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Posted: Fri, 15. May 09, 03:15
by Lord Dakier
As Gamer993 is still active I can reply to this :D

I think that cost is just for the hub. I dont think you have to pay 1.2 million again after that.

Posted: Fri, 15. May 09, 14:31
by gamer993
Lord_Dakier wrote:As Gamer993 is still active I can reply to this :D

I think that cost is just for the hub. I dont think you have to pay 1.2 million again after that.
Ah thats good to know. Thanks :)

Posted: Fri, 15. May 09, 15:23
by Lord Dakier
Aren't I good lol.

Posted: Fri, 15. May 09, 18:17
by gamer993
Lord_Dakier wrote:Aren't I good lol.

And u no it!

Posted: Fri, 15. May 09, 18:41
by Lord Dakier
Ahh the swelling is getting to my head lol.

So tell me Gamer993 is this any good?

Posted: Fri, 15. May 09, 22:47
by gamer993
Lord_Dakier wrote:Ahh the swelling is getting to my head lol.

So tell me Gamer993 is this any good?
To tell you the truth I haven't used it yet. Ive just started a new game and don't have the credits to use it yet.

Posted: Sat, 16. May 09, 03:00
by Lord Dakier
Me neither but, my Universal Trading business does not really need it at the moment lol.

Posted: Sat, 16. May 09, 20:22
by Jonson27
Woah, my competition! I'm making a similar mod, except that you buy the stations like you normally would and you also have to buy ships for each ware per station - 8 ships per loop (spp + silicon mine + biogass + bofu + crystal). You have to give each ship pse setroute orders to perform their duties - they'll perform them indeffinately. Very little micomanaging is necessary, but mine looks to be a lot more expensive than complexes, as you need many more ships and you'll lose profit when enemy ships come within range of your assets because the whole business shuts down until the enemy threat is removed somehow. My mod defends the ships by locking hte sector so that they fly to the nearest base or remain docked until the lockdown is lifted. It also can give lockdown lists for the universe, as well as which sectors have sector administrators. Without the sector administrators, you have to manually lock sectors when a threat is encountered, and unlock it when the threat is gone.

To sum it up:
(-) have to buy more ships because goods cannot be transported between stations via goner technology
(-) profits are lost when ships have to dock because of a sector lockdown


Are there any plusses? Hmm... mine does have a script menu system... so I can add nearly finiteless numbers of commands with just one ship command.

Anyone that can offer me any hints to make my pse mod more appealing and competitive?

Posted: Sun, 17. May 09, 05:04
by Lord Dakier
Sounds interesting and hardish lol. I had a business idea for Pandora which made workers like a ware.

Posted: Sun, 27. Sep 09, 11:07
by iniog
Hey
Looks like a great script, would love to try it but the download link is broken, can you create another link please

Re: [Script][V1.2] X2 Complex Kit - Complexes for X2!

Posted: Wed, 24. Oct 18, 09:10
by Washburne21
Hi, playing the steam version of the game and I can't get the scripts to run. They are definitely in the right place and appear in the script editor in game, but I don't see any complex kits for sale. Any suggestions?

Re: [Script][V1.2] X2 Complex Kit - Complexes for X2!

Posted: Sat, 15. Feb 20, 00:13
by Robin0220
umm i would like to download this, but the download link doesn't work. Any ideas, anyone ?

Re: [Script][V1.2] X2 Complex Kit - Complexes for X2!

Posted: Sat, 15. Feb 20, 10:19
by X2-Illuminatus
I updated the xdownloads link in the opening post:

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