[SCR] Economy and Supply Trader [2009-10-12 X3TC 3.2.05]
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@lucike
OK then
I'll link german topic by editing second post and disclaiming that not all interim-versions will be directly downloadable but only "major and superstable" (since all are stable ) versions by your description. all interim-versions will then be attainable in german topic
agreed ?
OK then
I'll link german topic by editing second post and disclaiming that not all interim-versions will be directly downloadable but only "major and superstable" (since all are stable ) versions by your description. all interim-versions will then be attainable in german topic
agreed ?
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I've got 2 of mys EST traders docked at a station since several hours with the active order to "enable cargo transporter".
The issue seems to come from the TCS mk3 which is enabled. When disabled, all works fine and forever. Problem is you don't have to enter manually all the wares of the game with mk3 on and i'm a lazy guy.
Intended feature or bug ?
The issue seems to come from the TCS mk3 which is enabled. When disabled, all works fine and forever. Problem is you don't have to enter manually all the wares of the game with mk3 on and i'm a lazy guy.
Intended feature or bug ?
OK, these guys have been making money, but... I don't think they're working very well. I haven't been watching them closely until now (I happen to be in the same sector). I have an "Apprentice" EST. He landed in the Plankton Farm in sector Light Water and didn't buy or sell anything. Then he landed in the Solar Power Plant M Beta, which was full of 12cr energy cells. He didn't buy or sell anything there either. The Plankton Farm and 3 of the Bio Gas Factories in Light Water were all empty of energy and willing to pay 19 cr. When he undocked from the SPP, he decided to go to Preacher's Refuge to buy Warheads. This is clearly not "thinking" correctly, IMO.
Landing in 2 different stations without trading anything is just wasting time. And why didn't he notice he could buy energy cells at 12cr and sell them at 19 instead of going 2 sectors away to buy warheads? The Weapon Component Factory in Preacher's Refuge is only a little over half full, so he can't be making a very profitable run.
-Grax
Landing in 2 different stations without trading anything is just wasting time. And why didn't he notice he could buy energy cells at 12cr and sell them at 19 instead of going 2 sectors away to buy warheads? The Weapon Component Factory in Preacher's Refuge is only a little over half full, so he can't be making a very profitable run.
-Grax
try to disable / drop mk3, set EST to wares found in the sector and check if the freight pilot starts trading. my yet two ESTs are trading on ordered wares and they do not stop ever
i think there may be an issue with mk3 pending (maybe out of economic situation in X3tc). out of my understanding ESTs mk3-section works like this (lucike may correct me if false):
- EST(mk3) does a ware survey of the surrounding sectors
- checks for most profitable routes (buy- and sell-station)
- fly to buy-station, check if route still profitable
- buy stuff anf fly
you see e-cells will almost never turn up high on profitable route list
"real" Mk3 dices out a ware, checks if profitable route exists and then flies to buy and sell
Maybe the proven x3r-algorithms are not working too well with x3tc due to different economic situation?
i think there may be an issue with mk3 pending (maybe out of economic situation in X3tc). out of my understanding ESTs mk3-section works like this (lucike may correct me if false):
- EST(mk3) does a ware survey of the surrounding sectors
- checks for most profitable routes (buy- and sell-station)
- fly to buy-station, check if route still profitable
- buy stuff anf fly
you see e-cells will almost never turn up high on profitable route list
"real" Mk3 dices out a ware, checks if profitable route exists and then flies to buy and sell
Maybe the proven x3r-algorithms are not working too well with x3tc due to different economic situation?
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- BugMeister
- Posts: 13647
- Joined: Thu, 15. Jul 04, 04:41
Cant add Ware?
I have installed this script, but every time I use the add ware command it gives me all the pick dialogs, then when I back out to the root menu I get 0 in the wares list.
How do I get it to keep a ware?
Thanks
How do I get it to keep a ware?
Thanks
Ok here is my latest problem. I have 3 of these ships in Aldrin and I am trying to get the weapon production kickstarted as the Weapon Fabs are totaly out of some resources that are sold in sector.
My higest level guy is a Freight Pilot and is in a Dolphin Super Freighter.
