[SCR][TC+AP] Hephaistos Corp. Station building service (beta 0.73) [Update: 06.01.17]

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kurush
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Post by kurush »

X2-Illuminatus wrote: - Added Support for X3AP:
  • - Support for improved player account (displays values > 2 billions)
    - Payment of values over 2 billion Credits from the player account is possible now
I still got a message that I do not have 1000000 credits with 2.4 bil on my account. I downloaded the package using the link in the root post, removed the files with the same name and *.pck extension and copied the included XMLs to my addon/scripts folder.
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Post by X2-Illuminatus »

Scorcher24 wrote:Bernd, can we have this please signed for TC?
If you want Bernd to read something specific, I suggest you write him an email. He probably won't read all the topics in the forum. But Bernd hasn't anything to do with signing scripts anyhow. The Bonus Pack is mostly created by volunteers, if you sign up for DevNet, you can be one of them.
We just started to work on an update for the X3AP BP, I hope that we're also able to update the X3TC BP. But as usual time is one of the biggest limiting factors.
kurush wrote:I still got a message that I do not have 1000000 credits with 2.4 bil on my account.
Checking my PM Inbox, this bug was firstly brought to my attention after I released version beta 0.70. So, it's still present there. A small new version for the BP AP fixing (among others) the money check bug and introducing a new delivery method making use of the new jump beacon technology is already (almost) finished. For the unsigned version I just need to come up with a working and good looking way for TC. So that will need at least a few additional days until a new version is released.
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delray
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Post by delray »

Is this the official thread for the script? If so (both for the signed version):

You should use the same algorithm for Wheat Farm as you already use for Solar Plants. Wheat Farms laid out in the landscape one next to another is a waste of space, they could safely be bunched one on top of another just like SPPs are done now. 3-4 of them, then the next stack.

Easy to produce, Just order Heph to build 50 Wheat Farms somewhere and it'll quickly paint the entire sector with them.

Another thing is that if Dream Farm happens to be at the top-left edge of the cube, the SPP XL right next to it will be pierced, you need to assign more space between Dream Farm L and SPP XL.

See here:

http://i.imgur.com/ZgmpS.jpg
Where is it?
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Post by X2-Illuminatus »

This is the official development thread (for the unsigned version). A link to the BP topic can be found at the top of the opening post. As for the described problems:
1.
delray wrote:Easy to produce, Just order Heph to build 50 Wheat Farms somewhere and it'll quickly paint the entire sector with them.
That doesn't sound correct. A station 'cube' built by the Heph Corp and consistig of 50 Wheat Farms should have a side-length of 4 stations, so 16 stations per floor with a total of 4 floors (highest floor only consists of 2 stations). See the following screenshot of 50 Wheat Farms L in Argon Prime:

[ external image ]

So while there's certainly room for improvements, it's not as bad as decribed. Having said that, the building algorithm isn't final yet. There are different things that need an improvement or change. The approach I've taken for now is to have one algorithm for SPPs (that are bigger than the 'normal' stations) and one for all other stations. Seeing that the best results are achieved, when building only one station type, it's certainly one possible way to do something in that direction in the construction phase.

2. This problem is known. It is the result of a little C&P error and is not directly related to a certain station type. It happens, when stations of different sizes (together with SPPs) are selected in the order. An easy workaround for already built stations is to connect them to a complex with Complex Construction Kits, that way they won't cause any collision damage. If not ordered or built yet, a workaround is to order SPPs and 'normal' stations separately from each other.
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Post by delray »

Oops, sorry for the wrong thread. 1. Fair enough. 2. Thanks for the tip.
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Post by X2-Illuminatus »

A new version of the Hephaistos Corp. is there: version 0.71!

Due to an increasing traffic volume in more and more sectors and the trend to build stations at the sector borders instead of the sector centres, pilots of Hephaistos Corp. station transporters are having a hard time delivering stations accident-free and on schedule. To counteract this development the Hephaistos Corp. decided to invest in a technology that, although relative new, promises great optimisation potential for the station building industry. The so-called "Jump Beacons", developed and used by the military of different races, allow the jump to a certain place within a sector, without the need to use a jumpgate.
Thanks to their good relations to the governments of the different races officials of the Hephaistos Corp. were able to get the permission for the economic use of all Jump Beacons in the known universe. Furthermore, the Hephaistos Corp. was able to get a few Jump Beacons for his own use from the Terran military.

For future building projects this means: If a Jumpgate or Jump Beacon is in range of the building place the station delivery ships will directly jump to it. If there is nothing in range, a Jump Beacon delivery ship will build a Jump Beacon in range of the building place, that beacon is then used as jump target by the station delivery ships. That way the distances, which the station delivery ships have to fly, will be as short as possible. As consequence to this new delivery method the orderable station amount was increased to 512 stations. Now even more stations can be delivered quicker than before.

