[X3AP Bonus Plugin] Hephaistos Corp. - Station building service

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prastagus2
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Hephestois Corp from the Bonus pack

Post by prastagus2 »

This signed script is part of the bonus pack for AP.
I just used it to put some stations in Neptune. After 1 whole day, in sector and out sector, it keep saying it's on the way but never arrive. Now I'm stuck and couldn't use it anymore.

Any help would be appreciated.
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jack775544
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Post by jack775544 »

It appears other people are having this problem here. Also post any problems related to a script in the scripts thread, don't make a new one.
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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X2-Illuminatus
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Post by X2-Illuminatus »

prastagus2 wrote:I just used it to put some stations in Neptune. After 1 whole day, in sector and out sector, it keep saying it's on the way but never arrive. Now I'm stuck and couldn't use it anymore.
That's a known and unfortunately rather serious problem. It will happen, whenever a sector without jump gate or beacon is selected as building place for the stations. The only solutions to this problem are loading a save before the delivery started (or rather before the building place was selected) or waiting for the next version.
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lordmuck
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Post by lordmuck »

What an awesome script ! (haven't used this yet just installed X3AP)...

A question before I embark on creating a weed/booze plex in Hatikvah's Faith. When it comes to using mines... Would the mines/roid be relocated ? Would I need to tow the mines (i need the 2 16 sized sili and 1 13 sili roids mines are L sized) and if I need to move them do you have any tips as to spacing so things can line up nicely before I connect the tubes

thanks

been a while since I looked at the Xforums
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X2-Illuminatus
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Post by X2-Illuminatus »

Currently Mines are excluded from the building process. So, you will have to bring them yourself to the building place. However a function to include already built stations in the building process is planned.
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Post by lordmuck »

X2-Illuminatus wrote:Currently Mines are excluded from the building process. So, you will have to bring them yourself to the building place. However a function to include already built stations in the building process is planned.
Nice, thanks for this awesome script for the bonus package :D and thanks in advance for future updates :)

I am now at 170Mil (played with the stock exchange) and now need some background money makers (and say 5UT's).. I think as a test I shall load call our new epic builders, have them drop the stations off in 1 go, then drag the mines into place my self and manually place the sili L's on them, then connect manually with tubing. any order for connecting the tubes ? bottom up? (I have not played in ages... I know i need a hub at some point for ships to dock)
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X2-Illuminatus
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Post by X2-Illuminatus »

Connecting two stations with a complex construction kit (CCK) gives you the option to place a complex hub. Afterwards you can connect a station with this hub using another CCK.

As for the order, in which you should connect the stations, I think bottom-up is a good idea. So start in the left upper front corner (the first station) and go up and to the right. However, depending on which side of the complex you want to have your hub and on the amount and size of the selected stations, there might be a better way to connect all stations.
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Post by lordmuck »

Thank you X2-Illuminatus for the tips :) cant wait for future developments and updates (and X3AP 2.0 patch) :D
ooxx
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Post by ooxx »

Hello Hephaistos Corp. :P

Have you read this thread: http://forum.egosoft.com/viewtopic.php?t=317625

Because I think that issue have something to do with your Corp.'s service, And maybe there is a easy way to fix it? My game stuck on this, I need those Terran Food Facilities but I even don't have chance to link them. :(
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Post by Koshea »

I've played the series up to X3R Haven't touched TC or AP

But I did just bought the Superbox on Steam cause, hey, why not, I love this series.

This was almost a reason to get really excited about playing X3 again before Rebirth.

I love the idea of complexes but I have this problem.

A.) Stations strung together with CCK's in X3R looked like the flying spaghetti monster, I haven't seen anything that suggests that's any different in the last two games.

B.) I spend a lot of time saving and reloading to get the first 2 stations to look right in a complex and just give up when trying to place the third.

C.) I completely don't understand how to make a CCK look like there's one ounce of symmetry.

So, will there ever be a script that can build me a complex without me having to place it, I'd be OK with placing the hub or one station and letting the game go from there, it's stringing it all together that really is the barrier to me ever playing anything before rebirth again.

Having said that, I can't wait for Rebirth as it looks like it will definitely solve that problem for me!
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X2-Illuminatus
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Post by X2-Illuminatus »

ooxx wrote:And maybe there is a easy way to fix it?
The easy fix to your problem is not building so many stations of that kind. As it seems they have a huge impact on performance. Maybe due to their collision box or due to a high polycount. But these are things that I cannot influence with this (or any other) script in general.
The Hephaistos Corp. also just builds stations that are available to the player. And after the stations are built there shouldn't be any noticeable difference to stations that were built by the player.
Koshea wrote:So, will there ever be a script that can build me a complex without me having to place it, I'd be OK with placing the hub or one station and letting the game go from there, it's stringing it all together that really is the barrier to me ever playing anything before rebirth again.
The capabilities and limitations of this script are clearly stated in the first post. They include the limitation of not being able to connect stations using a complex construction kit due to the missing script command for that.
As for placing the complex, the only thing you have to do is selecting one building place for the first station. All stations will be built and placed automatically. As for the complex tubes, the Hephaistos Corp. builds the station as close as possible together, so that when connecting the stations with CCKs the tubes should easily be able to 'find' the shortest way. If, after connecting all stations, the complex still looks like a "spaghetti monster", you could use one of the no-tubes-mods that remove the model of the Complex Construction Kit completely.
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ooxx
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Post by ooxx »

X2-Illuminatus wrote: The Hephaistos Corp. also just builds stations that are available to the player. And after the stations are built there shouldn't be any noticeable difference to stations that were built by the player.
In fact, and the most important thing is: when you built those stations manually, there are no FPS-issues! Instead, if you built those stations by Hephaistos Corp.'s service, the whole sector is DEAD!

