[Mod] Litcube's Saturn Complex Hub V0.99b

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

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darkstar one
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Post by darkstar one »

hello :)

is this mod compatible with xtra shippack ?
if it isnt could it be made compatible since i like the idea of better performance but cant go without extra ships:D

many thanks :)
darkstar one
You've got the flying skills of a large asteroid
qwizzie
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Post by qwizzie »

its compatible with anything that does not change tfactories
xtra shippack has a tfactories file in its cat/dat so its not compatible.

to make it compatible you could merge litcube added factories in his tfactories to the tfactories of the xtra shipmod with help of the x3 editor 2 and update the qty in the tfactories with +451 (see my earlier post on details).
Its a bit tricky but it can be done. Litcube added both blank placeholders and his own factories (451 in total under xenon ownership) in his tfactories.
darkstar one
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Post by darkstar one »

thanks for the help that kind of stuff is a bit beyond my skill level well atleast i know it can be done at some point :)

thanks
You've got the flying skills of a large asteroid
MegaBurn
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Post by MegaBurn »

Any updates?

I merged and tested it with XRM 1.10, seemed to work, though it was a brief minimal test using the cheat menu as much as possible. Just suggested adding this to XRM 1.13, somewhat haphazardly. If it needs more testing, I'm working on a new script/mod build for testing/exploring XRM 1.12, I can include SCH.

Have you considered doing something similar for asteroid bases to give pirates a unique style of ware production? There's an asteroid base resource pack available, and a few others floating around. If not, mind if I give it a try? Could do a NPC or dual use variant of the PM module complex too, and maybe others, although at ~400 factory entries a pop it could get a bit crazy.
"Only the dead have seen the end of war." -Plato
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Litcube
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Post by Litcube »

Give'er.
MegaBurn
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Post by MegaBurn »

Didn't keep the last patch, was based on older versions of DDTC and XRM. Just recreated it, testing now with a 20x specter missile complex, works but needs more work. Had to remove an unknown object product to start production, haven't tested new wares, forgot to test the hotkey too.

Started testing with a 400x complex, seemed like a good idea until I saw the requirements, too time consuming for a test even with the cheat menu. I think this needs a means of automating station kit buying and loading, with support for a few TL's.

Haven't checked out perspective asteroid bases yet.

Edit, used the hotkey complex calculator, game froze on new wares.
Edit2, went over the scripts again, doesn't look like I missed anything. Freezing isn't specific to new wares but for some reason they seem to be more susceptible to it when calculating higher module counts (e.g. 400x, 100% sun, no extra EC - Terran EMR takes 2-3x longer to calculate than Boron PAC -- at 400% sun and 20k/hr extra EC it freezes or takes over 15min to calculate). Similarly, game world and other script activity also makes a big difference. Starting on another test SCH, 10x Keris. If that goes well I'll upload the patch.
"Only the dead have seen the end of war." -Plato
jamafish
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Post by jamafish »

great script. one thing though, is there a way so that you can just shove any random factory you want into this one box rather than requiring a closed loop?

Like say I want to put in 200 wheat farms but don't want to provide them with power, rather, I want to purchase the ecells from NPC stations. Is there a way to do that?
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Litcube
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Post by Litcube »

jamafish wrote:great script. one thing though, is there a way so that you can just shove any random factory you want into this one box rather than requiring a closed loop?

Like say I want to put in 200 wheat farms but don't want to provide them with power, rather, I want to purchase the ecells from NPC stations. Is there a way to do that?
Hm. It is possible. But right now, the script doesn't provide that functionality.
jamafish
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Post by jamafish »

dang, it would've been so sweet, I personally like to use local resources rather than producing completely closed loops (unless local resources can't completely supply my needs, then the megacomplexes come into play, this script saved me from lag death whenever that happens).

Makes me feel more like a part of the economy that way.
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Litcube
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Post by Litcube »

Well, you have a good idea here that's not so hard to code into this beast. I'll see what I can do when I get some time off in a week or so.
Feloidea
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Post by Feloidea »

Litcube wrote:Well, you have a good idea here that's not so hard to code into this beast. I'll see what I can do when I get some time off in a week or so.
Sweet, ... maybe tweak here and there a bit so we get a stable no-longer-beta version by around or the end of the first quartal 2012.
Then'll be getting a new PC that will outperform my current trusty but rusty laptop by magnitudes and then I can go on reinstalling X³TC (and likely X-R) and run everything from mods and such on it without ever having to worry about performance again, wootz.
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Litcube
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Post by Litcube »

Feloidea wrote:maybe tweak here and there a bit so we get a stable no-longer-beta version
Tweak what? What's not stable?
Feloidea wrote:by around or the end of the first quartal 2012
Yes, sir. Would you like some coffee, sir?
Feloidea
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Post by Feloidea »

Litcube wrote:
Feloidea wrote:maybe tweak here and there a bit so we get a stable no-longer-beta version
Tweak what? What's not stable?
Feloidea wrote:by around or the end of the first quartal 2012
Yes, sir. Would you like some coffee, sir?
It is still running as version 0.99beta, isn't it?
So there must be something you deem unstable enough to warrant the whole mod being beta up to now. That's at least how I do think about it.


