[MOD] Advanced Complex-Hub [2.0-beta.1]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Saetan
- Posts: 3223
- Joined: Wed, 1. Feb 06, 19:26

No one reported before, I never tested ... thanks for your info, I'll fix that once ... in the meanwhile I suggest to undock the Ray while beeing OoS.
If you like to help me:
Can you tell me, where the Ray touches the complex hub? Or is there maybe a collision with another docked capital?
Best regards
Saetan
If you like to help me:
Can you tell me, where the Ray touches the complex hub? Or is there maybe a collision with another docked capital?
Best regards
Saetan
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Requiemfang
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24

Hmmm I don't know if it has anything to do with vanilla or this but I am using this mod. It could be that the Ray is just too large for the Complex hub. I haven't tried letting the AI undock it, every time it goes up in flames is when I am in the thing. Maybe it's just one of those ships that should never be docked with a complex hub due to it's size, among the ships out there the Ray is one of the largest by size for a destroyer
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Saetan
- Posts: 3223
- Joined: Wed, 1. Feb 06, 19:26

Vanilla can't dock any capitals at compelx hubs so it's for sure, that taht bug is caused by that mod. 
I have to move the docking point for capitals to fix that, but therefore it would be good to know where the Ray collides with the station or other docked capitals.
But I can look myself too, just have to start X³:TC again some time. I'm not playing anymore for quite a few weeks now.
I have to move the docking point for capitals to fix that, but therefore it would be good to know where the Ray collides with the station or other docked capitals.
But I can look myself too, just have to start X³:TC again some time. I'm not playing anymore for quite a few weeks now.
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Requiemfang
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24

My best guess with where the Ray is colliding with the Hub would be the nose of the ship, it is not only bulky in the sides but also bulky in width.
I guess I guess right in placing that this mod was the cause. Also when the Ray goes up in smoke so does the complex hub and along with any ship docked to the hub
I guess I guess right in placing that this mod was the cause. Also when the Ray goes up in smoke so does the complex hub and along with any ship docked to the hub
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cecil101
- Posts: 85
- Joined: Wed, 15. Sep 10, 13:44
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NicolaiAliasShadow
- Posts: 32
- Joined: Thu, 8. May 08, 19:33

This should be a problem with your own pc!vizerei wrote:I love the idea for this mod.
However, when I copy the .cat/.dat files to my directory and attempt to load a saved game I get the "Save game may be corrupt" error. When I remove your mod, my save games load fine. Any idea why this is?
I'm running this on steam so definitely the latest patch. Also running a bunch of other mods like the Terraformer Hub fix, Complex Cleaner, MARS, and maybe 1 or 2 other insignificant mods (can't remember what they were)
I had this error sometimes in X3 Reunion with some savegames [without mods/sctripts]
Have you Install all Patches + Bonuspatches & Reinstall the Game?
Or maybe or Savegame itself is corrupt...
Braucht es wirklich einen Grund jemandem zu Helfen?
Bin ja schon gespannt was Egosoft nach der x-Reihe zu stande bringen wird.. [I Hope for good Fortune!!!]
Bin ja schon gespannt was Egosoft nach der x-Reihe zu stande bringen wird.. [I Hope for good Fortune!!!]
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cecil101
- Posts: 85
- Joined: Wed, 15. Sep 10, 13:44
I may be out of legue here but could it be a comatability issue with the complex cleaner and this mod?
Not too sure on the inner workings of this mod. But if it messes with Tfactories (witch I would assume it could be possible) and noticing that the complex cleaner mod states:
"Combining Mods
Complex Cleaner mods TFactories.txt
It will be incompatible to any other mod that touches TFactories.txt ....." I could see an incompatability issue...
moreover, I could also see an incompatability if the cleaner is dependant on the vanilla complex hub model witch is replaced by this mod. (Not sure if the cleaner mod would just take whatever model is avaliable and use it)
again im not very tech savvy so please take anything i say with a grain of salt. and please I want to learn so dont hesitate to tell me a thing or 2
Not too sure on the inner workings of this mod. But if it messes with Tfactories (witch I would assume it could be possible) and noticing that the complex cleaner mod states:
"Combining Mods
Complex Cleaner mods TFactories.txt
It will be incompatible to any other mod that touches TFactories.txt ....." I could see an incompatability issue...
moreover, I could also see an incompatability if the cleaner is dependant on the vanilla complex hub model witch is replaced by this mod. (Not sure if the cleaner mod would just take whatever model is avaliable and use it)
again im not very tech savvy so please take anything i say with a grain of salt. and please I want to learn so dont hesitate to tell me a thing or 2
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Saetan
- Posts: 3223
- Joined: Wed, 1. Feb 06, 19:26