Changelog - Update (beta 0.71)
  • - Fixed problems with player money check
    - Fixed problem with station delivery status reports
    - Fixed small problems with the check, whether the delivery runs or not
    - Optimised sector selection, so UFJD-sector can't be selected as building place and script warns, if building place lies within war territory (X3AP)
    - Added additional checks to prevent a hanging script
    - Added option to specify amount of money that should always remain on player account
    - Added script that builds jump beacons in Terran sectors (X3TC)
    - Added Spanish text file
    - Changed station delivery method (now jump gates and beacons will be used)
    - Increased orderable station amount up to 512
Last edited by X2-Illuminatus on Sat, 21. Apr 12, 21:08, edited 5 times in total.
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Post by Scorcher24 »

Any News about inclusion to the next BP for TC?
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Post by X2-Illuminatus »

It's planned, but I can't say anything about an ETA.
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Post by kurush »

Just awesome! I only wish I waited another day before starting a huge complex, I assume installing this update in the middle of complex building is not a good idea?
I could have done my complex in one iteration instead of two :(
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Post by Scorcher24 »

X2-Illuminatus wrote:It's planned, but I can't say anything about an ETA.
Well, good to know that it will be there :).
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Post by X2-Illuminatus »

kurush wrote:I assume installing this update in the middle of complex building is not a good idea?
It shouldn't cause any problems. At least when I tested it, there were no problems with upgrading in the middle of an delivery process. However, if the delivery process was started in the previous version, the script will still use the old delivery method for the rest of the delivery.
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Post by kurush »

I tried it on the second half of my complex and it is now blazingly fast. It actually managed to deploy remaining 82 stations faster than I was able to wire the first 110 of them. Awesome! I just wish for a script command to wire stations to the hub to be present. I ended up writing an Autohotkey macro for this, but it is very tricky to use.
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Post by X2-Illuminatus »

kurush wrote:I tried it on the second half of my complex and it is now blazingly fast.
I'm pleased to hear that. :)
kurush wrote:I just wish for a script command to wire stations to the hub to be present.
I wish that too. Unfortunately, there is not much hope for this.
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Post by CaptObvious »

Has anyone been able to successfully use this script for station building missions? I just used it to build a station right on top of a mission beacon for the Yaki and it hasn't triggered the mission to complete. Any ideas?
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Post by X2-Illuminatus »

As per description in the first post, the Hephaistos Corp. is not designed to work with build station missions.
Additional information:
...
Also note that the station building service will not work with Station building missions.
The build station missions are designed that way that they only accept stations that are built via the normal "build"-command. So you would have to change the mission itself to let it accept stations built via script. I definitely won't modify this mission type, neither as part of this script nor as single one. Imho this would be a too big cheat, enabling you to complete such missions (and to get the reward) without any own work.
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Post by X2-Illuminatus »

Someone in the German topic reported that the script creates too many jump beacons in Terran sectors in X3TC. So here's a small update to fix that and to remove all unnecessary jump beacons.

Changes - Update (beta 0.72)
  • - Fixed problem with the creation of jump beacons in Terran sectors (X3TC)
    - Added script code to remove the redundant jump beacons built in beta 0.71 (X3TC)
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Post by morbideth »

Any chance of, say, a subcontractor version of this can run on a player's TL, without the 20% fee?

The player could, perhaps, pay a 1 time fee for their TL pilot to go tank a training course, which would allow them to use the Hephaistos Corp. Station Placement Method (tm). With some kind of recurring 'employee membership fee'.
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Hephaistos for TC

Post by thebigJ_A »

So I just noticed that the bonus pack content for AP, Hephaistos station building, is available in unsigned form for Terran Conflict. I play TC, and I hate the tedium of building complexes over a certain size (little ones are kinda fun!). So this looks like just the ticket.

I always play vanilla, but I don't actually care about having the modified tag (I know I'm not using cheats or anything), so that it's unsigned is no issue.

I wanted to ask first, just in case. DOes anybody use it for TC, and does it work well? It's mildly curious to me that they put it in the BP for AP, yet left it out of TC. Makes me wonder why. [/i]
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Post by jack775544 »

I remember using it a while ago for TC and it worked fine.
The latest unsigned version is newer than the bonus back version so it will most likely be better.

And just as a side note most people who played modified games do not use cheats at all.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
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Post by thebigJ_A »

jack775544 wrote:I remember using it a while ago for TC and it worked fine.
The latest unsigned version is newer than the bonus back version so it will most likely be better.

And just as a side note most people who played modified games do not use cheats at all.
Of course, of course, I meant no offense. I simply meant to say that I care not for the tag, and that so long as I'm not giving myself any undue advantages I can feel I came about my accomplishments in-game honestly. As this is in a bonus pack (though not, and it is odd that it's not, in TC specifically) it won't feel like a cheat to me.

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