I don't drink coffee, it doesn't taste well and even if it would, I'd have to save the money for the new PC I am getting and the proposed date is about the time I get the new rig and would henceforth profit the most if it everything was running as intended and as brilliant as possible by then.

I bear you no pressure on your shoulders, I am just all yippy and yiffy on the prospect of finally getting a new PC :D
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Litcube
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Post by Litcube »

[quote="FeloideaI am just all yippy and yiffy on the prospect of finally getting a new PC :D[/quote]


:D It's a good feeling, isn't it?


Point recieved. I'll take it out of Beta soon. Most of my scripts seem to hang in beta stage, even though they're relatively stable.
jamafish
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Post by jamafish »

Litcube wrote:[quote="FeloideaI am just all yippy and yiffy on the prospect of finally getting a new PC :D

:D It's a good feeling, isn't it?


Point recieved. I'll take it out of Beta soon. Most of my scripts seem to hang in beta stage, even though they're relatively stable.[/quote]

under-promise, over-deliver. better than being like some companies that release a game, say it's perfect, then have all the bugs and glitches bite them in the @##
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Tiek
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Post by Tiek »

Hi Litcube, sorry to bother you but I have some questions.

Version installed 0.99b.

In the file HK.saturnch.calculator at line 94 is called the file lib.gen.arrrays.clone (missing in the package); it is essential?

In the file lib.x.station.cmd.idle.pl at line 28 is called the file lib.cmd.dockwaremanager.monitor (missing in the package); it is essential?

Also the file x.station.cmd.idle.pl refers to the following stations:
OTAS Excalibur Shipyard (?), OTAS Forseti Shipyard (?), OTAS Mani Shipyard (?), OTAS Verdandi Shipyard (?) associating them respectively the read texts 9406, 9404, 9400 and 9402. The same read texts are used in the Enhanced Equipment Docks Mod related to OTAS Equipment Dock and Otas Trading Station.
In XRM mod these stations appear in the file in question as zzPlaceHolder. What you refer to exactly? Must be reconfigured in the XRM mod editing the x.station.cmd.idle.pl or just ignored?
Thanks in advance.
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Litcube
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Post by Litcube »

Tiek wrote:In the file HK.saturnch.calculator at line 94 is called the file lib.gen.arrrays.clone (missing in the package); it is essential?
This is the only one that might be crucial. I'm away right now, but I'll look for it when I get home.

I'm surprised the calculator is working for you guys without that lib. Good thing it's only an information tool. It's functionaliy won't effect the SCH.
MegaBurn
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Post by MegaBurn »

I didn't catch the two missing scripts, doesn't seem to matter though, from what I can tell the logic around each doesn't fire so they don't get called. Wasn't sure what to make of the those stations references, I commented it rather than fixing it.

Kind of left my last post hanging, I'm still working on this but its sprawled beyond a simple patch, not sure when I'll have something to release.

Edit, wasn't thinking, that dockware monitor logic should fire.
Last edited by MegaBurn on Fri, 11. Nov 11, 17:39, edited 1 time in total.
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Litcube
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Post by Litcube »

Because I'm using this in my own game, sometimes I have edits included for other purposes. The station.cmd.idle stuff won't effect anything in your games, even if there's a script missing or it's referencing other objects.

The clone lib is the one that's interesting. I don't remember if it wass required. The library was something I wrote that cloned a multidimentional array (by calling itself until it drilled down to all elements). Simple lib.
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Tiek
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Post by Tiek »

Hi guys, thanks for the quick response.

Two more things...

@ Litcube: I noticed that the command 1118 is in conflict with the one used by Economy and Supply Trader from Lucike (txt file 8005 - cmd 1118 - Trader Barrier)

@ Megaburn: refer to the patch XRM - Saturn Complex that you're working on -> with the new version of XRM (1.13) the TFactories.txt has changed: 5 new Terran Missile Factory have been added.

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