And they are only 30 stations(USC Food Facilities), and no need to link them, please test it once, it's a bug, undoubtedly.
eriladin
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Post by eriladin »

use one of the no-tubes-mods that remove the model of the Complex Construction Kit completely.
or FDN(L)...which makes things easier!
(note that FDNL doesnt connect complexes)
lordmuck
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Post by lordmuck »

hey X2-Illuminatus, or who ever can help me out with a few tips..

I am about to make a 190 station complex. W/o counting mines.

So I am passed the 125 limit. To keep things neat and tidy how would you order the stations?

I was thinking I would order the stations by type 1st ex:- 76 chip plants.. have them laid and then the next group of stations and lay them under, the 1st station laid ..

any decent build tips ?
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Post by lich83 »

lordmuck wrote:hey X2-Illuminatus, or who ever can help me out with a few tips..

I am about to make a 190 station complex. W/o counting mines.

So I am passed the 125 limit. To keep things neat and tidy how would you order the stations?

I was thinking I would order the stations by type 1st ex:- 76 chip plants.. have them laid and then the next group of stations and lay them under, the 1st station laid ..

any decent build tips ?

Well, my personal favorite is Hephaistos corp. for delivery....and Complex cleaner for crunch Works flawlessly

Before this I have built in rows of 25-50 stations up each other. There is script ported from X3:R which allows to bring them much closer. It looks really great, but CPU strain was bad.. But to see about 400 hundred stations in rows for HUB complex ( before first patch) was really great.
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Post by lordmuck »

thanks for the reply lich83, so far I have not needed the complex cleaners. Mind you I only have to "large" complex's now just under 100 stations in each

I would recomend

Script Rotate and move objects. With this very good complex building mod

What I use the above mentioned script is for moving the mines I have in the same sector to line up nicely under the complex before attaching the tubing.
lich83
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Post by lich83 »

lordmuck wrote:thanks for the reply lich83, so far I have not needed the complex cleaners. Mind you I only have to "large" complex's now just under 100 stations in each

I would recomend

Script Rotate and move objects. With this very good complex building mod

What I use the above mentioned script is for moving the mines I have in the same sector to line up nicely under the complex before attaching the tubing.
Yes, that is great script. But as I grow old, I grow bit of lazy:)
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X2-Illuminatus
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Post by X2-Illuminatus »

ooxx wrote:In fact, and the most important thing is: when you built those stations manually, there are no FPS-issues! Instead, if you built those stations by Hephaistos Corp.'s service, the whole sector is DEAD!

And they are only 30 stations(USC Food Facilities), and no need to link them, please test it once, it's a bug, undoubtedly.
I just loaded your save and tried it out: I built the stations manually in the same sector on the same x- and z-coordinates with an offset of 20 km in the y-direction (removed the already built stations before) and performance-wise I can see no difference to building stations with the Hephaistos Corp.

Given that when loading your save none of my scripts is running, that the stations built by the Heph Corp. are the same the player can buy and that, as mentioned before, after a station was built by the Heph Corp. there's no difference to a station built with a TL, I wouldn't know anyway, why or how my script could cause such a performance drop. Also other Terran stations can be built even in larger quantities without seeing such a performance drop. So, it remains a model issue.
Testing further, it seems to be a collision issue, which means turning off the collision avoidance for the stations lets the FPS go back in normal ranges. Fortunately, there is an easy, vanilla-safe way to turn off the collision avoidance* and that is connecting the stations with Complex Construction Kits.

(*Well, in comparison to the respective script command the collision avoidance isn't turned off completely, so stations can still be attacked and cause damage if you run into them. However, the performance impact and the possible collision damage, when two station are built into each other, won't occur anymore.)
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Padme
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Post by Padme »

Probably hasn't been raised yet, but I did run only basic search through the thread so forgive me please if duplicating.

If a player has 1 billion+ in personal account, HephCorp service returns a message indicating that a player has less than a million, and asks to come back after gathering more money.
After moving money onto fab/plex account (less than a billion in personal account), service works as intented.

http://cloud.steampowered.com/ugc/57782 ... 5C2B563DF/

http://cloud.steampowered.com/ugc/57782 ... 8674DE631/

It is 2 Bil+ on the screenshot, but been looking where would it actually start working again, it is below 1 Bil

X3AP vanilla + Bonus Pack
Lazerius
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Post by Lazerius »

Wanted to thank you for such a great addition to the game. I did have a bug with it though.

I had it place the following complex In Averice (obviously without the mines) in the same order listed on the builder. The XL SPP appears to have clipped the edge of one of the Crystal Fabs, and was taking damage.

Link


Unfortunately I ended up accidentally saving over my prebuild save, so I ended up just Tractoring the SPP to its death, and building a new one (since I hadn't attached it to a complex yet, I figured I'd just get it out of the way).

I took a pretty nasty hit on my bank account, but after adding a few more facs to this complex to make it fully self sufficent (no deficit in ecells anymore) I'll make the money back pretty quick, so not too worried about it. Just thought I'd let you know.


Oh this is from the v5.1.0 bonus pack (for vanilla game) in AP 2.0.

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