This mod only changes the model- and scene-file of the complex hab, therefore no incompatibility issue with the TFactories.
The corrupt savegame issue is typically, if something is missing and can't be found to be loaded but saved inside the savegame. Should not happen here, except another mod got removed by accident.
Another reason could may be, if X has problems to load docked ships on the old hub for the new hub. I could think of misplaced ships like TS moved to internal or external dockings.
Anyway, if such a corrupt savegame error occurs, I guess you saved your game while being in a sector which has at least one complex hub? Then I suggest to leave it, move to a sector without hub, save the game, install the mod, load the game, enter a sector with complex hub.
Then it should work. If not, you could try to undock any ships of a hub while being OoS and to re-dock 'ehm later.
The corrupt savegame issue is typically, if something is missing and can't be found to be loaded but saved inside the savegame. Should not happen here, except another mod got removed by accident.
Another reason could may be, if X has problems to load docked ships on the old hub for the new hub. I could think of misplaced ships like TS moved to internal or external dockings.
Anyway, if such a corrupt savegame error occurs, I guess you saved your game while being in a sector which has at least one complex hub? Then I suggest to leave it, move to a sector without hub, save the game, install the mod, load the game, enter a sector with complex hub.
Then it should work. If not, you could try to undock any ships of a hub while being OoS and to re-dock 'ehm later.
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NicolaiAliasShadow
- Posts: 32
- Joined: Thu, 8. May 08, 19:33

Blue Text:Saetan wrote:This mod only changes the model- and scene-file of the complex hab, therefore no incompatibility issue with the TFactories.
The corrupt savegame issue is typically, if something is missing and can't be found to be loaded but saved inside the savegame. Should not happen here, except another mod got removed by accident.
Another reason could may be, if X has problems to load docked ships on the old hub for the new hub. I could think of misplaced ships like TS moved to internal or external dockings.
Anyway, if such a corrupt savegame error occurs, I guess you saved your game while being in a sector which has at least one complex hub? Then I suggest to leave it, move to a sector without hub, save the game, install the mod, load the game, enter a sector with complex hub.
Then it should work. If not, you could try to undock any ships of a hub while being OoS and to re-dock 'ehm later.
When you say it, i remember somehing strange..
I only have corrupt Savegames, when i was in Sectors with 2-5 Complexes and other Stuff like that...
I should try, what you say.
Maybe my old savegames [2 Years Real-Playtime in X3 Reunion] is not dead. ^^
PM: Sorry for My English, but i´m not very good at this
Braucht es wirklich einen Grund jemandem zu Helfen?
Bin ja schon gespannt was Egosoft nach der x-Reihe zu stande bringen wird.. [I Hope for good Fortune!!!]
Bin ja schon gespannt was Egosoft nach der x-Reihe zu stande bringen wird.. [I Hope for good Fortune!!!]
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Saetan
- Posts: 3223
- Joined: Wed, 1. Feb 06, 19:26

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Retiredman
- Posts: 795
- Joined: Fri, 4. Sep 09, 02:35

Saetan
Has anybody mentioned that this enchanced complex mod can be used for other purposes?
(I looked thru the thread and didn't see any mention of what occured to me)
If it is built by itself (not connected to a factory complex)
It can be used as a Parking garage for any extra ships that are manufactured or salavage untill the player needs them.
So far I have been able to park 50 M3-M5 class Ships
10 TL (M6, M8, TM,TP) class ships..
2 Captial Class ships (M7,M1,M2 & TL)
How many ships can this thing hold??!!!
This leads me to believe that this can also be used as the poorman's Sector Security Base!
Add 2 M7s, 8 M6's(& 2 TLs for refitting missles) and 50 M3s and you have a rapid response fleet to provide
outlying player owned sectors with enough protection against most threats.
or at least give you enough time to bring the heavy fleet to protect the sector. (forget about any pirates groups)
At the price of a CCK , it's a saving on bases that cost millions of credits.
Plus you can store 2 billion credits in it.
Has anybody use this as a Parking factility or a security base?
Has anybody mentioned that this enchanced complex mod can be used for other purposes?
(I looked thru the thread and didn't see any mention of what occured to me)
If it is built by itself (not connected to a factory complex)
It can be used as a Parking garage for any extra ships that are manufactured or salavage untill the player needs them.
So far I have been able to park 50 M3-M5 class Ships
10 TL (M6, M8, TM,TP) class ships..
2 Captial Class ships (M7,M1,M2 & TL)
How many ships can this thing hold??!!!
This leads me to believe that this can also be used as the poorman's Sector Security Base!
Add 2 M7s, 8 M6's(& 2 TLs for refitting missles) and 50 M3s and you have a rapid response fleet to provide
outlying player owned sectors with enough protection against most threats.
or at least give you enough time to bring the heavy fleet to protect the sector. (forget about any pirates groups)
At the price of a CCK , it's a saving on bases that cost millions of credits.
Plus you can store 2 billion credits in it.
Has anybody use this as a Parking factility or a security base?
You think a hero is some weird sandwitch and not a guy attacking a Xeno J with a kestrel.
Sir.. I said .. A guy attacking a J with a kestrel is the sandwitch.
Sir.. I said .. A guy attacking a J with a kestrel is the sandwitch.
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Saetan
- Posts: 3223
- Joined: Wed, 1. Feb 06, 19:26

