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

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dpadula
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Post by dpadula »

Ok so here is the update again.

I removed Cadius' pack. The only thing that still appears now is the SSDN but only if I turn it on. So SSDN still needs an update. On the other hand no new stations were created in Ringo Moon or Treasure Chest. What is the wait time for the stations to be created? Do I need to turn on the stuff in AL plugins and then save and reload??
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Logain Abler
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Post by Logain Abler »

dpadula wrote:Ok so here is the update again.

I removed Cadius' pack. The only thing that still appears now is the SSDN but only if I turn it on. So SSDN still needs an update. On the other hand no new stations were created in Ringo Moon or Treasure Chest. What is the wait time for the stations to be created? Do I need to turn on the stuff in AL plugins and then save and reload??
The stations are created when you turn on any of the plugins, and checked at load time or when the plugin status changes.

I'll be adding a seperate remove script to be run from the SE.

New ssdn.setup added to dl link.

As for the new stations, have you checked the locations I posted? You will not see then if you deploy an Adv Sat at 0/0/0. They are all just out of Adv Sat range, well away from other stations & traffic.

LA
dpadula
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Post by dpadula »

Ok. I will grab the SSDN one when I am back home. I will run an inventory of the sectors again with Scorps map program and see if they appear. If not I will fly to Ringo Moon and see what I can find. Just started a new game.
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dpadula
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Post by dpadula »

It works!! I just checked Scorp's again and I see the shipyards in Treasure Chest and Ringo Moon. I will get moving with my game and turn on SSDN now that I have the updated script. I should get at least 30 minutes of play time in now to test.


****UPDATE****

So I have been playing for about 2-2 1/4 hours now game time. Everything seems ok so far but the only shipyards I can see are in Argon Prime and CBSE. I also see your created station and it looks just fine. I have not purchased anything yet but I have sold a ship at it.
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Maverick024
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Post by Maverick024 »

Logain Abler wrote:It could be Xtra Ship-pack as it's not currently compatible with my mods, if your also using the stations?

LA

Edit:
Cadius wrote:Version 1.8 is out, should be compatible with savegames from previous versions. Please read the important note inside the folder before you apply the update

Check the first post for download link

EDIT: Also, v1.8 is NOT yet compatible with Logain Abler's FDN, PM and SSDN new V7 scripts for now it is still compatible with the older V6. I will release a compatibility patch when it's ready
LA,

can I just clarify the conflict between these mods. Am I correct that the following combinations work as such:
FDN V6 / Xtra v1.78 compatible
FDN V6 / Xtra v1.80 compatible
FDN V7 / Xtra v1.78 not compatible
FDN V7 / Xtra v1.80 not compatible

The conflict exists between stations used? Is this select stations, and only when they are in operation, or with overall setup of the mods?
Basically, if I install incompatible versions of FDN and Xtra-ship pack, will I have a problem from the start, or only when I use certain stations?
dpadula
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Post by dpadula »

I removed Cadius and everything is now fine with my new game. I would think it best to keep Cadius out of the mix for now until it is updated.
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Maverick024
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Post by Maverick024 »

dpadula wrote:I removed Cadius and everything is now fine with my new game. I would think it best to keep Cadius out of the mix for now until it is updated.
If neccessary, I will happily do this. However, I have just sacrificed 60+ million credits worth of FDN nodes and relays clearing out the old scipts, nevermind the wares that were contained in the network (probably over 500m worth of crystals and minerals). If I remove Cadius's ship pack too I'll have to dismantle an entire mobile mining operation and remove half a dozen orbital freight docks aswell as lose my personal TM. I'm concerned that this is verging on game-breaking.
dpadula
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Post by dpadula »

