[Mod] Ashleys Factories L + XL + XXL V2.5 *Updated 09/11/2007*
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Was answered at XTM :
Saint-Ashley wrote:Since you alerdy have the old versions you dont 'have' to blow them. However, their were docking ports that were fixed from the 2.3 version (only the fighters).
If you dock at your ECH's in fighters as the playership its suggested to destroy the hub and connect the new one. As this is the only way to spawn the 'new' model.
However this should in no way hurt your game if you decide naught to do so right now. It can be done anytime. (maybe next time some kha'ak destroy your hub?)
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I just noticed an issue with Cycrows 'Shield Batteries and Nanobots V1.10' script. The text files conflict. (same ware ID is used for description).
I may just change the ware IDs and reupload version 2.5. You will only need to redownload and install if you have a similar issue like I described above.
I may just change the ware IDs and reupload version 2.5. You will only need to redownload and install if you have a similar issue like I described above.
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I've start to build a complex and I bought a SPP XXL....also i'm using the script "crystal free for SPP"...so after I give the order to remove crystal...and starting to deploy other station...my SPP cancel the order to remove crystal...every time I deploy a station the SPP reset order...
Is there something I can do? I don't want to use crystal...
Also before I use these SPP XXL ....I've build another complex with SPP XL...and there everything it's ok...
Tnx
Is there something I can do? I don't want to use crystal...
Also before I use these SPP XXL ....I've build another complex with SPP XL...and there everything it's ok...
Tnx
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I have completed the changeing of the text file ID's. I will now be working on the Crystal Free version of this mod, and then I will update again.
@ Dan
Crystal Free SPP is incompatible with this mod. However im working on makeing a Crystal Free SPP edition of this mod for those that wish to have Crystal Free SPP's.
I guess I could even add in the standard fabs for Crystal Free if it was desired, instead of haveing to install this and another script.
@ Dan
Crystal Free SPP is incompatible with this mod. However im working on makeing a Crystal Free SPP edition of this mod for those that wish to have Crystal Free SPP's.
I guess I could even add in the standard fabs for Crystal Free if it was desired, instead of haveing to install this and another script.
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Saint-Ashley:
Can you also give lee-way to scripts that give "unlimited" resources for stations? Some of us are big "spenders" in the way of high ends and arent handy with complex construction, let alone have PC's that can handle such huge FPS-killers.
EDIT:
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
This thread had a resource-free factory command that charged for 3-4times the cost of the station. Sounds reasonable enough to me to warrant it. Pity it doesnt work with your XXL fabs as of now.
Can you also give lee-way to scripts that give "unlimited" resources for stations? Some of us are big "spenders" in the way of high ends and arent handy with complex construction, let alone have PC's that can handle such huge FPS-killers.
EDIT:
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
This thread had a resource-free factory command that charged for 3-4times the cost of the station. Sounds reasonable enough to me to warrant it. Pity it doesnt work with your XXL fabs as of now.
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True, but having the option to reduce the FPS-killing complex use via vastly more costly "upgrades" to stations should at least be an option.
Its like wanting the lean version of the XXL fab, without the FPS overhead, but a huge strain on the wallet at first-buy, and/or have resources premade inside the factory at higher-than-average price to compensate.
In essense, if someone wants a "resource-free" XXL fab, they'll continually be at a loss in production because it costs far more per-cycle because of the premade materials costing higher than average.
As I said, option, not law. Some of us are running on less-than-stellar PC's even in these modern times of Dx10...
Its like wanting the lean version of the XXL fab, without the FPS overhead, but a huge strain on the wallet at first-buy, and/or have resources premade inside the factory at higher-than-average price to compensate.
In essense, if someone wants a "resource-free" XXL fab, they'll continually be at a loss in production because it costs far more per-cycle because of the premade materials costing higher than average.
As I said, option, not law. Some of us are running on less-than-stellar PC's even in these modern times of Dx10...

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Theirs currently no way to define the resource cycles in X3 without the use of heavy scripts which hurt your FPS more then help for this instance.LokRar wrote:In essense, if someone wants a "resource-free" XXL fab, they'll continually be at a loss in production because it costs far more per-cycle because of the premade materials costing higher than average.
In other words I cannot just define the cycle production for how many resources are used, as the game engine determines that.
I will look into adding something like this however, and I may combine the crystal free SPP with this in a way that pay 10x more for the station to get it resource free for those that wish it. Even at 10x more for a station, overtime it would rack out enough credits to pay for itself quite quick.
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I installed it with the plugin manager and finally got it to work. However, about 5 minutes into the game it started to lag terribly. It is now basically unplayable, and I haven't even used any of the fabs yet. It takes forever to load, and when it finally does the game runs so slowly that I can't do anything. Upon exiting X3, it continued to hog CPU usage for quite some time.