Nice idea ... I've never though of that or do even think, that should be the case. If you compare the prices of my Enhanced Equipment Docks, you can be sure I wouldn't have set so low prices for a security base ... but yes, except of the not existing cargo space of the station itself, it could be a great idea. ^^Retiredman wrote:This leads me to believe that this can also be used as the poorman's Sector Security Base!
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Nafensoriel
- Posts: 486
- Joined: Mon, 3. May 10, 20:30

Perhaps make a smaller "refueling station" version based off the complex hub with just enough cargo space for fuel and ammo?
I actually like the idea for active sector defense.. it would even mesh well with security services as a strong point.
I actually like the idea for active sector defense.. it would even mesh well with security services as a strong point.
"A Tradition is only as good as it's ability to change." Nael
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Saetan
- Posts: 3223
- Joined: Wed, 1. Feb 06, 19:26

I won't ... if you want special stations for refulling and amouring, you may want to take a look at my Enhanced Equipment DocksNafensoriel wrote:Perhaps make a smaller "refueling station" version based off the complex hub with just enough cargo space for fuel and ammo?
PS, I didn't answer the question Retiredman:
Unlimited Fighters, 20 Transporters and 2 Capitals .... that's the maximum for docking ports.
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party2849
- Posts: 3
- Joined: Thu, 17. Feb 11, 19:44

Hello all!
I just downloaded this and tried to use it and it is not working. I have never used any kind of modifications in the past and maybe I am just doing it wrong....
I downloaded the files (.cat/.dat) and renamed then +1 to my current (making them be 14) and added them to the game directory (I am using Steam BTW) and the game was closed durring this. I opened X3TC back up and flew to a sector and starting building, 2 XL solar plants and joined them together.... And it looks exactly the same as vanilla version. Any pointers??
I just downloaded this and tried to use it and it is not working. I have never used any kind of modifications in the past and maybe I am just doing it wrong....
I downloaded the files (.cat/.dat) and renamed then +1 to my current (making them be 14) and added them to the game directory (I am using Steam BTW) and the game was closed durring this. I opened X3TC back up and flew to a sector and starting building, 2 XL solar plants and joined them together.... And it looks exactly the same as vanilla version. Any pointers??
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party2849
- Posts: 3
- Joined: Thu, 17. Feb 11, 19:44

Hello all!
I just downloaded this and tried to use it and it is not working. I have never used any kind of modifications in the past and maybe I am just doing it wrong....
I downloaded the files (.cat/.dat) and renamed then +1 to my current (making them be 14) and added them to the game directory (I am using Steam BTW) and the game was closed durring this. I opened X3TC back up and flew to a sector and starting building, 2 XL solar plants and joined them together.... And it looks exactly the same as vanilla version. Any pointers??
I just downloaded this and tried to use it and it is not working. I have never used any kind of modifications in the past and maybe I am just doing it wrong....
I downloaded the files (.cat/.dat) and renamed then +1 to my current (making them be 14) and added them to the game directory (I am using Steam BTW) and the game was closed durring this. I opened X3TC back up and flew to a sector and starting building, 2 XL solar plants and joined them together.... And it looks exactly the same as vanilla version. Any pointers??
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Saetan
- Posts: 3223
- Joined: Wed, 1. Feb 06, 19:26

As you describe, all seems to be done right. You may try too use it as a mod-package to test, or do you mind sending me your savegame, /scripts-, /t-, /mods-directories and any used non-vanilla .cat/.dat-files to take a look at it? Best packed into a archive file like .zip, .7z or something like that.
Best regards
Saetan
Best regards
Saetan
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party2849
- Posts: 3
- Joined: Thu, 17. Feb 11, 19:44

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Brian5001
- Posts: 15
- Joined: Wed, 9. Dec 09, 03:37

