[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010

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Logain Abler
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Post by Logain Abler »

dpadula wrote:@LA: sorry I mistyped the last part. Might there be a plan to add custom wares to the FDN/PM abilities?
FDN should work with any ware in its cargo, PM I've not looked into custom wares and probably won't at the moment.

To much I need to do with getting FDN & PM out, and then SSDN.

JoeTheDestroyer has a modified version of PM which can research wares but it's on the old 6 version so I've not had chance to check it out as yet.

More than happy for him to release it if he wants to, just out of scope for me at the moment.


LA
dpadula
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Post by dpadula »

@LA: As long as you are cool with it I will ask him once the new version comes out. Will the new version also allow the SSDN to pull resources from the FDN? I couldn't do that in a previous game I was playing.
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Logain Abler
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Post by Logain Abler »

dpadula wrote:@LA: As long as you are cool with it I will ask him once the new version comes out. Will the new version also allow the SSDN to pull resources from the FDN? I couldn't do that in a previous game I was playing.
Yes SSDN will work with FDN.

LA
chrisianak
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Post by chrisianak »

Hello, gotta say I love your mod but I have a few questions.

1. Most important, is that my trading dock is ignoring the remote access limits on my node, it keeps taking until it hits it's own stock cap. I tried pasting the plugin.FDN4.Suppy.Dock file from the first post but doesn't seem to work.

2. I have noticed that the trade post will have a good in stock and set to sell but then a neighboring sector (with advsat) will often have trade and equipment docks that are empty of that good. Isn't it supposed to automatically sell to them? The node seems to do the same thing. As a work around I have a fleet of CAG ships that I am assigning to the trade post, (can't tie them to the node as they don't respect limits, which is understandable, but if the tradepost isn't respecting them either, it doesn't help.)

the node does work though, as I have several factories tied into it and they tend to work just fine.

As for other mods, I have the super tractor, CCleaner and the bonus pack as well as FDN and PM

Would appreciate any help
Logain Abler
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Post by Logain Abler »

chrisianak wrote:Hello, gotta say I love your mod but I have a few questions.

1. Most important, is that my trading dock is ignoring the remote access limits on my node, it keeps taking until it hits it's own stock cap. I tried pasting the plugin.FDN4.Suppy.Dock file from the first post but doesn't seem to work.

2. I have noticed that the trade post will have a good in stock and set to sell but then a neighboring sector (with advsat) will often have trade and equipment docks that are empty of that good. Isn't it supposed to automatically sell to them? The node seems to do the same thing. As a work around I have a fleet of CAG ships that I am assigning to the trade post, (can't tie them to the node as they don't respect limits, which is understandable, but if the tradepost isn't respecting them either, it doesn't help.)

the node does work though, as I have several factories tied into it and they tend to work just fine.

As for other mods, I have the super tractor, CCleaner and the bonus pack as well as FDN and PM

Would appreciate any help
Hi chrisianak,

Yes there have been a few reports about the dock issue; I will have another look today :(

Version 6 dos not sell to Trade Posts and Equipment docks, just to factories. I have changed this in the new release (will be out in a few days), which I will be posting about later.

But I'll try and get to the bottom of the dock issue.

LA
chrisianak
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Post by chrisianak »

Thanks for your reply, I do have one quick question about your new first post.

The second INN range picture (one with just nodes) seems to indicate that there is a limit of two chained nodes, or in other words that a node cannot connect to the INN if there is more than one node between it and the start point. Yet your text description seems to imply that as long as a node is within 5 jumps of a node in an INN that it too will be a part of the INN ( and so on) leading to the possibility, with sufficient nodes, of a single INN covering all jump connected sectors. Is either one of these scenarios correct or am I totally lost?

Edit: O, second question, would removing my deployed FDN Stations, moding and then placing new ones work, or do I need to start comepletely over?
Logain Abler
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Post by Logain Abler »

chrisianak wrote:Thanks for your reply, I do have one quick question about your new first post.

The second INN range picture (one with just nodes) seems to indicate that there is a limit of two chained nodes, or in other words that a node cannot connect to the INN if there is more than one node between it and the start point. Yet your text description seems to imply that as long as a node is within 5 jumps of a node in an INN that it too will be a part of the INN ( and so on) leading to the possibility, with sufficient nodes, of a single INN covering all jump connected sectors. Is either one of these scenarios correct or am I totally lost?

Edit: O, second question, would removing my deployed FDN Stations, moding and then placing new ones work, or do I need to start comepletely over?
The 5 jump limit is for Factories, Docks & Relays, which need to be within 5 jumps of a Node. Node to Node is 8 Jumps. You are rightish, A node will see it's immediate neighbour and everything it's neighbour can see (including other Nodes), but no further.

1 Node = 8 jumps
2 Nodes = 16 Jumps
3 Nodes = 24 jumps
There will be gaps in this coverage where stations sit between the 5 jump and 8 jump limits, but the amount of coverage is still very good.

One work around would be remove all FDN (& if installed PM & SSDN) stations from the current game, stop the AL-plugins, save, remove, install new, load and restart.

As long as all old references are removed from the save game it should be okay, but as always back-up your saves...

