage it working as a remote post that links to any Node whose range it fall within and it will supply ships based on their supply settings.

I will probably drop ASR altogether, it never felt right to me.

LA
thunderai
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Post by thunderai »

Sounds good, any estimates on when your feeling ready to release it. not that I'm ready to take on the task of risking my game and time rebuilding stations, but I look forward none the same.
Logain Abler
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Post by Logain Abler »

thunderai wrote:Sounds good, any estimates on when your feeling ready to release it. not that I'm ready to take on the task of risking my game and time rebuilding stations, but I look forward none the same.
Not sure as yet, the base build look very stable but I'm trying to stress test at the moment before I release to any volunteers for testing.

The stress testing is going well with 300 stations, 3 Nodes, 2 SSDNs, 2 Trade Posts and 1 PHQ and two large Terran fleets. What I really need is a clean save with lots of Complexes! I have a few complexes for testing but nothing over 5 stations.

Good news is that the game runs fine with no slow-down (so far)!

More good news is that it can be upgraded from v3.6 in the models aren't changed, which I've got a couple built but not imported as yet. I'll release two version, v3.6 compatible & new. Upgrading is not just dropping in new script but as long as people back-up its do-able.

I hope to have it ready for any volunteer testers by the weekend.

LA
Last edited by Logain Abler on Tue, 16. Jun 09, 18:23, edited 1 time in total.
StormMagi
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Post by StormMagi »

I will go for the new one since I am about to start the hub and may as well bite the bullet and go to a modified game :D
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Logain Abler
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Post by Logain Abler »

StormMagi wrote:I will go for the new one since I am about to start the hub and may as well bite the bullet and go to a modified game :D
:D

Not got anywhere near the Hub :oops:

LA
StormMagi
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Post by StormMagi »

Game time has become a bit limited for me :( So I need to make the most of it :)
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thunderai
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Post by thunderai »

I can jump into the HUB sector in a custom game, but I can't build it and turn all the gates on.

I got my new AMD Athlon 64 XP 6000+, and I still get a solid 4 second pause every three minutes. I have gotten used to it, but if you can remove that pause, that is well worth the time having to rebuild my station complexes
StormMagi
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Post by StormMagi »

Ok LA I have run into a bit of a snag. Using the latest update of FDN I copied over my changes (and removed references to the SSDN in the Tdock to make life easier atm) and repackaged everything but now FDN doesn't want to show up in the stations. Everything appears to be installing to the correct area but I am lost on where to check next.
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Logain Abler
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Post by Logain Abler »

StormMagi wrote:Ok LA I have run into a bit of a snag. Using the latest update of FDN I copied over my changes (and removed references to the SSDN in the Tdock to make life easier atm) and repackaged everything but now FDN doesn't want to show up in the stations. Everything appears to be installing to the correct area but I am lost on where to check next.
? Is the AL plugin on as that installs the FDN stations? Try turning it off then on again :wink:

Also there is a counter at the top of the Tdock which show reaad:
47;55 with SSDN
47;54 without
for version 2.1
47;54 with SSDN
47;53 without
for version 2

Or something like that, at work so can't check :(

LA

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