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

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

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Logain Abler
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Post by Logain Abler »

Marodeur wrote:Yeah its linked.

I built a second XL node 5 sectors away to link a sector to my network. Then i built a second dock there which was linked to this second node. I made all the necessary settings but no wares were delivered. After that i looked at my first dock and the e-cell level was at zero. So i destroyed my second dock und waited. No change. I deleted the link und established it again. No change. I deleted all settings in the capped wares menu. Again nothing changed. Only thing i can do to test is destroy the second XL node but it was to late that night for that. ;)
I'll have a look when I can, after a looooonnnnngggggg ZZZZZZzzzzzzzz.

LA
Logain Abler
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Fix01 -16/03/2009

Post by Logain Abler »

Marodeur wrote:Yeah its linked.

I built a second XL node 5 sectors away to link a sector to my network. Then i built a second dock there which was linked to this second node. I made all the necessary settings but no wares were delivered. After that i looked at my first dock and the e-cell level was at zero. So i destroyed my second dock und waited. No change. I deleted the link und established it again. No change. I deleted all settings in the capped wares menu. Again nothing changed. Only thing i can do to test is destroy the second XL node but it was to late that night for that. ;)
FIX 01:
Fixes the Dock Supply issue. Use this spk. to overwrite existing script. I have yet to update the main FDN file.

http://rapidshare.com/files/210031741/F ... 3.2009.spk

LA
stealthhammer
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Post by stealthhammer »

I quote the above, I was to dooped up on meds to realize thats why I had to cheat in a full hold. :lol:

Well I just found out why I had to cheat in a full hold, Pirate destroyed my resource complex last night. :evil:
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

stealthhammer wrote:I quote the above, I was to dooped up on meds to realize thats why I had to cheat in a full hold. :lol:

Well I just found out why I had to cheat in a full hold, Pirate destroyed my resource complex last night. :evil:
Ouch! Not good, but revenge is sweet :twisted:

Working on the Advance Ship Re-supply update now, was called Advance Ship Supply but ASS sounded rude :wink:

LA
Marodeur
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Post by Marodeur »

Thx for the fix logan, will test it tonight. Have to work 10 hours today :(
Logain Abler
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Post by Logain Abler »

Marodeur wrote:Thx for the fix logan, will test it tonight. Have to work 10 hours today :(
Cheers mate, let me know if you have any issues.

LA
stealthhammer
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Post by stealthhammer »

LA - Ya, ass does sound kinda rude. Also there is gonna be revenge but may jump down to pirates ally and make some commotion. Granted thats just making a hornets nest worse, so maybe paranoid...

I got everything holding steady now and caps are working nice, over on a couple but not much. Keep up the work on the ASS, ops I mean ASRS :lol:
aXeL_UK
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FDN Models

Post by aXeL_UK »

Hey LA, how're things progressing on the rendering front for FDN models? I'm guessing you've cracked it, judging from the thread activity?!

A.
Logain Abler
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Re: FDN Models

Post by Logain Abler »

aXeL_UK wrote:Hey LA, how're things progressing on the rendering front for FDN models? I'm guessing you've cracked it, judging from the thread activity?!

A.
Yes mate :D I have the Relay in game, then got the bug and put another 5 tweaked docks in too.

I did lose a lot pf hours, hairs, sleep, sweat & blood in the process :wink:

But learnt a lot.

LA
Logain Abler
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Re: FDN Models

Post by Logain Abler »

aXeL_UK wrote:Hey LA, how're things progressing on the rendering front for FDN models? I'm guessing you've cracked it, judging from the thread activity?!

A.
Yes mate :D I got the Relay in game, then was hit by the mod bug and put another 5 tweaked docks in too.

I did lose a lot of hours, hairs, sleep, sweat & blood in the process :wink:

But learnt a lot.

LA
aXeL_UK
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x3tc

Post by aXeL_UK »

Congrats mate, nice one. Would just be rude for me not to use it then....
Logain Abler
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Post by Logain Abler »

aXeL_UK wrote:Congrats mate, nice one. Would just be rude for me not to use it then....
Have fun :) Let me know when you break it :!:

LA
Logain Abler
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Post by Logain Abler »

ASR is game and working.

I’ve had to change my plans on this :x . I was planning on using the change sector signal to trigger any ship running ASR to scan the sector for a Node.

However I can get this to work, it will only work on the players current ship which is of no use to me :evil:

I’ve had to add any ASR active ship to the Nodes supply cycle, so it will only be called every 3 minutes.

I only have the wares selection menu to tidy-up now. It will work as follows:

M1, M2, M7 & M6 will have access to Energy, Shields, Weapons, Missiles and Ammo.

TS & TL will have access to all wares, however there is a lot of stuff in the Tech category which I don’t think I’ll be adding, so far I've only added ammo.
stealthhammer
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Post by stealthhammer »

LA - Couldn't you use an array of all the ships the player has, excluding the sats?
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apricotslice
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Post by apricotslice »

That could be a pretty big array !
stealthhammer
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Post by stealthhammer »

True that would be

LA - In the manual that you provided first, it states the small node had a range of three jumps. I got a range of two before I had to lay a second and bigger node. This correct for the small node, two jumps? Also not all the menus on the FDN nodes look the same, some are missing the link to node and station section.

Also still got the 0/0 on the XL node, dunno why since I reinstalled everything.
Logain Abler
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Joined: Mon, 31. Oct 05, 08:44
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Post by Logain Abler »

stealthhammer wrote:True that would be

LA - In the manual that you provided first, it states the small node had a range of three jumps. I got a range of two before I had to lay a second and bigger node. This correct for the small node, two jumps? Also not all the menus on the FDN nodes look the same, some are missing the link to node and station section.

Also still got the 0/0 on the XL node, dunno why since I reinstalled everything.
I'll check that, sure I set it at 3 :?:
Some menu options are only available if there target element (node/relays/stations) within range. I think Stations was fixed, I'll have a look after work.

0/0 :evil: There must be something conflicting in the HQ file. I've not looked at the issue with apricotslice's mod and mine. I'll hopefully have a look this weekend. To be honest it slipped my mind.
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apricotslice
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Post by apricotslice »

If you have my hq patch installed, try deleting it.

The problem with that file is its only accessed when you drop a station thats in it, so even if the problem is fixed, an existing station will be be fixed by fixing the file. It would need to be destroyed and redropped.
Marodeur
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Post by Marodeur »

I have 2 users in the german thread which have a strange problem....

[ external image ]
[ external image ]

I will tell them that they download your version and rename the t-file. Maybe there is still the problem in MY download but nevertheless i want to keep you informed. ;)
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Marodeur wrote:I have 2 users in the german thread which have a strange problem....

[ external image ]
[ external image ]

I will tell them that they download your version and rename the t-file. Maybe there is still the problem in MY download but nevertheless i want to keep you informed. ;)

From the OP:
The FDN Menu uses String Functions Library (lib.chem.strings) by Chem aka ChemODun:
http://forum.egosoft.com/viewtopic.php?t=233377

I will get permission to include the above in FDN.

LA

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