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Sirrobert





Joined: 21 Aug 2013
Posts: 1112 on topic

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PostPosted: Mon, 16. Apr 18, 17:36    Post subject: Reply with quote Print

BlackArchon wrote:
Please do not create a new patch for LU just now, I'm about to start a new and modified LU 1.7.2 game. Porting all of my changes to a new patch is tedious work, don't make me do that! Very Happy


You could just... not update.


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Joubarbe





Joined: 31 Oct 2006
Posts: 3071 on topic
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PostPosted: Mon, 16. Apr 18, 18:15    Post subject: Reply with quote Print

I recommend a delay of 7 years between each patch.


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Blue A10





Joined: 15 Nov 2015
Posts: 40 on topic

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PostPosted: Tue, 17. Apr 18, 13:49    Post subject: Reply with quote Print

Litcube wrote:

Don`t feel bad. The SCH scripts are, by a wide margin, the most complicated in LU. They are the most complicated I have seen. They could be the most complicated made for X3, period (Bounce, script version, was pretty complicated).


Your words mean a lot, thanks. It took me a lot of time to get as far as I did, and although I never expected to be able to fix the core issue myself, I did at least learn from it a bit. Plus now I've finally got the basics of scripting down, with a better but still incomplete idea of just what all exactly can be done. It was fun and insightful not to mention a good way to pass the time.

Litcube wrote:
I will commit to fixing it. If I have my brain wrapped around it right, the issue is only with energy cells, in that the generation of support stations is only compensating for resource requirements, and not product requirements. What is likely to happen is energy hubs will end up requiring much more support stations once the number crunching is done.


What you said is what I'm seeing, but I think it applies to every configuration where the main product ware is also a resource for a support station, not just energy cells specifically. Off the top of my head Rastar Oil, Crystals, and Silicon Wafers are some of the more noticeable ones since they're HQ resources along with Energy Cells. All race foods should be affected too, but that's probably much less common of a main product for an SCH.

A problem I see though is that in those cases even if the product requirements are compensated for, in the end you'll have an SCH that only outputs say 400 of the main product because of how RelVal and station sizes work, but the stations that make it up would actually make 410 if they were in a traditional complex. So on the SCH, that extra 10 just gets clipped off. You'd have to either just take that loss or make something like the Minimum Energy Surplus / Lib.Cmd.SaturnComplexHub.Surplus script that periodically adds the difference back in.

I'm going to do a fresh install and check what the calculator gives me just to double check everything. I can make a screenshot album of the results if you'd like.

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Freenan





Joined: 05 Aug 2008
Posts: 43 on topic

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PostPosted: Tue, 17. Apr 18, 13:57    Post subject: Reply with quote Print

Joubarbe wrote:
I recommend a delay of 7 years between each patch.


i´m REALLY sory, you are nuts! Razz Wink

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sdfgwrtetyryr





Joined: 31 Mar 2015
Posts: 4 on topic

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PostPosted: Tue, 17. Apr 18, 17:15    Post subject: Reply with quote Print

Hi Folks, can someone help me a bit here. I am really newb to modding, so I need some help.
I have quite an annoying issue, with ships bought in Terran/ATF sectors; there are no Jumpdrives on shipyards there as you may know, which results in a tedious procedure before you can move them to your MLCC.
I tried to modify TWares list via X3 editor2 and modify a ware category, adding SS_WARE_WARPING, which will just install Jumpdrive on each ship as a built-in component (after modding TShips ofc).

It worked, Jumpdrive was installed, however ships just refuse to jump with it. If you buy a Jumpdrive it works, but built-in doesn't.

I decided to try another way, and tried to add Jumpdrive as an equipment to Shipyards, but ultimately failed to figure out which file is responsible for editing what equipment is sold on shipyads.

So is there any way to solve the issue of either adding jumpdrives to shipyads, or setting it is as default equipment?

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Litcube





Joined: 20 Oct 2006
Posts: 4222 on topic
Location: Canada
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PostPosted: Tue, 17. Apr 18, 17:28    Post subject: Reply with quote Print

Why not load them on a carrier?


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sdfgwrtetyryr





Joined: 31 Mar 2015
Posts: 4 on topic

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PostPosted: Tue, 17. Apr 18, 17:47    Post subject: Reply with quote Print

Because no carrier can support 4 Aegirs docked, and moreover, involving carrier is what I call "tedious". So the question is, how can I either mod ships to include working jumpdrive, or mod shipyards to have jumpdrive.

Thanks for your response anyway. LU is a masterpiece, I just try to turn it into a game I can play nearly forever.

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BlackArchon





Joined: 04 Feb 2004
Posts: 907 on topic
Location: Germany
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PostPosted: Tue, 17. Apr 18, 17:56    Post subject: Reply with quote Print

sdfgwrtetyryr wrote:
...
I decided to try another way, and tried to add Jumpdrive as an equipment to Shipyards, but ultimately failed to figure out which file is responsible for editing what equipment is sold on shipyads.

So is there any way to solve the issue of either adding jumpdrives to shipyads, or setting it is as default equipment?
You want to add Jumpdrives as a product to a Military Base or Equipment Dock in the same sector as the Shipyard, not to the Shipyard itself.


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Litcube





Joined: 20 Oct 2006
Posts: 4222 on topic
Location: Canada
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PostPosted: Tue, 17. Apr 18, 17:58    Post subject: Reply with quote Print

This is not thread for generic X3 modding.


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sdfgwrtetyryr





Joined: 31 Mar 2015
Posts: 4 on topic

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PostPosted: Tue, 17. Apr 18, 18:15    Post subject: Reply with quote Print

Thanks BlackArchon, I've tried it already, but it did not work either, jumpdrive appears as equipment, yet jumps do not occur. I'll try to solve it myself somehow.

BTW, I tried it on a LU-free install as a test and it works just to edit a ware category for a ship, so I am sure it's just due to LU have something modified about it. And taking into account this, and that forum branch is called "Scripts and Modding" it seems like a proper place to ask, but whatever...

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Joubarbe





Joined: 31 Oct 2006
Posts: 3071 on topic
Location: France
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PostPosted: Tue, 17. Apr 18, 18:33    Post subject: Reply with quote Print

I want to say something mean, but I don't have anything. Damn I'm getting old. Poor Director of Comm skills here Sad


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Blue A10





Joined: 15 Nov 2015
Posts: 40 on topic

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PostPosted: Tue, 17. Apr 18, 19:24    Post subject: Reply with quote Print

Got a fresh new install and calculator results are showing that it happens for Crystals, Silicon Wafers, Energy Cells, and race foods. I haven't checked every single race food, and I can't at the moment think of other products to check.

Here's an Imgur album showing calculator results for 4 examples of Argon configurations at 300x size. Suns value, SCH production size, and maker race seem to make no difference.
https://imgur.com/a/TjWDY

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Litcube





Joined: 20 Oct 2006
Posts: 4222 on topic
Location: Canada
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PostPosted: Tue, 17. Apr 18, 20:56    Post subject: Reply with quote Print

Thanks, A10. I said the F Word really loud.


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Joubarbe





Joined: 31 Oct 2006
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PostPosted: Tue, 17. Apr 18, 21:04    Post subject: Reply with quote Print

Carrot eaters can hear you, shut up!


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