[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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X3:TC v2

Post by Logain Abler »

X3:TC v2 is out. I'm away tonight & tomorrow but will have a look Sunday and if needed release an update.

LA
Solar42
Posts: 12
Joined: Thu, 26. Mar 09, 15:49

Post by Solar42 »

I just checked and the AL plugin was enabled, and I also tried to disable and re enable it. Is there anything that needs to be done besides install it using the plugin manager?
StormMagi
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Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Did you dl the full mod or just the spk?

Logain I have to head out to do some yardwork and taxes but once I can DL 2.0 I will give it a run :) (for some reason all dl links are invalid atm).
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Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Solar42 wrote:I just checked and the AL plugin was enabled, and I also tried to disable and re enable it. Is there anything that needs to be done besides install it using the plugin manager?
Install mod
Install script
Start Al Plugin (if not already on)
Should be it.

LA
Solar42
Posts: 12
Joined: Thu, 26. Mar 09, 15:49

Post by Solar42 »

I was unaware there was a mod component, so I put that in by naming it 7.cat and 7.dat, then I installed the spk, then I made sure the AL plugin was turned on, even starting a new game to test it.

Edit: Got it working by renaming the EMP mod and setting the FDN mod to be an active mod.
StormMagi
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Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

You shouldn't have to set it to the active mod o_O. If you use the fake patch method (like I did). I have the plugin manager as the 08 cat/dat (after the 2.0 upgrade) then fdn as the 09 cat/dat.

LA - So far it looks like no problems with 2.0. I am currently setting up even more factories 8) since the PHQ's I have are starting to finish the REing they were doing and it is time to build my fleet BWHAHAHAHAHAHA EAT SPACEDUST YOU DAMNED TELADI!!!!
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stealthhammer
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Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

Storm - did you reinstall the game or anything? I use apricots mapping serves and this along with maybe half a dozen others and really don't wanna redo my empire.
StormMagi
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Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Nope, I just backed up my saves, moved the fake patches up 1 number, patched the game to 2.0 and charged in. I also keep a clean backup copy of the game but haven't had to use it yet.

On a side note, here is my empire so far (I am broke atm since they balanced the building missions, I need to build some factories to boost Terran sales since that is where I am based atm)

XL hub in Uranus (everything feeds into this hub)
30 L Ore Mines
19 L Silicon Mines
40 Crystal Fabs
20 L Cattle Ranches (bit of overkill on these >_>)
20 L Cahoona Bakeries
7 XL SPPs
6 L Soyeries
6 L Soyfarms
4 Hammer Torpedo Fabs
2 Hornet Missle Fabs (man I love these babies)
2 200MJ Shield Fabs
1 25MJ Shield Fab
1 1GJ Shield Fab
1 2GJ Shield Fab
6 Teladiadium Plants
4 Quantum Tube Fabs
3 L Wheat Farms
3 L Rhimes Factories
1 Lasertower Fab
3 Computer Plants
8 Chip Plants
4 Chelt Aquariums
3 Rastar Refineries
2 Phased Repeater Gun Forges
2 Particle Accelerator Cannon Forges
4 Mass Driver Forges
2 Mass Driver Ammo Factories
4 High Energy Plasma Thrower Forges
2 Concussion Impulse Generator Forges
2 Paranid Trading Docks
2 Split Trading Docks
2 XL Nodes (incl the Uranus one, 2nd is fleet supply next to the HQs)
3 HQ's (currently REing M6's then building em ^_^ HCP is done, Skiron and Heavy Nemesis are ~50% RE)

Now I need to figure out how to sell all this crap :oops: I have an excess of several hundred thousand meatsteaks among other things >_>
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stealthhammer
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Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

I just copyed over what I had, only thing is 07dat/cat was my turret fix but that still seems to work. course only tried it on my player ship though...so maybe put it in again...

I got two HQs but OMFG I have to many stations to count. all I can say is multiply yours by at lest 5 and you'll have mine. and on the weapons and shields. I have two of each except maybe 6 of each missile fab (hornets, tommys and flais so far) however I seem to be humming away but eating power at a monster rate despite putting in more and more power stations. Think I'm at 20k per node cycle, was at 30 - 40k with my drug/boos complex going. Oh don't use the HEPT, seem to be a wast for me... I also left this running all day and night with 2.0 and seems to work with FDN far as I can see.
StormMagi
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Joined: Sat, 17. Mar 07, 03:53
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Post by StormMagi »

I use the HEPTs for the Skiron and the Heavy Nemesis, CIGS for the HCP (need a few more fabs). I am half tempted to make a 3rd copy of X3TC for 1.4 just so I can do the 170m build missions for money =/ I am down to ~2.7 mill although I do find a TL/M7M and even a few M1/M2's floating around with no pilot (<3 that script) but that doesn't cut it for income.

