[Bonus Plugin] Commodity Logistics Software MK2

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madness
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Post by madness » Sat, 9. Jun 07, 23:05

Thanks for that. Its accepted the commands and is now loitering at emperor mines.

spoidz
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Trouble with modifying current waypoints

Post by spoidz » Thu, 21. Jun 07, 02:21

I can't seem to get the {3}{X}{Y} and {4}{X}{Y} commands to work right with the "Configure Intermediate Stops" command switch.

I have a route with 7 way points. I'm selling E cells to several Teladi factories just to level my MK2's and also to learn NPC looping.

Buy @15
Buy @15
Buy @15
Sell @15
Sell @15
Sell @15
Sell @15

Every time I try to modify individual stops up or down, the system starts modifying stops I don't want to change. I have tried stopping the route and leaving the route running. I know it says they don't take effect until after the current run, but that isn't the problem I'm getting.

If I enter {3}{4}{1} to change way point 4 to sell @16 it changes all of 1-4 to 16. And if I try executing it more than once it starts making them all different levels.

Buy @16
Buy @16
Buy @16
Sell @16
Sell @15
Sell @15
Sell @15

The text of the readme seems to imply it should only affect the way point I input. "The pilot increases the price of waypoint X by Y credits"

Does anyone know if there are any other rules for these commands or if there is something not covered in the readme? I did figure out that it will only accept one credit at a time increase/decrease.

Thanks for any help/knowledge

jlehtone
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Post by jlehtone » Thu, 21. Jun 07, 08:09

Oh my, the original german thread states:
Eingabe - {3} {X} {Y}
Der Pilot erhöht den Preis von Wegpunkt X bis Y um einen Credit.
Have we still lost the message in translation? :oops:

My blind guess is that X and Y define a range of waypoints, and the price changes by one credit.

Remember that you can reissue the "Configure Waypoint" command with a negative number as first argument. Instead of starting with '0', try '-3' and then give the same inputs as you originally gave for third waypoint, but change for example the price.
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spoidz
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Post by spoidz » Thu, 21. Jun 07, 16:57

Thanks jlehtone, that's exactly what it seems to be.

I just tested and {3}{4}{4} affects only the 4th waypoint.

Just been driving me crazy, and I dreaded having to re-input an entire list for individual 1-2cr changes, e-cells mainly.

I guess the readme needs to read the same as {1}{X}{Y}

"The pilot increases the price of intermediate stops from X up to including Y by one credit"

Also, I hadn't realized the negative number technique to make an individual re-write. It doesn't stick out in the readme because it's buried in the paragraph and making a change isn't highlighted as the intent.

I'll have to try that and see when it is more advantageous to use that, probably when I need to make large changes to the pricing/amount.

Thanks for the help, now I can try unlocking the secrets of the paranid economy :o

kc99
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Post by kc99 » Sat, 3. Nov 07, 12:41

Apologies for what may be a dumb question that I can't see answered in this thread already.

I want a trader to automatically transfer 1 GPPC at a time from a complex whose primary role is building other things to my arms complex. I'm trying CLS Mk II, but the trader runs the tour empty for most of the time, burning Ecells and costing me credits.

Is there a way to get the trader to load at least 1 of an item, or to wait until there is one to move?

Commands I've used are:
0, Complex1, Complex1, GPPC, 0, 1 (or 100001)
0, Complex2, Complex2, GPPC, 0, -1
0, Complex1, n/a, n/a, 0, 0 (explicit refuel jump energy)

Any suggestions gratefully received.

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Carlo the Curious
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Post by Carlo the Curious » Sun, 4. Nov 07, 13:17

Try
readme wrote:Input - {2} {4} {X}
The Mk1 pilot collects ware from producer only if the producer has at least X% in stock. (X = 0 use default of 5%)

kc99
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Post by kc99 » Sun, 4. Nov 07, 14:32

Thanks Carlo. I'll give it a try.

Message to self: RTFM, RTFM...

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Carlo the Curious
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Post by Carlo the Curious » Sun, 4. Nov 07, 15:21

I'm not sure if it will work though - the description says 'Mk1' even though it's in the readme section for Mk2. *shrug*

jlehtone
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Post by jlehtone » Sun, 4. Nov 07, 19:19

Carlo the Curious wrote:I'm not sure if it will work though - the description says 'Mk1' even though it's in the readme section for Mk2. *shrug*
Because the option is for Mk1, and Mk1 only. The original config commands that Mk1 has, do not allow input of this type, so the Mk2 config command is "overloaded" to serve the Mk1 too. Not intuitive, but as "commands" is a very limited resource ...