Maverick024 wrote:
dpadula wrote:I removed Cadius and everything is now fine with my new game. I would think it best to keep Cadius out of the mix for now until it is updated.
If neccessary, I will happily do this. However, I have just sacrificed 60+ million credits worth of FDN nodes and relays clearing out the old scipts, nevermind the wares that were contained in the network (probably over 500m worth of crystals and minerals). If I remove Cadius's ship pack too I'll have to dismantle an entire mobile mining operation and remove half a dozen orbital freight docks aswell as lose my personal TM. I'm concerned that this is verging on game-breaking.
I hear you. Once I heard that the new version did not work with the old I figured a new game was in order instead. You can always cheat script in money.
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Logain Abler
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Post by Logain Abler »

Maverick024 wrote:
LA,

can I just clarify the conflict between these mods. Am I correct that the following combinations work as such:
FDN V6 / Xtra v1.78 compatible
FDN V6 / Xtra v1.80 compatible
FDN V7 / Xtra v1.78 not compatible
FDN V7 / Xtra v1.80 not compatible

The conflict exists between stations used? Is this select stations, and only when they are in operation, or with overall setup of the mods?
Basically, if I install incompatible versions of FDN and Xtra-ship pack, will I have a problem from the start, or only when I use certain stations?
Not sure, I don't have installed at the moment as I'm in the middle of FDN, PM & SSDN rebuilds.

The last cat/dat loaded should over write the previous one, so I suspect it would be certain stations.
Logain Abler
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Post by Logain Abler »

@ Maverick024,

I wouldn't say game breaking, but there are compatibility issues as with any mod, purely by their nature.

The changes to FDN, PM & the changes I’ve patch for SSDN needed to be done for two reason.

- PHQ & Blueprints, using modified HQ docks impacts this, I needed to update everything so as not to break this particular games mechanic.
- Installing custom stations to Race Shipyards, again this change needed to be done to fix a bug with the game.

Unfortunately, and with the first change especially, the fix makes the updates totally incompatible with previous versions. I would have avoided this if possible :(

Once the dust settles I will have a chat with Cadius and see if he’s happy for me to make LI_Mod compatible with his work. He has made an effort to ensure his previous mod was compatible it’s only fair I return the favour for his excellent work.

@ All,

I'd like to thank you all for your support & patience. For some it’s been a bit more painful than usual but I’m 100% committed to getting everything ironed out.
The changes listed can only be for the good in the long run


LA
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Cadius
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Post by Cadius »

The current Xtra shippack release is not yet compatible with LI_MOD7. This is because with V1.8 I added buildable OWPs and they run on scripts that replaces dummy "station" OWPs with "ship" OWPs. So If I were to simply slip in the LI_MOD7 changes without giving time for Mark to tweak the scripts first, something is bound to go wrong.

Soon I very much hope to pour out a compatibility patch.

On that note, how exactly do you plan to overcome the shipyard issue? I mean would it involve anymore changes to TDocks? If yes, then I better wait til you finish first.
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Midge
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Post by Midge »

BOAH!!!

Go off for a play session and look at what's happened. :o

Ran the remove script and shipyards returned to normal including Siezewell.

After updating the other scripts, all new shipyards were spawned and fully stocked with LI stations.

Everything seems to be working normally.

Looks like we have a winner here. :D
Custom X Galaxy - No plot means a more challenging start than X-Treme and no Mi Ton!
Logain Abler
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Post by Logain Abler »

Cadius wrote:The current Xtra shippack release is not yet compatible with LI_MOD7. This is because with V1.8 I added buildable OWPs and they run on scripts that replaces dummy "station" OWPs with "ship" OWPs. So If I were to simply slip in the LI_MOD7 changes without giving time for Mark to tweak the scripts first, something is bound to go wrong.

Soon I very much hope to pour out a compatibility patch.

On that note, how exactly do you plan to overcome the shipyard issue? I mean would it involve anymore changes to TDocks? If yes, then I better wait til you finish first.
No further changes to the tDcok, other than the one I sent you.

To stop the Shipyard issue, if LI_Mod is installed additional race owned Shipyards are created which only supply stations in the LI_Mod file. So no existing Shipyards are touched by any of my scripts.

