[Script] Factory Complex Constructor [4.02]

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Commander Kat
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Post by Commander Kat » Mon, 10. Jan 11, 06:32

ok well i'd like it if they both work as they should...

Fcc is fine but the tubeless complexs won't seem to work for some reason, i've tryed renaming the files and installing it as a mod in the mod folder... No joy my complexs still have tubes :?
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Saetan
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Post by Saetan » Mon, 10. Jan 11, 11:14

There is no real reason why a script like FCC and a mod like tubless tubes should conflict each other. Also I use FCC too with my own tubless tubes mod and it always worked fine.

Seems to be a problem in installing the tubes or with the tubes itself. So I think it's best to ask in the thread of the tubes.

Requiemfang
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Post by Requiemfang » Mon, 10. Jan 11, 11:17

Mod folder might be the problem... try using it has a fake patch

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Flybye
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Post by Flybye » Wed, 16. Feb 11, 05:40

Hi all. Does FCC work with 3.0?

nuttyprot
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Post by nuttyprot » Wed, 16. Feb 11, 11:39

Flybye wrote:Hi all. Does FCC work with 3.0?
Yes

farmerDan
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Post by farmerDan » Thu, 24. Feb 11, 17:56

Neither Firefox on Mac, or Explorer on XP are showing any content in the first entry of the thread for anything to actually download. Swear it was there in Explorer as recently as 2/21/11, but nothing there yesterday or today. Other mod threads are suffering from the same anomaly.

For instance Station Financial Manager:
http://forum.egosoft.com/viewtopic.php? ... sc&start=0

or is this noob error?

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X2-Illuminatus
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Post by X2-Illuminatus » Thu, 24. Feb 11, 18:52

Works here with Opera, Firefox and Internet Explorer. So, it must be something on your side.
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Neuauflage der fünf X-Romane als Taschenbuch

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Yeloox
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Gray buttons

Post by Yeloox » Thu, 24. Feb 11, 19:41

Hello!
I'm using Xtended TC mod and just installed FCC 4.02. As soon as I load a game, I get a message which say that the mod installed succesfully, i bind the keys, buy a TL, get in, buy some stations, but when I try to use the autopilot - command console - general, both buttons are gray and can't click them.
Please help!

bluewiz1960
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File Download Missing

Post by bluewiz1960 » Wed, 2. Mar 11, 16:17

I am getting the same error...no download showing for me either....

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X2-Illuminatus
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Post by X2-Illuminatus » Wed, 2. Mar 11, 19:12

If you haven't tried it, please activate the "show all images: images in posts"-option in your profile. I just noticed that when I deactivate this option the OP is blank for me, as well.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!

bluewiz1960
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hanks very much

Post by bluewiz1960 » Wed, 2. Mar 11, 19:33

Yes that seems to be the difference...before I had only a couple of lines and now I have a full page message...wonder how that happened because Inever changed anything and it was working before,wonder if the site operators made an upgrade lately that changed it

bennyg
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Re: Gray buttons

Post by bennyg » Thu, 31. Mar 11, 08:33

You know what's even weirder?

I've got a Elephant (which I had before I installed FCC btw) where FCC works fine.

I bought a Mammoth - FCC commands are greyed out. Shifted *everything* (bar the stations themselves) from the Ele to the Mam - still greyed. Dropped the stations from the Mam, picked em up with the Ele - could use FCC fine.

Annoying, and very weird. Couldn't be something to do with them being XTC XL varieties of RR, CSA, CF - coz it worked in the Elephant.

Yeloox wrote:Hello!
I'm using Xtended TC mod and just installed FCC 4.02. As soon as I load a game, I get a message which say that the mod installed succesfully, i bind the keys, buy a TL, get in, buy some stations, but when I try to use the autopilot - command console - general, both buttons are gray and can't click them.
Please help!

FWIW I've had no issues in displaying any of this forum's content for me on Chrome - even in my phone's dodgy browser as well.