There probably is no way to prevent Mk2 from running empty. That is a delicate balance. On one hand you do not like empty hauls, on another waiting on one non-crucial waypoint may not be wise either.

For example, imagine a hauler that must pick 10k ECells. There are four SPP, so one can add them all to the route and be quite confident that after it has visited all four, it has the required amount. Prone to do "useless" visits yes. Or should it wait the doomsday on the first waypoint if something freezes that factory?


I do not haul from producer to producer. I have a CLS Mk1 to haul those GPPC from both producers into one Mammoth. And using that {2}{4}{X} it waits until it gets at least 85%, ie 7 GPPC from that single Forge.
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kc99
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Post by kc99 » Sun, 4. Nov 07, 22:08

Thanks jlehtone. Words of wisdom again - I'll have a go with the CLS Mk 1 trader along the lines you suggest. I'll use it as another training route. :)

smiley
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Post by smiley » Wed, 26. Dec 07, 15:50

Sorry to be a pain, but HELP.

I just can't get my Commodity Trader MK2 to work.

The ship is a Split Caimen fitted out with the following:

2 x 25Mj shields (no other cargo)

Bets Buy Locator
Best Sell Locator
Boost Extension
Commodity Logistics Software MK1
Commodity Logistics Software MK2
Docking Computer
Duplex Scanner
Fight Software MK1
Fight Software MK2
Freight Scanner
Jumpdrive
Navigation Software MK1
Trade Software MK1
Trade Software MK2
Trading System Extension
Transporter Device

I start by using the configure command {1} {0} {0} to make sure all waypoints are clear.

Then I set up a way point by typing
{0} - adds way point
Choose my SPP
Choose my SPP again
Choose Energy Cells
{13} - price
{100} - number

Then I get the harsh sound that I assume means that something is wrong with the input. I have tried commanding it to set the Comm Log MK2 going anyway (just in case), but it just sits there doing nothing.

I have also tried setting up other way points to drop off ECells, Buy Rastar, Sell Rastar etc, but I still get that harsh negative sound and the ship just sits on standby.

Am I doing something wrong? I think I am following the instructions, but . . .

Thanks in advance for any help.

Smiley
If you can keep your head while all around are losing theirs . . . you'll be taller than them.

jlehtone
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Post by jlehtone » Wed, 26. Dec 07, 15:55

Set homebase for the ship. For some reason player station or TL can be added as waypoint only if the ship has a home(station).
Goner Pancake Protector X
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smiley
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Post by smiley » Wed, 26. Dec 07, 19:57

jlehtone wrote:Set homebase for the ship. For some reason player station or TL can be added as waypoint only if the ship has a home(station).
Thanks for that. Thought I'd tried that. Tried it before with and without a homebase, but must have made some other mistake at the time.

Smiley
If you can keep your head while all around are losing theirs . . . you'll be taller than them.

azeroth666
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Post by azeroth666 » Thu, 27. Dec 07, 22:36

Hello

I have problem with Jumping.
I have Mercury Tanker with all equipment which is needed
(Jumpdrive, double, triple scanner etc)
Pilot is Freighter now, it means max what i can get.
I add option that he will supply himself with energy to jump
But he is not jumping. just flying this 5 sectors.
What i missed?
And how pilot is learning to use jumpdrive by training?
I know in homebase, but where to find this?
Or this is automatically and I have to wait?


Regards
Asgaroth.

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Carlo the Curious
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Post by Carlo the Curious » Thu, 27. Dec 07, 23:30

If the CLS ship has Video Enhancement Goggles equipped it will only jump when under attack.

Solfi
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Post by Solfi » Sat, 29. Dec 07, 14:01

Carlo the Curious wrote:If the CLS ship has Video Enhancement Goggles equipped it will only jump when under attack.

... I've seen this mentioned elsewhere, though I admit I don't understand the reasoning behind it. Why does Video Enhancement Goggles affect jump behaviour!? (and while on the subject, what are Video Enhancement Goggles good for anyways...).

jlehtone
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Post by jlehtone » Sat, 29. Dec 07, 17:29

Goggles are "zoom" of the camera. They only work in playership. So they are utterly "useless" upgrade on AI ship.


Now this script does behave differently depending on boolean Condition:
IF Condition THEN jump ELSE fly

You need to set the value of Condition somehow. You could have a configuration command to do it. But those commands are already complex, so addition of one more "Set true/false" would be no fun.

So the script does:
Condition := NOT ship has upgrade Foo

So you change the Condition by adding or ejecting a "useless" upgrade.
Goner Pancake Protector X
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smiley
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Post by smiley » Sun, 30. Dec 07, 05:35

Sorry to bother you guys again, but I'm still having trouble with this script. My ship just won't follow orders. I suspect I might have a fix (a sloppy one), but I thought I'd see if I was doing something wrong first.

