[AL] [18.04.2011] Operating Costs [3.1.4]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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russbo
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Post by russbo » Wed, 23. Jun 10, 09:48

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.

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Cadvan
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Post by Cadvan » Wed, 23. Jun 10, 10:15

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.

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Cadvan
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Post by Cadvan » Wed, 30. Jun 10, 18:39

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.

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Cadvan
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Post by Cadvan » Fri, 9. Jul 10, 18:06

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.

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Cadvan
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Post by Cadvan » Mon, 12. Jul 10, 15:09

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

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Cadvan
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Post by Cadvan » Tue, 20. Jul 10, 18:15

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 :S

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Cadvan
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Post by Cadvan » Wed, 11. Aug 10, 17:38

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.

Ariok
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Post by Ariok » Thu, 19. Aug 10, 13:58

Hi, i get readtext7011-1100 instead of the name of you plugin in the artificial life options, then tried to look in the orders section of my factories and found readtext messages, i suppose those are your script commands. What's wrong?

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Cadvan
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Post by Cadvan » Mon, 6. Sep 10, 09:49

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.

russbo
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Post by russbo » Sat, 30. Oct 10, 07:01

Huefte even though I have the plug in disabled, my script editor shows many many tasks associated with this. My game is slowing down, and I have to start removing things to find out what the cause is. How do I uninstall this?

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Cadvan
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Post by Cadvan » Sat, 30. Oct 10, 15:45

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.

russbo
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Post by russbo » Sat, 30. Oct 10, 17:52

So, just turning it off turns it off. OK, makes sense. :)

I think my problem is not with this script though; it's that I have far too many ships roving the universe. "Unleashed" seems to have helped so far.

Thanks for the info though!

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Cadvan
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Post by Cadvan » Sat, 30. Oct 10, 19:21

remember: even turned of the plugin let you use the management.
Repair, turn on an off the station - all works well.
Only no constant scripts are running, no costs and no damage are applied.

ezza84
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Post by ezza84 » Tue, 8. Feb 11, 19:49

link to the libraries you used isnt working, i assume i need to install thes in order to use the main operating script.

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Cadvan
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Post by Cadvan » Wed, 9. Feb 11, 16:50

the library is included in main operating script download.

it's only linked for those who only wants the library. In these case you have to use "right click -> save as", otherwise your browser tries to open it and misses the style-sheet (which is part of your x-installation)

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Cadvan
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Post by Cadvan » Mon, 18. Apr 11, 17:00

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.

mikarin
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Post by mikarin » Wed, 16. Jan 13, 17:48

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!

Timsup2nothin
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Post by Timsup2nothin » Wed, 9. Aug 17, 19:49

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!!!

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