[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Many thanks to StormMagi for hosting FDN downloads
http://www.stormmage.org/x3tc/fdn/FDN_Guide.pdf
http://www.stormmage.org/x3tc/fdn/FDNv3 ... 5.2009.spk
http://www.stormmage.org/x3tc/fdn/FDNv3.2.06.zip
http://www.stormmage.org/x3tc/fdn/lib.c ... s-2.97.spk
LA

http://www.stormmage.org/x3tc/fdn/FDN_Guide.pdf
http://www.stormmage.org/x3tc/fdn/FDNv3 ... 5.2009.spk
http://www.stormmage.org/x3tc/fdn/FDNv3.2.06.zip
http://www.stormmage.org/x3tc/fdn/lib.c ... s-2.97.spk
LA
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Sounds great, looking forward to the picsStormMagi wrote:And on the modeling note. I have culled the X3TC stations for ideas and I have about 10 I am going to check out for sizing and go from there. I am going to need to modify at least two stations thoughI will post pics when I have the models up for comparison/opinions

Again, I'd love to use a Terran station but the size is far too restrictive for normal/smaller sectors. I will probably use a tweaked Argon Military Base which kind of fits the mods purpose.
LA
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Heh that is one of the models I am looking at.
Ok first up we have the XL and L options with a Phoenix in front for some size scale (please keep in mind that the docking capacity may or may not need to be modded in to the model, the numbers I am stating are my personal vision and may or may not happen).:
http://www.stormmage.org/x3tc/temp/xl%20&%20l.png
Unfortunately I was a little stupid and didn't put them in order. For XL we have (on the left) the Argon Super Shipyard. Long term goal would be to modify the model to remove those 4 long arms. On the right we have the OTAS HQ, my current plan would be to use as is. XL would have 4 docking points for large ships and at least 4 docking arms for smaller craft.
For L we have Duke's Haven. The long term goal would be to remove all but the center spindle (and mushroom top
) and readd in docking points for ships (shipyard booms probably for cap ships), 3 cap ship and 4 docking arms.
A possible alternative would be the Yaki Shipyard but it is a bit small for what I am envisioning.
For the Medium and Small nodes we have:
http://www.stormmage.org/x3tc/temp/med%20&%20small.png
On the left is a standart Military Outpost for the Medium Node. 2 cap ship docking points, 4 docking arms.
On the right we have the original(?) Goner Temple for the Small Node. 6 docking arms, no capital ship docking points.
LA, how did you set the price for the nodes @ shipyards?
Ok first up we have the XL and L options with a Phoenix in front for some size scale (please keep in mind that the docking capacity may or may not need to be modded in to the model, the numbers I am stating are my personal vision and may or may not happen).:
http://www.stormmage.org/x3tc/temp/xl%20&%20l.png
Unfortunately I was a little stupid and didn't put them in order. For XL we have (on the left) the Argon Super Shipyard. Long term goal would be to modify the model to remove those 4 long arms. On the right we have the OTAS HQ, my current plan would be to use as is. XL would have 4 docking points for large ships and at least 4 docking arms for smaller craft.
For L we have Duke's Haven. The long term goal would be to remove all but the center spindle (and mushroom top

A possible alternative would be the Yaki Shipyard but it is a bit small for what I am envisioning.
For the Medium and Small nodes we have:
http://www.stormmage.org/x3tc/temp/med%20&%20small.png
On the left is a standart Military Outpost for the Medium Node. 2 cap ship docking points, 4 docking arms.
On the right we have the original(?) Goner Temple for the Small Node. 6 docking arms, no capital ship docking points.
LA, how did you set the price for the nodes @ shipyards?
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StormMagi
I think the OTAS would look great as the FDN Node with the spindles removed
I never thought of that
For the next version of FDN I plan on only have a single version, pust to keep things simple. That can always change
I'm using the Military Outpost for the SSDN Command & Conrtol Centre as its apt fro the purpose. I have that ingame now
LA
I think the OTAS would look great as the FDN Node with the spindles removed


For the next version of FDN I plan on only have a single version, pust to keep things simple. That can always change

I'm using the Military Outpost for the SSDN Command & Conrtol Centre as its apt fro the purpose. I have that ingame now

It's set in the TDock file.StormMagi wrote: LA, how did you set the price for the nodes @ shipyards?
LA
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I liked all the spindles on the OTAS, especially the bulbs around the edge since they reminded me of communication bubbles.
And as much as I like the idea of only one node, I prefer the variety as it seems a bit more 'real' to me but it is your mod
I am personally leaning toward the Argon SS w/o the four arms as the main hub, mainly b/c I think it looks the coolest and it has internal docking vs the OTAS external docking
No docking arm clogups for traders
As for your other mod, what about the Orbital Weapons Platforms? The small looks like it has a hanger and communications for controlling drone fleets.
And as much as I like the idea of only one node, I prefer the variety as it seems a bit more 'real' to me but it is your mod

I am personally leaning toward the Argon SS w/o the four arms as the main hub, mainly b/c I think it looks the coolest and it has internal docking vs the OTAS external docking


As for your other mod, what about the Orbital Weapons Platforms? The small looks like it has a hanger and communications for controlling drone fleets.
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I'll have a lookStormMagi wrote: As for your other mod, what about the Orbital Weapons Platforms? The small looks like it has a hanger and communications for controlling drone fleets.

