[MOD] XXL Factories and Orbital Weapon Platforms - v2.0 (Updated: May 19)

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MutantDwarf
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[MOD] XXL Factories and Orbital Weapon Platforms - v2.0 (Updated: May 19)

Post by MutantDwarf »

XXL Factories and Orbital Weapon Platforms AKA XFO


Warning: This is not fully 2.1 compatible!!!!



This mod adds M (2), L (5), XL (10), and XXL (25) sized factories for most products. These stations can be purchased from all Super Shipyards of the appropriate race. It also includes a number of stations not included in normal X3:TC - namely Boarding Pod, Plasma Beam Cannon, Tri-Beam Cannon, Phased Array Laser Cannon, and Fusion Beam Cannon forges. The Yaki shipyard also sells Disruptor Missile, Plasma Burst Generator, and Incendiary Bomb Launcher forges, and the Terran shipyard at the end of the Aldrin Missions sells all Terran factories not originally included in the game, including M/A-M Warhead, Matter/Anti-matter Mine, and Hull Plating factories.

This mod also adds purchaseable Orbital Weapon Platforms into the game - you buy and build them as if they were factories, but this plugin then turns them into fully-functional (if a mite naked) Orbital Weapon Platforms. If you have the MARS plugin installed as well, the script will also install a free version of the MARS software on any OWP built in this fashion.

Extra factories and stations, including the OWP and Boarding Pod factories, are purchaseable at that race's Super Shipyards - for the Argon, that means the Federal Argon Shipyard in Cloudbase South-East and the Federal Argon Shipyard in Legend's Home.


Installation
Use Cycrow's Plugin Manager to install the SPK file. You can either use the .cat/.dat pair as a mod, selected from the game launcher, or you can install it as a fake patch. The Plugin Manager automatically extracts the .cat/.dat files into the X3 Terran Conflict\Mods directory. If installed as a fake patch, it needs to be after Gazz's Complex Cleaner, the unofficial patch, or any other mod file that alters TFactories.


Important Note
If you are updating from a previous version, undock all ships from stations added by this mod first before updating! Upon updating, all ships docked with an added factory will be destroyed. Note that the updating process with take some time, the exact amount depending upon the number of factories in your universe and your processors performance. This update can take several minutes, during which the game will appear frozen.

If you disable the extra-large factories in the options, then all already-built extra-large factories will be destroyed. You will be reimbursed for the price of the factory, but any products, resources, or docked ships will be lost forever.


[ external image ]
Download: SPK


Release History
-------------------------
Version 2.0b
-Auto-update should work properly now
-Added 'Update' feature to configuration menu - if auto-update doesn't work, try that one instead!

Version 2.0a
-Slight bug fix - now configuration menu shows up properly.
-Replaced Rapidshare link with FileFront one again

Version 2.0
-Compatible with Gazz's Complex Cleaner
-All known bugs fixed!
-Every station tested to work correctly and actually producing their products!
-Added uninstall feature!
-Added ability to only activate buyable Orbital Weapon Platforms!
-The final two changes require Cycrow's Community Plugin Configuration Menu script.

Version 1.6a
-Fixed a minor error in the uploaded file - it was completely missing the text file that was included in earlier versions.

Version 1.6
-Fixes a slight problem with build missions - now if any of the main races or the Goners somehow gain access to one of these stations, it will be set up correctly within ten minutes
-Decreases the amount of time between shipyard updates - it will only take one minute before a newly spawned shipyard is updated now

Version 1.5
-Fixes the compatability problems with games running without the unofficial patch
-Adds buyable Orbital Weapon Platforms with pre-installed MARS software if the MARS plugin is also installed
-Makes the script an AL plugin - now you don't need to bother with any hotkeys! Any factory placed down will be set up with all of the proper resources and products (or set up properly as an OWP) within twenty seconds!
-Shipyards are updated every twenty minutes - if a new Super Shipyard is spawned, or if the Terran shipyard at the end of the Aldrin Missions is created, it will be updated with the new stations within twenty minutes.