Firstly, I have managed to get it up to Freighter Pilot, so no problems with limiting the stops.

I want the ship to supply all my stations in Family Zein. So I input the following:

Delete all previously entered stops information so that I can start from scratch.
Configure Intermediate Stops
1 0 0


Buy 2208 Ecells from my SPP
Add/Remove Int Stops
0 SPP SPP Ecells 12 2208


Sell 1392 Ecells to my Nostrop Complex
Add/Remove Int Stops
0 Nostrop Nostrop Ecells 12 -1392


Buy 24 Rastar from my Rastar Complex
Add/Remove Int Stops
0 Rastar Rastar Rastar 252 24


Sell 480 Ecells to my Rastar Complex
Add/Remove Int Stops
0 Rastar Rastar Ecells 12 -480


Buy 4 Wafers from my Silicon Mine (The mine is new and is going to produce more at a later date)
Add/Remove Int Stops
0 SMine SMine Silicon 290 4


Sell 96 Ecells to my Silicon Mine
Add/Remove Int Stops
0 SMine SMine Ecells 12 -96


Buy 16 Crystals From my Crystal Fab
Add/Remove Int Stops
0 CFab CFab Crystals 1432 16


Sell 240 Ecells to my Crystal Fab
Add/Remove Int Stops
0 CFab CFab Ecells 12 -240


Sell 24 Rastar to my Crystal Fab
Add/Remove Int Stops
0 CFab CFab Rastar 252 -24


Sell 4 Silicon Wafers to my Crystal Fab
Add/Remove Int Stops
0 CFab CFab Silicon 290 -4


Sell 16 Crystals to my SPP
Add/Remove Int Stops
0 SPP SPP Crystals 1432 -16


This cycle should just go on and on until I update it to give more Ecells to the Silicon Mine, less to the Nostrop Complex and transfer more Silicon Wafers to the Crystal Fab.

I have put the Buying stage at each station first to make sure enough credits are available to pay for the Selling stage. I have also made sure there is always enough room in the ship's hold.

However, I have had to reset it several times now.

1 - It has been known to sell all the 2208 Ecells to the Nostrop Complex leaving none for any of the other stations.

2 - It never sells the Rastar or Silicon Wafers to the Crystal Fab, leaving the Fab without and taking up space in the ship's hold.

3 - It has done other weird things like taking the money from the Silicon Mine and not giving any Ecells in return (probably because it had none left).

Can anyone spot my stupid little mistake that has screwed everything up, or is something really wrong?

I wondered if when deleting all the stop info, it left something behind (making it sell all the Ecells on its second stop). I also wondered if it would only perform one task at each station (hence the not selling Rastar or Silicon to my Crystal Fab).

I suppose I could set it up so that it goes to the Rastar Complex twice (once to buy, once to sell) and the Crystal Fab 4 times (1 buy, 3 sell), but I'm sure there must be some other solution.

Thanks in advance for any help with this, especially as I'm considering starting a similar setup in Light of Heart.

Smiley
If you can keep your head while all around are losing theirs . . . you'll be taller than them.

azeroth666
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Post by azeroth666 » Sun, 30. Dec 07, 14:50

Hello

BIG THX. Yes if you have too much of equipment then something can go wrong :). I removed goggles and now they jumping. Everything is working now.i

Again BIG THX.

P.S.
My advice is to use every one ship only for one goods. One ship to delvery energy for station, one for teladianium, one for Nostrop oil, etc. Then ships delivery working fine.

Azeroth

dsoden
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Post by dsoden » Thu, 3. Jan 08, 05:57

I've recently dusted off X3 again and I must say the new updates and bonus pack make it like a whole new game :)

I'm having problems with the CLS however. I ran CLS1 ok but the CLS2 isn't working as expected.

As a CLS1 he was delivering Ecells from one complex and distributing them to several. I wanted him to move around some other wares during his trips so I changed him to CLS2.

At step 1 he would load up the specified number of ecells and start his route but when he reached the first fab at step 2, he would unload ALL of his ecells, or as many as the fab could accept. The 0 0 0 feedback clearly stated that he should only unload 800 ecells.

I tried stopping and restarting him several times, deleted the istructions and re-added them, etc. but I could not fix this behavior. I finally gave up and put him back on CLS1.

I later started another CLS2 and had him move silicon and crystals around and he worked fine. I had him picking up and dropping off complete loads from one complex to another, so I'm not sure if he would have the same problem.

But he does have a different problem. He has leveled up to the point where he should be using his jump drive but he doesn't. He has all required equipment, ecells, both scanners, and no goggles but he still wont jump.

Any ideas?

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