[AL] [18.04.2011] Operating Costs [3.1.4]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Huefte, it feels a bit odd that we're on three pages, and it's only us, LOL.
Anyway, this is turning out very well. One thing I've noticed though, was wondering what you thought.
When entering Assistant / Company, to see the list of all of your stations, it does take a bit of time if you have a lot of stations. One nice feature is, if you click on one of those stations, you then get into a management sub menu for that station.
But you cannot get back to the Company list. "Abort" or the "back arrow" brings you to the station command menu. If there were other stations to take care of, you have to go to Assistant / Company again, and wait....
Just a thought.
Anyway, this is turning out very well. One thing I've noticed though, was wondering what you thought.
When entering Assistant / Company, to see the list of all of your stations, it does take a bit of time if you have a lot of stations. One nice feature is, if you click on one of those stations, you then get into a management sub menu for that station.
But you cannot get back to the Company list. "Abort" or the "back arrow" brings you to the station command menu. If there were other stations to take care of, you have to go to Assistant / Company again, and wait....
Just a thought.
It was a decission i made
I thought up to station list it would be fine to move back to any choice.
That i don't have this possibility in station management sub-menu is because i think 4 entrys to only go back would look overloaded.
abord is meant to close it, if you only wanted to look at statistics or status of your stations.
If you click on the station name itself in last menu you go back to station list.
That creating this lists take some time is because of creating layout will take some time - and sort the station entrys takes a lot lot lot more time.
on this i cannot do something unless you want to wait 10 sekonds in front of freezed game
Last menu to issue commands to choosen station is availible in all departements. (this way its more flexible)
Update
23.06.2010 – 2.2
+ added station holidays for factorys
In German forum someone asked for a way to reduce running costs of station without decompose of it.
stop production, reduce costs, but keep station alive.
this is station holiday.
Working only on factorys it stops production, halfes running costs but station is still active: in CAG-menu ist called in operation like without holidays and it won't decompose.
choose it like usualy from station management.
I thought up to station list it would be fine to move back to any choice.
That i don't have this possibility in station management sub-menu is because i think 4 entrys to only go back would look overloaded.
abord is meant to close it, if you only wanted to look at statistics or status of your stations.
If you click on the station name itself in last menu you go back to station list.
That creating this lists take some time is because of creating layout will take some time - and sort the station entrys takes a lot lot lot more time.
on this i cannot do something unless you want to wait 10 sekonds in front of freezed game
Last menu to issue commands to choosen station is availible in all departements. (this way its more flexible)
Update
23.06.2010 – 2.2
+ added station holidays for factorys
In German forum someone asked for a way to reduce running costs of station without decompose of it.
stop production, reduce costs, but keep station alive.
this is station holiday.
Working only on factorys it stops production, halfes running costs but station is still active: in CAG-menu ist called in operation like without holidays and it won't decompose.
choose it like usualy from station management.
Update
30.06.2010 – 3.0
+added costs for ships
+added command to activate or deactivate ships
+Accounts added to station management
Readme was neccesarily partial rewriten - please look there or first 2 posts for further informations.
30.06.2010 – 3.0
+added costs for ships
+added command to activate or deactivate ships
+Accounts added to station management
Readme was neccesarily partial rewriten - please look there or first 2 posts for further informations.
UPDATE
09.07.2010 – 3.1
+ deactivated ship can get stolen after 25h
first 25h after deactivating ships are save
between 25h and 125h the risk is increasing
after 125h the risk is fix at 75%
+ deactivated ships can directly get reactivatet, no more waiting time
give new orders and ship will start moving
if ships are owned by ships or stations wich are out of service, they will get deactivated anew
+ for stations with less then 50% hull you will get an offer to sell them once
the race wich offeres is owner of sector
if sector is unknown pirates will offer
offer is only made once as long as station is staying deactivated.
Changes on deactivated ships only work on new deactivated ships. sorry.
09.07.2010 – 3.1
+ deactivated ship can get stolen after 25h
first 25h after deactivating ships are save
between 25h and 125h the risk is increasing
after 125h the risk is fix at 75%
+ deactivated ships can directly get reactivatet, no more waiting time
give new orders and ship will start moving
if ships are owned by ships or stations wich are out of service, they will get deactivated anew
+ for stations with less then 50% hull you will get an offer to sell them once
the race wich offeres is owner of sector
if sector is unknown pirates will offer
offer is only made once as long as station is staying deactivated.
Changes on deactivated ships only work on new deactivated ships. sorry.