Version 1.0
-M, L, XL, and XXL sized versions of all stock player-purchaseable stations
-Purchaseable Disruptor Missile, Plasma Burst Generator, and Incendiary Bomb Launcher forges at the Yaki shipyard and, if spawned, the Pirate Marauder shipyard
-Purchaseable Boarding Pod factories from Argon, Paranid, and Split Super Shipyards
-Purchaseable Fusion Beam Cannon, Tri-Beam Cannon, Phased Array Laser Cannon, and Plasma Beam Cannon forges from the appropriate race's shipyard
-Adds all missing Terran factories to the Terran shipyard you gain access to at the end of the Aldrin Missions
-Functions via a hotkey that will set up all of the products of the stations in the player's current sector
-Has some slight bugs if the unofficial patch mod isn't installed


Other Mods
These mods work well in tandem with XXL Factories and OWPs
-Advanced Complex Hub by Saeten - This mod allows you to dock capital ships at complex hubs. It is fully compatible with XFO.
-Complex Cleaner by Gazz - This mod lets you squish a bunch of factories into one big ugly block factory, saving on framerates. It is compatible with XFO version 2.0.
-Community Plugin Configuration by Cycrow - This script adds an easy-to-use menu that other scripts can hook in to. You must install this if you want easy access to the options menu for this mod, which allows you to uninstall it from your saved game or set it up to only build Orbital Weapon Platforms without being burdened by the new factories.
-Freight Distribution Network by Logain Abler - Works well with any large factory complex, and should be fully compatible with XFO to boot!

Technical Information
This plugin uses language file 7708.
This plugin alters the TFactories file significantly
This plugin alters the mov/00044.pck file (more specifically, it adds a 00044.xml file) in order to give Freight Drone Factories and Boarding Pod Production Complexes voice descriptions and names
It uses no command slots.
Last edited by MutantDwarf on Wed, 10. Jun 09, 19:06, edited 16 times in total.
Ikari
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Post by Ikari »

I just tried the new XXL factory s and they all produce Deluxian wheet and use energy cells as a resource *that was for the power plants* Haven't looked at anything else yet.
MutantDwarf
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Post by MutantDwarf »

Did you use the hotkey to set up their products and resources?
Ikari
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Post by Ikari »

MutantDwarf wrote:Did you use the hotkey to set up their products and resources?
Good lord I must be blind or something because I didn't even notice that.
NCODB
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Post by NCODB »

You, sir, are a lifesaver. Setting up something-hundred stations was beginning to do my head in. Will be testing this out when i get home from work tonight. :D
MutantDwarf
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Post by MutantDwarf »

I've now added purchaceable Orbital Weapons Platforms into the mod. You buy the OWP as if it were a station, build it as if it were a station, then hit the hotkey and *POW* it turns into a normal OWP, complete with absolutely no armaments or shields. They come with triplex scanners and Fight Command Software pre-installed by default, so the only thing you need to install in them is shields and weapons - which is a good thing, since transferring software and equipment is a bit of a problem. I'm probably also going to set up a script check to see if the MARS script is installed and, if it is, will install the MARS software.

At the moment, I have OWPs set up to cost the same and require the same noteriety as M3s for the Small version, M6s for the Medium version, and M7s for the Large version. I'm not sure how balanced this is - OWPs by their nature need to be cheaper than equivalent ships, since they're completely stationary, but I'm not entirely sure what an OWP is equivalent to. Small ones might be too cheap at this point, or big ones might be too expensive. What does everyone else think?

For this next release, I think I've also fixed any bugs caused by using this mod without using the unofficial patch alongside it.

I'll be updating the file later today - right now I'm seeing about turning it into an AL plugin that will update stations every five or ten seconds or so. I'm hoping that the Get station array by race function has a relatively low time complexity - if it does, then I could just run that function, check to see if the station array has grown since it ran last, and if it has then update the stations. That way it would only run through the big loop if you've built any stations since the last iteration.
fud
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Post by fud »

Nice. :)
bounty_hunter66
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Post by bounty_hunter66 »

Where are those XXL fabs? I looked in Argon Prime, Kingdom End, Omycron Lyaree and didnt see any Crystal XXL fabs....