Before you ask, I have reverted back to vanilla, and it runs fine. So, it is definately the mod. And yes, I followed the instructions in the readme and no extended complex hubs or bazaar things existed before or after installing it. I also meet the hardware requirements to play the game and everything was fine before installing it.
I really want to use this mod, so I am open to suggestions.
Before you ask, I have reverted back to vanilla, and it runs fine. So, it is definately the mod. And yes, I followed the instructions in the readme and no extended complex hubs or bazaar things existed before or after installing it. I also meet the hardware requirements to play the game and everything was fine before installing it.
I really want to use this mod, so I am open to suggestions.
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I just noticed I skipped 2 fab init's in the Teladi Library, this effects the Teladianium XL and XXL fabs. This will be fixed upon update.
@ snotrohmit
It takes about 10 minuites to execute all of the libs for the races. Even after the message says it is been installed, it is still executeing the guts of the librarys.
After the librarys are executed the lag should disperse. This version is actually much less CPU and RAM demanding then any of my other versions.
And considering after exiting X3, it was still hogging CPU usage it must have been something besides X3 causeing your issue at the time.
@ snotrohmit
It takes about 10 minuites to execute all of the libs for the races. Even after the message says it is been installed, it is still executeing the guts of the librarys.
After the librarys are executed the lag should disperse. This version is actually much less CPU and RAM demanding then any of my other versions.
What are your system specs? (It will help me as I have high end system that gets 300+ FPS in X3 with max settings...)snotrohmit wrote:Upon exiting X3, it continued to hog CPU usage for quite some time.
And considering after exiting X3, it was still hogging CPU usage it must have been something besides X3 causeing your issue at the time.
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Saint-Ashley,
Sorry this isn't at After-domination, I'm trying to get my login reset.
I'm having a problem with my TL's at my Extended Hub In-Sector.
For some reason my TL (Apricot Masterdon) is destroying my Hub because of the direction he always departs.
He always lines up properly to park, but when leaving, instead of continuing parallel to the dock port, he wants to pivot in-place and depart straight downward. Naturally his tail wipes out the hub.
proper Approach
Proper Park
Bad Departure Pivot
Ignore the lack of connection tube to the Hub. It is straight out the back of the hub, with NO downward pole to the complex. I haven't reconnected after an FCC move of the complex.
This is a new complex built with ver 2.5. I did not have this problem IS when I "added" an extended hub to an existing complex. They always departed parallel as I would expect them to.
Thanks for any suggestions
Sorry this isn't at After-domination, I'm trying to get my login reset.
I'm having a problem with my TL's at my Extended Hub In-Sector.
For some reason my TL (Apricot Masterdon) is destroying my Hub because of the direction he always departs.
He always lines up properly to park, but when leaving, instead of continuing parallel to the dock port, he wants to pivot in-place and depart straight downward. Naturally his tail wipes out the hub.
proper Approach
Proper Park
Bad Departure Pivot
Ignore the lack of connection tube to the Hub. It is straight out the back of the hub, with NO downward pole to the complex. I haven't reconnected after an FCC move of the complex.
This is a new complex built with ver 2.5. I did not have this problem IS when I "added" an extended hub to an existing complex. They always departed parallel as I would expect them to.
Thanks for any suggestions
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Ashley,
EDIT: Looks like I fixed it so far. It is the steering. The Masterdon is running above 13 which allows it to pivot as soon as it releases from the clamp. I ran tests and reduced it down below 3 and the departure keeps getting flatter with no downward pivot. I'll keep tuning to find best setting.
Still wondering why it pivots from release vs driving straight out though.
I have always set the Hub in relation to the Video Grid Display, aligning the ceiling with North. And the Cap ship clamp facing the gate. In this case, West/East gate of Unknown Sector East of Pat's Retreat.
As Here Does this look right?
If I flip the Hub in any way, isn't a TL still going to enter parallel to the extended clamp, just upside down or vertical?
Or is it that having the tube go down behind the Hub tells the TL that they "must" exit the same way they came in.
Thanks for the look-see, anyway
EDIT: Looks like I fixed it so far. It is the steering. The Masterdon is running above 13 which allows it to pivot as soon as it releases from the clamp. I ran tests and reduced it down below 3 and the departure keeps getting flatter with no downward pivot. I'll keep tuning to find best setting.
Still wondering why it pivots from release vs driving straight out though.
I have always set the Hub in relation to the Video Grid Display, aligning the ceiling with North. And the Cap ship clamp facing the gate. In this case, West/East gate of Unknown Sector East of Pat's Retreat.
As Here Does this look right?
If I flip the Hub in any way, isn't a TL still going to enter parallel to the extended clamp, just upside down or vertical?