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Saetan
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Factory Complex Constructor: Addon for stationary ships 1.00

Post by Saetan » Fri, 22. Jul 11, 14:57

Factory Complex Constructor: Addon for stationary ships

[ external image ] [ external image ]


This script adds the feature to move stationary ships, like satellites, laser towers or orbital weapon platforms (last ones untested yet), with the Factory Complex Constructor.

Download: Factory Complex Constructor: Addon for stationary ships (1.00)

This download only contains the modified scripts of this inofficial AddOn. That means, you must install the original Factory Complex Constructor files first!
The downloaded .zip file must be unpacked into the X³:TC root directory, already existing files need to be replaced.

To uninstall this script simply unpack the original FCC files into your X³:TC root directory again and overwrite the existing files. No additional files got added for this AddOn, only two FCC files got modified.

Turiko
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Post by Turiko » Mon, 25. Jul 11, 19:00

Hi there, i've got a question about something that isn't directly adressed in the manual (i only just started using this mod).

Looking at these amazing complexes in the screenshots, it seems the standard 15km limitations on connections is gone, but i'm not sure. It is possible they were done while moving the complex hub (as is done in vanilla x3), hence i'm asking :P.

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Saetan
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Post by Saetan » Mon, 25. Jul 11, 19:16

There are several possibilities to circumvent this limitation.

One possibility is to increase this limitation with a mod, as you are already modified anyway.

FCC itself doesn't change anything about this limitation.

Turiko
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Post by Turiko » Mon, 25. Jul 11, 20:38

So even though FCC allows you to easily put the factories tightly together, you have to have the hub moved manually. Bummer, i'll go look elsewhere and try it together with this :).

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Saetan
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Post by Saetan » Mon, 25. Jul 11, 20:49

I'm not sure, if I get you right.

Of course you can move the complex hub with the FCC, and maybe thats even another way to circumvent this limitation, as the distances between new factory and hub gets reduced.

But it's no win if you move the hub more and more far away from the gate, just to add new factories, especcially if there are better ways to solve that. :-)

Turiko
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Post by Turiko » Mon, 25. Jul 11, 20:53

If you build a sufficiently big complex, you have to move your original hub somewhere else, and that i don't like - As it is now i start with the hub near a gate, but as time moves on and my complex grows, there's no telling where it ends up.

I assumed that, with this mod, you could tack on extra factories even if they are out of the usual range of the complex hub. I'm looking for a mod/script to do that now, no luck so far :P.

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Saetan
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Post by Saetan » Mon, 25. Jul 11, 21:07

Turiko wrote:I assumed that, with this mod, you could tack on extra factories even if they are out of the usual range of the complex hub. I'm looking for a mod/script to do that now, no luck so far :P.

Didn't find any Mod in the English or German index too, but it's not to hard to do that. You just to need to get your latest globals.txt in the .cat/.dat files.

For Vanilla 3.1 it should be in the 10.cat/.dat, at least I found mine there.

Code: Select all

/Globals.txt
123;/GlobalSize

SG_MAXSTRAFEFACTOR_SMALLSHIP;49152;
SG_MAXSTRAFEFACTOR_BIGSHIP;26214;
SG_MAXGLIDESPEED;100;

SG_SCANNER_RANGE_SHIP;5000000;
SG_SCANNER_RANGE_SHIP_UPGRADE2;10000000;
SG_SCANNER_RANGE_SHIP_UPGRADE3;15000000;
SG_SCANNER_RANGE_SATELLITE;11000000;
SG_SCANNER_RANGE_SATELLITE2;17500000;
SG_SCANNER_RANGE_STATION;5000000;
SG_SCANNER_RANGE_ORBITALLASER;1250000;
SG_SCANNER_RANGE_FREIGHTSCANNER;2000000;
SG_SCANNER_RANGE_SO_NEBULA;750000;

SG_AVRSPEED;42500;