Or do i have to buy a normal fab (Space Fuel L for example) and then use the setup key to make it XXL?
MutantDwarf
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Post by MutantDwarf »

You're looking in the wrong shipyards. Argon Prime, Kingdom End, and Omycron Lyrae don't have Super Shipyards. The Argon Super Shipyards are in Legend's Home and Cloudbase South-East.

I can't remember the exact sectors of the other super shipyards right now.

I've got the AL plugin version up and working - only a few small tweaks and it'll be ready to be uploaded. Then you won't even need the hotkey.
jimhsu77479
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Post by jimhsu77479 »

*Look at the 2MB library file* gah, the brute approach approach...

Thanks for doing this though. I almost had Ashley's fabs converted to TC but couldn't get the production working. Fortunately your code is a bit more maintainable.
bounty_hunter66
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Post by bounty_hunter66 »

Ooohhhh...those....I remember now. Forgot about them

Thanx
MutantDwarf
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Post by MutantDwarf »

Yeah, I took the brute force method - it's a lot neater for the player than just about any other method. I took advantage of spreadsheets and Exscriptor to make it a relatively simple affair to write the script, though, so it wasn't much more difficult than the non-brute-force method.
MutantDwarf
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Post by MutantDwarf »

I've updated the download file with version 1.5.

I need to get an uninstall script running eventually - it will destroy any of the added factories and remove them from all shipyards and TLs - but it's very low on the priority list right now. If anyone turns out to actually need it, just holler and I'll pump up its priority a bit.

A small note: If you ever want to uninstall Version 1.0, you won't be able to get rid of the hotkey:( Unfortunately, I didn't understand hotkey assignments too well and forgot to set what hotkey it was up as a global variable - so now I won't be able to remove that hotkey from the game, because I haven't the faintest idea which hotkey number it was assigned. Hopefully this won't be a big issue, but it's not a problem from version 1.5 on.

Version 1.5
-Fixes the compatability problems with games running without the unofficial patch
-Adds buyable Orbital Weapon Platforms with pre-installed MARS software if the MARS plugin is also installed
-Makes the script an AL plugin - now you don't need to bother with any hotkeys! Any factory placed down will be set up with all of the proper resources and products (or set up properly as an OWP) within twenty seconds!
-Shipyards are updated every twenty minutes - if a new Super Shipyard is spawned, or if the Terran shipyard at the end of the Aldrin Missions is created, it will be updated with the new stations within twenty minutes.
pguy
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Post by pguy »

Great script :D Was just wondering how the new sized factories compare with regards to the Online Complex Calculator, so I can work out how many of each factory are required when I start building complexes with the new factories.
fud
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Post by fud »

S=1
M=2
L=5
XL=10
XXL=20

There-abouts.


20 "S" = 1 XXL; or 2 XL; or 4 L
MutantDwarf
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Post by MutantDwarf »

Not quite.
This mod adds M (2), L (5), XL (10), and XXL (25) sized factories for most products.
From the first sentence of the first post;)
fud
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Post by fud »

Interesting.


In Reunion, XXLs were 20. Anything over that, didn't change anything.

Believe me, I tried. :)


I thought "well, why not try a 40 to get an XXXL?" But it only gave me an XXL.

Did they change it?
MutantDwarf
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Post by MutantDwarf »

Nope. Anything over 10 is XXL - XXL isn't a specific class so much as it's saying 'bigger than XL'. I just chose 25 as my XXL size.
fud
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Post by fud »

Ah, ok. :)

But do different values change the production values?

I didn't notice it in Reunion anyway.

So, effectively, 11, 12, 20, 25, 139....wil all be the same , in terms of products made/etc.
MutantDwarf
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Post by MutantDwarf »

Really? I think they're all different. I know it displays as x25 - I'll go have a little check.

EDIT: Just checked. The Disruptor Missile Fab makes 2 disruptor missiles per 2 minutes - the XXL version makes 50 in that same 2 minutes. So yeah, it seems to work fine;)

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