UPDATE
12.07.2010 – 3.1.1
+ Ships docked at carrier cannot get stolen any more
self explained
+ Ships docked at own station or carrier only needs half costs
self explained
+ code-optimized
no extern lib used any more
12.07.2010 – 3.1.1
+ Ships docked at carrier cannot get stolen any more
self explained
+ Ships docked at own station or carrier only needs half costs
self explained
+ code-optimized
no extern lib used any more
UPDATE
20.07.2010 – 3.1.2
- ESC now close Station management
Found the Bug. To hit ESC now closes Station management.
ESC gives -1 and not null as value
20.07.2010 – 3.1.2
- ESC now close Station management
Found the Bug. To hit ESC now closes Station management.
ESC gives -1 and not null as value
UPDATE
11.08.2010 – 3.1.3
- repaired bug in station management - account
calling Accounts while a new station is added to complex will result in game hanging up - repaired.
-repaired bug with building complexes
when adding a station to complex all scripts get closed. this scripts didn't restart. now they do.
11.08.2010 – 3.1.3
- repaired bug in station management - account
calling Accounts while a new station is added to complex will result in game hanging up - repaired.
-repaired bug with building complexes
when adding a station to complex all scripts get closed. this scripts didn't restart. now they do.
it seems you haven't installed the t-file 7011-0044.xml
Do you use X3TC in englisch or an other language?
If you use an other language then english or german maybe it will get solved by copying the t-file, rename it to 7011-0xxx.xml (change xxx to your country code)
then open the t-file with editor and change in first line 44 to your country code.
sorry for late answere, i had holiday and wasn't at home.
Do you use X3TC in englisch or an other language?
If you use an other language then english or german maybe it will get solved by copying the t-file, rename it to 7011-0xxx.xml (change xxx to your country code)
then open the t-file with editor and change in first line 44 to your country code.
sorry for late answere, i had holiday and wasn't at home.
This plugin starts a looping script on every station you have, so there should be a lot of them.
There should be only one task used on every station (normaly 100 or 101)
These scripts have a looping time of 5 minutes. in every loop they are checking if the plugin is activated or not.
5 minutes after deactivating the plugin in al-menu all loops/tasks should be killed.
If you still find any of them (shouldn't happen) try to change the status of ship/station. (activate or deactivate)
After this there should really no script running from this one and you can delete the scripts in your script-folder.
Local variables on stations and a global array will still remain, even the hotkey and commands in menu's.
I haven't included a uninstall-script for these up to now.
There should be only one task used on every station (normaly 100 or 101)
These scripts have a looping time of 5 minutes. in every loop they are checking if the plugin is activated or not.
5 minutes after deactivating the plugin in al-menu all loops/tasks should be killed.
If you still find any of them (shouldn't happen) try to change the status of ship/station. (activate or deactivate)
After this there should really no script running from this one and you can delete the scripts in your script-folder.
Local variables on stations and a global array will still remain, even the hotkey and commands in menu's.
I haven't included a uninstall-script for these up to now.
Update
18.04.2010 – 3.1.4
- repaired bug with loosing shields after building complex
- added station inspection to station management
In german forum someone found a bug:
If you add an inactive station with lost shields to a complex the station will never regain its shields, even after reaktivating.
This happened cause all running scripts will get terminated by egosoft if a station is added to complex. reinitialisation of added stations countet shileds as 0, so they will never add shields again.
Now they wount get counted again, so the former number will stay.
If you have a station with 0 shields cause of this bug please run station inspection on these station. Shield count will set to 10 (standart-value for most stations)
After this deactivate station and reactivate it after 10 minutes. This should bring your shileds back to Action.
18.04.2010 – 3.1.4
- repaired bug with loosing shields after building complex
- added station inspection to station management
In german forum someone found a bug:
If you add an inactive station with lost shields to a complex the station will never regain its shields, even after reaktivating.
This happened cause all running scripts will get terminated by egosoft if a station is added to complex. reinitialisation of added stations countet shileds as 0, so they will never add shields again.
Now they wount get counted again, so the former number will stay.
If you have a station with 0 shields cause of this bug please run station inspection on these station. Shield count will set to 10 (standart-value for most stations)
After this deactivate station and reactivate it after 10 minutes. This should bring your shileds back to Action.
This MOD is great!
I use as one of my favorites.
But I do not know how much to take a credit every time.
I think that may be made to understand by using hot key!
Then I think, to be a reality even when consumed in small portions while sailing normal cell energy. (However, it should be now be switched ON / OFF is this good)
I hope!
I use as one of my favorites.
But I do not know how much to take a credit every time.
I think that may be made to understand by using hot key!
Then I think, to be a reality even when consumed in small portions while sailing normal cell energy. (However, it should be now be switched ON / OFF is this good)
I hope!
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- Posts: 4690
- Joined: Thu, 22. Jan 09, 17:49
Anybody ever tried this with AP?
Trapper Tim's Guide to CLS 2
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!