Or is it that having the tube go down behind the Hub tells the TL that they "must" exit the same way they came in.
Thanks for the look-see, anyway
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Yes that looks correct. 
Cap ships should enter from the side of the ECH to dock, then exit passing through the bottom of the ECH somewhat in a straight flight path. Thus means they should not even be pivoting to dock.
Their may be an issue with haveing too many rudder tunnings on certain modded ships. Like this one for example I bet can turn just as good as most M6's.
Theirs nothing I can do on my end to fix these modded ship issues. This is also the first time I have seen any cap ship with an issue with that clamp. Its always been TS's and the fighters under player control.

Cap ships should enter from the side of the ECH to dock, then exit passing through the bottom of the ECH somewhat in a straight flight path. Thus means they should not even be pivoting to dock.
Their may be an issue with haveing too many rudder tunnings on certain modded ships. Like this one for example I bet can turn just as good as most M6's.
Theirs nothing I can do on my end to fix these modded ship issues. This is also the first time I have seen any cap ship with an issue with that clamp. Its always been TS's and the fighters under player control.
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I'm having a problem with this mod.... I can't dock at Ashleys shipyards....
It shows up on the map and is a point in space... but it isn't an option to dock on my Mamoths navigation command map... any ideas what i'm doing wrong peeps????
version 2.0.2 of the game
latest mod from Ashley.... rest is vanila
It shows up on the map and is a point in space... but it isn't an option to dock on my Mamoths navigation command map... any ideas what i'm doing wrong peeps????
version 2.0.2 of the game
latest mod from Ashley.... rest is vanila
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I would like to request a version for:
(LEVELED) - DDRS V2.5 with 55 custom ships and 6 custom shipyards
DDRS Rebalance V2.5 with 55 custom ships and 6 custom shipyards.
Should one be already be in the making than I want to add that I cant wait for those two awsome mods to be merged.
THX in advance
(LEVELED) - DDRS V2.5 with 55 custom ships and 6 custom shipyards
DDRS Rebalance V2.5 with 55 custom ships and 6 custom shipyards.
Should one be already be in the making than I want to add that I cant wait for those two awsome mods to be merged.
THX in advance
Cowards die many times before their deaths. The valiant never taste of death but once (William Shakespeare)
Ours is not to question why, only but to do or die. [The Charge of the Light Brigade (Battletech)]
Ours is not to question why, only but to do or die. [The Charge of the Light Brigade (Battletech)]
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hi,
i've got a problem with this mod...
i want to use the mod and some XSP-ships but i must choose the "plugin-manager"-mod package to use them... but then i do that the factory mod doesn't run and all factory complexes i build with this mod will be deleted or the saves will be deleted... i tried to rename the mod and let it run as a fake-patch... there was the same result...
how can i use the mod and can parallel use the ships?
Merry X-Mas,
Metal_Hammer
PS: forgive me the bad english... i'm just a german
i've got a problem with this mod...
i want to use the mod and some XSP-ships but i must choose the "plugin-manager"-mod package to use them... but then i do that the factory mod doesn't run and all factory complexes i build with this mod will be deleted or the saves will be deleted... i tried to rename the mod and let it run as a fake-patch... there was the same result...
how can i use the mod and can parallel use the ships?
Merry X-Mas,
Metal_Hammer
PS: forgive me the bad english... i'm just a german

Man kann alles schreiben, was man denkt, nur muss man es so formulieren, dass keiner weiß, was man eigentlich meint.
***modified*** und stolz drauf!
***Alle meine Megakomplexe ordentlich ohne den FCC gebaut*** und stolz drauf!
***modified*** und stolz drauf!
***Alle meine Megakomplexe ordentlich ohne den FCC gebaut*** und stolz drauf!
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@ Sephiroth-omega
Im working on an update first. Then I plan to make compatible versions of the following mods given permissions :
http://after-domination.net/phpbb3/view ... 1078#p1078
@ Metal_Hammer
You will need to review the readme for the plugin manager. As I do not know how the .XSP program works to 'combine' mods. Im aware it is suspose to, but not how it does so.
You can use it as a fake patch, however you must not have a Tfactories.txt file in your plugin manager mod version, as this would overwright the fake patch. (Which may have been in your case.)
Im working on an update first. Then I plan to make compatible versions of the following mods given permissions :
http://after-domination.net/phpbb3/view ... 1078#p1078
@ Metal_Hammer
You will need to review the readme for the plugin manager. As I do not know how the .XSP program works to 'combine' mods. Im aware it is suspose to, but not how it does so.
You can use it as a fake patch, however you must not have a Tfactories.txt file in your plugin manager mod version, as this would overwright the fake patch. (Which may have been in your case.)