LA

Edit: Your question has just been added to the new FAQ
;-)
Logain Abler
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Post by Logain Abler »

Freight Distribution Network - 11/08/2010
Release Notes Version 7

Summary:
FDNv7 will now work as script only, with the LI_Modv7 file, or third party custom docks
Introduces INN (Inter Node Networking) & new supply logic
Improved Buy & Sell functionality
Cleaner menus
LI_Modv7 is completely new and has been changed to incorporate a work-around for the modified PHQ & blueprint issues. This fix will only work with LI modified HQ docks.
Includes code for 3rd party scripts to access FDN stored wares

Compatibility:
This is a completely new version and is NOT compatible with earlier version
Due to the LI_Mod file changes this will NOT be compatible with any save games which have FDN, PM or SSDN installed
FDNv7 is only compatible with PMv7
FDNv7 can only use LI_Modv7[/b]


LA
Thrandisher
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Post by Thrandisher »

I leave for awhile and you go crazy with this script ;)

Well since i just started playing again, ill have to dig around with this. Will be a upgrade since the first beta one i started with, lol
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Logain Abler
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Post by Logain Abler »

Thrandisher wrote:I leave for awhile and you go crazy with this script ;)

Well since i just started playing again, ill have to dig around with this. Will be a upgrade since the first beta one i started with, lol
:D Let me know how you get on Thrandisher, and good to see you back.

LA
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Idea
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Post by Idea »

This is something I have waited.

Script only :D

While it was a mod I had to restrain myself from trying to use it :( Now I don't need to do that any more :)

Nice job LA

Cheers
Logain Abler
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Post by Logain Abler »

Idea wrote:This is something I have waited.

Script only :D

While it was a mod I had to restrain myself from trying to use it :( Now I don't need to do that any more :)

Nice job LA

Cheers
Cool, I'm moving all my scripts away from being tied to a mod. FDN & PM done, SSDN next.

LA
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Midge
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Post by Midge »

I'm having an issue with FDN not showing in the AL menu. PM and SSDN appear. I'm guessing it's because the FDNv7 package contains the script al.plugin.LI.PM.regsiter.xml where it should be al.plugin.LI.FDN.regsiter.xml?
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knud0139
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Post by knud0139 »

Same here
Logain Abler
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Post by Logain Abler »

Midge wrote:I'm having an issue with FDN not showing in the AL menu. PM and SSDN appear. I'm guessing it's because the FDNv7 package contains the script al.plugin.LI.PM.regsiter.xml where it should be al.plugin.LI.FDN.regsiter.xml?
D'oh :oops:

There should be a script folder with al.plugin.LI.PM.regsiter.xml in?

I'll correct the uploads asap.

LA

Edit: Yep same in the folder. 5 mins to correct
Logain Abler
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Post by Logain Abler »

Download links have been corrected with correct file.

LA

Edit: Wouldn't be a release unless I messed up at least one file!
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Midge
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Post by Midge »

Logain Abler wrote:Edit: Wouldn't be a release unless I messed up at least one file!
:lol:

Been there, done that and similar so very many times.

Thanks LA. Your fast response is very much appreciated.
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chrisianak
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Post by chrisianak »

Couple of things,

1. the .spk file is missing the extension in the FDN mod, adding it by renaming seems to work fine.

2. When I install and run the FDN and LI, the ones I just downloaded, and activate the AL plugin, the trade screen on shipyards goes blank except for my standing. the information screen shows the stations correctly though even with the '-' stopping the plugin solves the problem immediately.

3. For some reason the .spk file for the PM won't work, Cycrows manager says it is for the wrong game and even if I install and enable it anyway, it does not show up in game and is gone from the manager when I exit the game
Logain Abler
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Post by Logain Abler »

chrisianak wrote:Couple of things,

1. the .spk file is missing the extension in the FDN mod, adding it by renaming seems to work fine.

2. When I install and run the FDN and LI, the ones I just downloaded, and activate the AL plugin, the trade screen on shipyards goes blank except for my standing. the information screen shows the stations correctly though even with the '-' stopping the plugin solves the problem immediately.

3. For some reason the .spk file for the PM won't work, Cycrows manager says it is for the wrong game and even if I install and enable it anyway, it does not show up in game and is gone from the manager when I exit the game
2 - I was just about to post on point 2. I have noticed it to with FDN. Strange as it installs docks in the same way as PM. I have a fix which I will post in 2 mins.

3 - I'll test, have you tried re-downloading?

1 - I'll have a look.

LA

Edit: Posted fix for the main issue (point 2)

3 - Tested and works fine for me, please try re-downloading.

1 - I see what you mean. I intedn to update all the scripts after a week or so, time to let the bugs come in.

LA
Last edited by Logain Abler on Thu, 12. Aug 10, 21:25, edited 1 time in total.
Logain Abler
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Post by Logain Abler »

BUG:

FDN Dock install is removing stations from some shipyards!

I have a workaround, please download & test if you are having issue

Fix

LA

Edit: Tested the work-round with about 20 save & reloads and it looks like the shipyards are no longer affected by FDN dock install.

Please let me know if there are any issue.

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