SG_HUE_ZEROPOS_ARGON;-26;
SG_HUEMODIFIER_MIN_ARGON;340;
SG_HUEMODIFIER_MAX_ARGON;30;
SG_SATMODIFIER_SPECIAL_ARGON;65536;
SG_SATMODIFIER_DEFAULT_ARGON;65536;
SG_HUE_ZEROPOS_BORON;0;// gimp gibt mir anscheinend die Grad in der Falschen richtung.260
SG_HUEMODIFIER_MIN_BORON;0;
SG_HUEMODIFIER_MAX_BORON;0;
SG_SATMODIFIER_SPECIAL_BORON;65536;
SG_SATMODIFIER_DEFAULT_BORON;65536;
SG_HUE_ZEROPOS_SPLIT;0;//350
SG_HUEMODIFIER_MIN_SPLIT;0;
SG_HUEMODIFIER_MAX_SPLIT;0;
SG_SATMODIFIER_SPECIAL_SPLIT;65536;//26214;
SG_SATMODIFIER_DEFAULT_SPLIT;65536;//26214;
SG_HUE_ZEROPOS_PARANID;0;
SG_HUEMODIFIER_MIN_PARANID;340;
SG_HUEMODIFIER_MAX_PARANID;20;
SG_SATMODIFIER_SPECIAL_PARANID;65536;
SG_SATMODIFIER_DEFAULT_PARANID;65536;
SG_HUE_ZEROPOS_TELADI;130;
SG_HUEMODIFIER_MIN_TELADI;340;
SG_HUEMODIFIER_MAX_TELADI;20;
SG_SATMODIFIER_SPECIAL_TELADI;65536;
SG_SATMODIFIER_DEFAULT_TELADI;65536;
SG_HUE_ZEROPOS_XENON;0;
SG_HUEMODIFIER_MIN_XENON;340;
SG_HUEMODIFIER_MAX_XENON;20;
SG_SATMODIFIER_SPECIAL_XENON;65536;
SG_SATMODIFIER_DEFAULT_XENON;65536;
SG_HUE_ZEROPOS_KHAAK;0;
SG_HUEMODIFIER_MIN_KHAAK;0;
SG_HUEMODIFIER_MAX_KHAAK;0;
SG_SATMODIFIER_SPECIAL_KHAAK;65536;
SG_SATMODIFIER_DEFAULT_KHAAK;65536;
SG_HUE_ZEROPOS_PIRATE;0;
SG_HUEMODIFIER_MIN_PIRATE;0;
SG_HUEMODIFIER_MAX_PIRATE;0;
SG_SATMODIFIER_SPECIAL_PIRATE;65536;
SG_SATMODIFIER_DEFAULT_PIRATE;65536;
SG_HUE_ZEROPOS_GONER;0;
SG_HUEMODIFIER_MIN_GONER;0;
SG_HUEMODIFIER_MAX_GONER;0;
SG_SATMODIFIER_SPECIAL_GONER;65536;
SG_SATMODIFIER_DEFAULT_GONER;65536;
SG_HUE_ZEROPOS_TERRAN;0;
SG_HUEMODIFIER_MIN_TERRAN;0;
SG_HUEMODIFIER_MAX_TERRAN;0;
SG_SATMODIFIER_SPECIAL_TERRAN;65536;
SG_SATMODIFIER_DEFAULT_TERRAN;65536;
SG_HUE_ZEROPOS_YAKI;0;
SG_HUEMODIFIER_MIN_YAKI;0;
SG_HUEMODIFIER_MAX_YAKI;0;
SG_SATMODIFIER_SPECIAL_YAKI;65536;
SG_SATMODIFIER_DEFAULT_YAKI;65536;