It also has loads of docking

LA
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That is true since the weapon platforms have no docking that I am aware of. Then again I have never tried to dock with one either
I will start poking around FDN later today to figure out how to change the models for the Nodes. Then I will just have to export the models, buzzsaw off the parts I don't want, and learn how to patch up the holes

I will start poking around FDN later today to figure out how to change the models for the Nodes. Then I will just have to export the models, buzzsaw off the parts I don't want, and learn how to patch up the holes

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I want to Run Complex Cleaner and this mod at the same time, which you can't do through the mod selection package.Install of Mod files:
The FDNv3.cat and .dat file can be placed in the mods folder or renamed to follow the game .cat and .dat files.
Could someone please clarify what this instruction means.
If i was to hazzard a guess.. in my X3 root dir there are cat and dat files which are numbered.. do i just rename to the next number?
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The data used by the games engine is held in cat & dat files which load in descending orderRoady1976 wrote:I want to Run Complex Cleaner and this mod at the same time, which you can't do through the mod selection package.Install of Mod files:
The FDNv3.cat and .dat file can be placed in the mods folder or renamed to follow the game .cat and .dat files.
Could someone please clarify what this instruction means.
If i was to hazzard a guess.. in my X3 root dir there are cat and dat files which are numbered.. do i just rename to the next number?
You can load a mod as a fake patch so you can use multiple mods.
To do this you go to the games directory and look for the cat & dat files.
Rename the FDN cat & dat to the next number in sequence.
If you load mods in this way it’s a good idea to make a txt file note of what’s, what.
You may also need to re-do this when any official game patches are released.
Good post by Apricotslice:
http://forum.egosoft.com/viewtopic.php?t=136357
LA
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I have the alternative stations in game and they look sweet, I imagine they will look even better once I remove the extra bits. But I am not sure when I can do that since I might be moving in the next week or so. If anyone else is interested in taking a look let me know and I will post the modified files (if LA is ok with that).
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Hi StormMagi,StormMagi wrote:I have the alternative stations in game and they look sweet, I imagine they will look even better once I remove the extra bits. But I am not sure when I can do that since I might be moving in the next week or so. If anyone else is interested in taking a look let me know and I will post the modified files (if LA is ok with that).
Post the files & I'll work with you on this, I have all the tools.
LA
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I have a problem.
In Ore Belt, I own two complexes (2 mines and 2 SPPs) and two other mines, they are all separated - that's why I decided to use FDN - to make all of the products and resources available from one station (node).
Now, I have assigned one guy (for now) to sell silicon, and one guy to buy crystals (the energy to the mines is supplied from my SPP complex through the node - this part works).
The part which doesn't work is the guy who needs to sell Silicon - he keeps loading and unloading the silicon into and from his cargo bay.
I'm running SETA and he just keeps loading and unloading back to the node.
Till now I'm using the original buy & sell for best price scripts and FDN.
Stations and complexes are linked to the node of course.
No idea what's wrong, maybe I shouldn't even use FDN for this, I don't know.
As a side note, I also tried CAG on the node, and I guess that's also the reason why CAG doesn't work with it. The CAG shopper who buys crystals does get them, but when I assign another CAG to sell silicon (or ore or ore and silicon) - he just sits there on standby. I already posted a question whether it's possible to combine these two mods together in the CAG thread.
In Ore Belt, I own two complexes (2 mines and 2 SPPs) and two other mines, they are all separated - that's why I decided to use FDN - to make all of the products and resources available from one station (node).
Now, I have assigned one guy (for now) to sell silicon, and one guy to buy crystals (the energy to the mines is supplied from my SPP complex through the node - this part works).
The part which doesn't work is the guy who needs to sell Silicon - he keeps loading and unloading the silicon into and from his cargo bay.
I'm running SETA and he just keeps loading and unloading back to the node.
Till now I'm using the original buy & sell for best price scripts and FDN.
Stations and complexes are linked to the node of course.
No idea what's wrong, maybe I shouldn't even use FDN for this, I don't know.
As a side note, I also tried CAG on the node, and I guess that's also the reason why CAG doesn't work with it. The CAG shopper who buys crystals does get them, but when I assign another CAG to sell silicon (or ore or ore and silicon) - he just sits there on standby. I already posted a question whether it's possible to combine these two mods together in the CAG thread.
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There is no reason why the inbuilt and player written trade scripts shouldn't work from the Node as its just another Dock. However I added the Trade Post so that there is an outlet available that keeps traders away from Nodes.sstbrg wrote:I have a problem.
In Ore Belt, I own two complexes (2 mines and 2 SPPs) and two other mines, they are all separated - that's why I decided to use FDN - to make all of the products and resources available from one station (node).
Now, I have assigned one guy (for now) to sell silicon, and one guy to buy crystals (the energy to the mines is supplied from my SPP complex through the node - this part works).
The part which doesn't work is the guy who needs to sell Silicon - he keeps loading and unloading the silicon into and from his cargo bay.
I'm running SETA and he just keeps loading and unloading back to the node.
Till now I'm using the original buy & sell for best price scripts and FDN.
Stations and complexes are linked to the node of course.
No idea what's wrong, maybe I shouldn't even use FDN for this, I don't know.
As a side note, I also tried CAG on the node, and I guess that's also the reason why CAG doesn't work with it. The CAG shopper who buys crystals does get them, but when I assign another CAG to sell silicon (or ore or ore and silicon) - he just sits there on standby. I already posted a question whether it's possible to combine these two mods together in the CAG thread.
Nodes (FDNs) sole purpose is to distribute wares rather than to facilitate trade. But still, its the games logic or script that dictate trade. FDN in no way should affect this

LA
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Try using a FDN Trade Post, link it to the Node, set what wares you want to sell and what level of wares to maintain at the Post. Set the Trade Post as the Home base of the TS.sstbrg wrote:Then I have no idea what's happening...
I'd really like to be able to use FDN for what I told, that will make things so better manageable.
If there's nothing to do, I guess I'll just go and buy more TS ships
For me its a real cash cow if you get the location & wares right.
LA
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