And I am by no means done with building. That list was just in the Terran Sectors. I plan on doing something similar for each of the other main racial sectors as well if I can get the $$. ATM though I am working on getting a bunch of Sector Traders up and running for increased cash flow.

My racial trading docks are making some $$ but not much despite being fairly well stocked with needed goods at warehouse prices :P.

And I wish I could let it run 24/7 but unfortunetly I get gfx card crashes randomly which completely lock up my machine :( I am hoping when I build a new one in a few months that the problem will be fixed.
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stealthhammer
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Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

Try an booze and drug complex thats only needs e-cells or self sustanted, make it with 8 or so booz and drug fabs, how I got most of my money.

Also I do have a second node but cant ever seem to get it to load up on stuff, which is making me feel as if I'm not the sharp guy in my game...but I'm using 7 out of 15 relays so I guess I can expand the trade stations.
StormMagi
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Joined: Sat, 17. Mar 07, 03:53
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Post by StormMagi »

Yeah my 2nd node I just use as a fleet resupply and I have to manually xfer wares over. Finally have all my REing done, I need more chip plants though :( but I should be able to start up a regulary heavy M6 production line soon :) I figure with the HCP and Skiron for fleet ops and the Heavy Nemesis for patrolling not much is gonna live. I still need at least 3-4 more HQ to round out my ship production facilities. 1 for TS/TL/TM, 1 for M7 1 for Fighter and 1 for M1/M2

and are you talking about Gazz's turret fix? that was included in the 1.4 patch.
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Solar42
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Joined: Thu, 26. Mar 09, 15:49

Post by Solar42 »

I thought I had everything installed properly, but do you know what might be causing what seems to be missing text strings in this menu: http://img18.imageshack.us/img18/3955/x ... 00001q.jpg
stealthhammer
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Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

Solar42 - try the chem strings it should be in the first post.

Storm - I got about 6 chip plants going and still not enough. Thinking of taking over a sector and dropping a ton of em then I should have enough but want to get the second node to fill up before I do that. And I was thinking of doing the same with the HQs but having two or three for the M1 and M2s but then i believe Id be spending more time on admin junk more then fighting.
StormMagi
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Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Yeah I have 8 and I am thinking I am going to at least double that just for M6 production.

And actually admining doesn't take much time. Once you finish RE queue up one ship find the levels of mats you need, cap the levels in the HQ for those amounts and just let em go. Avg M6 build time is ~10 hours per and with 3 HQ's building I need ~1000 microchips every 10 hours (as well as ~15m since they also take ~5m per ship for building) :( Maybe I should sell my Boreas for now.
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stealthhammer
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Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

I was thinking of loading them all up every 10 hours or so, How you get your 2nd node to connect? Mine in kuiper belt did but my other test one I put in Light of Heart in the sector next to my first one and it cant see it, nor the trade station I put in. Odd that the trade station saw the node in kuiper and in LOH but not Mantilar. But the node cant see anything there.

Kuiper saw Mantilar though...

Also for cash, make a drug complex like I did and keep it stocked with e-cells I am flowing in cash got 200m each for the two HQs I got and I still have 44m left to burn. Just cant make cells fast enough to feed all my monsters, even though I have sell sustaining power stations...and thoes are connected to the FDN.
StormMagi
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Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Not sure exactly on the nodes but for the trade stations they need a relay linked with the node you want the trade stations linked to. Once the relay is linked you can go into the FDN menu on the trading stations and link. I just found 4 M3's and 2 TLs that were abandoned (damn I really love that script) which brings total abandoned ships I have found and claimed to 4 HC, ~8 M3, 5 M8, some m4, 1 M7M, 1 Xenon J, and 3 TL's. All have been sold :D
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Solar42
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Joined: Thu, 26. Mar 09, 15:49

Post by Solar42 »

Thanks to those who helped me get this fine mod working finally. Now that I've gone through all that hassle, I actually have a gameplay question. Is it possible for the nodes to treat a ware as a resource? To be more specific, I'm using Lucike's CAG (Commercial Agent) script, and I want to have a trader set to buy energy cells/meatsteaks/other resources for my factories, then deliver them to the node for distribution to my factories. Is this possible?
StormMagi
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Post by StormMagi »

I think so. Alternatively I would imagine you can just get the Trading Software and set the homebase to the node and tell the TSs to buy ware for best price.

My advice though it to setup to be self sufficient and sell any surplus.
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Flying spaceships since 1993.
Solar42
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Joined: Thu, 26. Mar 09, 15:49

Post by Solar42 »

Well, the CAG does a much better job than just using buy ware, mostly because it gains experience and can learn to use a jump drive, and also because it is capable of supplying multiple goods instead of only one. The only catch is that it will only purchase resources or intermediate products. For the moment I think I'll just stick to using buy ware until I can get it figured out though

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