SG_MM_METHOD;1;			// 0:fixed, 1-4:formulae
SG_MM_YIELD_TYPE;1;		// 0:none, 1:random, 2:fixed
SG_MM_YIELD_MULTIPLIER;1;
SG_MM_YIELD_DIVISOR;30;
SG_MM_YIELD_ZERO;0;		// 0:none, 1:normal
SG_MM_RELVALUE_TYPE;1;		// 0:none, 1:random, 2:fixed
SG_MM_RELVALUE_BASE;100;
SG_MM_EMPTY_MULTIPLIER;1;
SG_MM_EMPTY_DIVISOR;1;
SG_MM_EMPTY_PERCENTAGE;30;
SG_MM_FIXED_MINIMUM;1;
SG_MM_RANDOM_MINIMUM;2;
SG_MM_RANDOM_RANGE;0;
SG_MM_BULLET_ENERGY;10000;
SG_MM_DESTRUCTION_RANGE;100000;

SG_MISSION_QUOTA_TRADE;4;
SG_MISSION_QUOTA_FIGHT;4;
SG_MISSION_QUOTA_BUILD;4;
SG_MISSION_QUOTA_THINK;4;

// 87
SG_DETAILVISIBLE_MINDIST;0;

SG_MIN_FOV;70;
SG_MAX_FOV;100;

SG_GATE_REALIGNMENT_ENERGY;10000;		// needed energy cells
SG_GATE_REALIGNMENT_WAIT;7200;			// time between linking
SG_GATE_REALIGNMENT_LINK;300;			// time it takes for link to complete

// 93
SG_CURSORSTEERING_DAMPING;30;			// damping factor
SG_CURSORSTEERING_MAXFIREANGLE;30;		// max cursor firing angle, must be < 90

// all in km
SG_MAX_DISTANCE_COMM;25000;				// largest Terran station ca 25km diameter, 12.5km radius
SG_MAX_DISTANCE_BEAMING;5000;			// transporter device
SG_MAX_VERTEXDIST_DOCKCOMPUTER;4000;	// distance to nearest vertex of station
SG_MAX_DISTANCE_BUILDCOMPLEX;20000;		// distance between selected factories

SG_MAXHULL_CONTAINER;100;
SG_MAXHULL_BOARDINGPOD;300;

// 101
SG_TRACKER_NUM_SHIP;10;
SG_TRACKER_NUM_PLSHIP;16;
SG_TRACKER_NUM_ENEMYSHIP;8;
SG_TRACKER_NUM_HUGESHIP;10;
SG_TRACKER_NUM_HUGEPLSHIP;10;
SG_TRACKER_NUM_HUGEENEMYSHIP;8;
SG_TRACKER_NUM_STATION;8;
SG_TRACKER_NUM_MINES;4;
SG_TRACKER_NUM_BEACON;2;
SG_TRACKER_NUM_CONTAINER;2;
SG_TRACKER_NUM_INMISSILE;2;
SG_TRACKER_NUM_CIVILIAN;2;
SG_TRACKER_NUM_GATES;16;
SG_TRACKER_NUM_ASTEROIDS;3;
SG_TRACKER_NUM_OTHER;3;

// 116
SG_DOCK_STORAGE_FACTOR;0;				// Normal Docks       Storage Multiplier
SG_HUB_STORAGE_FACTOR;6;				// Terraformer Hub    Storage Multiplier

// 118
SG_OOS_FIGHT_MODE;0;
// all in km
SG_TRACTOR_BREAK_DIST;1332;
SG_TRACTOR_SPRING_DIST;777;
SG_TRACTOR_SPRING_CONST;4369;		// fixed point spring constant
SG_TRACTOR_SPEED_LIMIT;80;

// 123
Just find the entry "SG_MAX_DISTANCE_BUILDCOMPLEX" and replace the number behind, as you like. It's the distance in meters then.

You can also save this textfile with a simple texteditor without packing it back into a .cat/.dat. Simply name it Globals.txt and save it in the "../X3 Terran Conflict/types" directory. If you don't have mods, which modify this file themselves, you can simply copy & paste this code-section above.

Turiko
Posts: 184
Joined: Tue, 28. Jul 09, 20:55

Post by Turiko » Mon, 25. Jul 11, 23:10

Is there a way to "see" what factory you're targeting when you cycle through complex'd factories?

EDIT: nvm, reference point seems to work for this :).

EDIT #2: how do you get rid of reference stations?

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