LA
Last edited by Logain Abler on Tue, 17. Aug 10, 10:06, edited 2 times in total.
Logain Abler
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Post by Logain Abler »

Midge wrote:BOAH!!!

Go off for a play session and look at what's happened. :o

Ran the remove script and shipyards returned to normal including Siezewell.

After updating the other scripts, all new shipyards were spawned and fully stocked with LI stations.

Everything seems to be working normally.

Looks like we have a winner here. :D
:D Glad it worked.

LA
Logain Abler
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Post by Logain Abler »

Hi All,

I'm going to leave for a few days to ensure that the Shipyard work-round works as expected. After that I'll update the main downloads.

There are also a few menu tweaks and fixes on the way, nothing major, just small script updates. The most significant will be an update to the main menu which currently doesn’t reflect the INN coverage the supply logic uses. I’m updating so you have a clearer representation.


LA
Maverick024
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Post by Maverick024 »

Cadius wrote:The current Xtra shippack release is not yet compatible with LI_MOD7. This is because with V1.8 I added buildable OWPs and they run on scripts that replaces dummy "station" OWPs with "ship" OWPs. So If I were to simply slip in the LI_MOD7 changes without giving time for Mark to tweak the scripts first, something is bound to go wrong.
Based on this, I shall assume that the following compatabilities apply:
FDN V6 / Xtra v1.78 compatible
FDN V6 / Xtra v1.80 compatible
FDN V7 / Xtra v1.78 compatible
FDN V7 / Xtra v1.80 not compatible

As I am still running v1.78 of the ship pack, I should be able to run FDN V7. Thanks for the details of the problem. I will resume testing ASAP, but this will probably be friday now.
Logain Abler wrote:@ Maverick024,

I wouldn't say game breaking, but there are compatibility issues as with any mod, purely by their nature.
Apologies if my comment appeared derisive towards your mod. They were no way intended in this manner. I was only commenting that the changes I was looking at making in order to accomodate FDN testing were looking like destroying my current game. It's perfectly understandable that glitches are going to occur. I would barely know where to begin working with the complexity of problem you are handling.
Logain Abler
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Post by Logain Abler »

:) No offence taken this side.

I would have though the ship pack was okay as I haven’t messed with the tship file.

That’s the next thing I’m going to break :) only joking.
Logain Abler
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Post by Logain Abler »

FDN Tweak: 17/08/2010

Tweaks to some of the FDN scripts. To update just drop the .xml files into the script folder

Link

LA
Logain Abler
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Post by Logain Abler »

Logain Industries Freight Distribution Network (FDN) v7.1 - 20/08/2010

This is a script release and is compatible with v7

The new version include all fixes and tweaks since v7, including the scripts required to create and install Logain Industries custom stations at dedicated Shipyards around the universe.
Spoiler
Show
Argon - Ringo Moon & Treasure Chest
Boron - Rolk's Drift & Hollow Infinity
Paranid - Emperor Mines & Priest Refuge
Split - Thuruk's Pride & Njy's Deception
Teladi - Greater Profit & New Income
Terran - Saturn 3 & Neptune
See OP for download links

LA
StreetRat
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Post by StreetRat »

Great mod, the parts that are working work well, just 2 small things.

First, i cant seem to get the node to buy the items for the next production run, i have advanced satellites all around (not sure if you need them in system you only want to buy from) but the node wont buy anything. I have turned buying of that resource on, and everything else is working, do i have to set the buy/sell/remote cap limits before it buys anything?

Second, how does it calculate range, if i put a node in Antigone Memorial is Queens Space calculated as 1 jump or 5, Likewise is Family Whi to Shareholders Fortune 1 jump? IE, is it based on the number of gates a transport would have to travel, or the coordinate location

Ive had a look though most of the pages, but theres a lot to find and i couldent see anything on the front page

Thanks

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