He started out trading energy cells, but I have added things Like MS Cahoonas and Nostrop Oil to his wares list. When I remove Energy cells, he just goes on standby and refuses to do anything. There are factories that are 100% full of the wares and Weapon Production Factories that have 0% stock.
Why will they only trade Energy Cells?
My higest level guy is a Freight Pilot and is in a Dolphin Super Freighter.
He started out trading energy cells, but I have added things Like MS Cahoonas and Nostrop Oil to his wares list. When I remove Energy cells, he just goes on standby and refuses to do anything. There are factories that are 100% full of the wares and Weapon Production Factories that have 0% stock.
Why will they only trade Energy Cells?
short report on testing EST-Mk3:
since i started the trade in paranid prime, he directly honeybeed to empire's edge (where there was a bean/husk/cells-trader at work already). now is contently trading around with paranid primary and secondary resources
now he's courier and problems are apt to arise at freight pilot as you tell - so lets see how he fares in future (probably on sunday)
@lucike log01000 shows reasonable ware list with strong inclination to beans
who woulda thought that ?
since i started the trade in paranid prime, he directly honeybeed to empire's edge (where there was a bean/husk/cells-trader at work already). now is contently trading around with paranid primary and secondary resources
now he's courier and problems are apt to arise at freight pilot as you tell - so lets see how he fares in future (probably on sunday)
@lucike log01000 shows reasonable ware list with strong inclination to beans
who woulda thought that ?
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- dragonsblade71uk
- Posts: 236
- Joined: Sat, 8. Jul 06, 00:01
@dragonsblade... in short - yes. sorry for overlooking your post
Economy and Supply Trader
(Version 3.beta.04 - November 13th, 2008)
[ external image ]
[ external image ] [ external image ]
-> Economy and supply trader (Version 3.beta.04)
-> Necessary Libraries (You need them !) (NEW !)
Prerequisites: X³ Terran Conflict Version 1.2 or higher (not compatible to X³ Reunion) !!
13.11.2008 (Version 3.beta.04)
Economy and Supply Trader
(Version 3.beta.04 - November 13th, 2008)
[ external image ]
[ external image ] [ external image ]
-> Economy and supply trader (Version 3.beta.04)
-> Necessary Libraries (You need them !) (NEW !)
Prerequisites: X³ Terran Conflict Version 1.2 or higher (not compatible to X³ Reunion) !!
13.11.2008 (Version 3.beta.04)
- Traders using Mk3 found routes to sectors unknown to player where they were not allowed to trade
(ed. so this is a "must have" for massive Mk3-users experiencing problems. Players reporting Mk3-EST problems from now on should have 3.beta.04 and perhaps have checked if they know the trade surroundings of their EST). - Information about Bonusses now appear in settings menu .
- Better "analysis to log".
Redest du noch - oder denkst du schon ?
-
- Posts: 47
- Joined: Sat, 8. Apr 06, 01:27
My heartfelt thanks.
I'm not normally a user of scripts especially unil I have mastered the game but because the UT in the "vanilla" game is so lousey I think your trading script should be incorporated into the next update for the game. I realise most players just want to "kill things" but I like the mental challange of the "Trading" game.
I also like the way your program integrates itself into the game so well.... it's not really like a Mod at all.
Well done & sincere thanks.
I also like the way your program integrates itself into the game so well.... it's not really like a Mod at all.
Well done & sincere thanks.
I second that, great mod....
I'm not sure how many new users run into this issue, but when I first used the script it would ask me for a ware to select, then it would pop up the box after I've selected the ware with no further message, so I would select the ware again (deslecting it) then it would ask me to add another ware. I now understand that it was just bringing me back to show the 1 ware I selected, but as a new user that was not immediately apparent and I saw another guy mention the same thing as me in the thread. It becomes more apparent after you get to add more wares, but its very odd because no popup tells you "ware added" nor is there a heading on the list saying "Currently Added Wares" or something to that effect ( I think?? ).
QUESTION: I haven't had the chance to venture back and find out why I lost 3 FP level traders last night, but I'm assuming they died from pirates. I had set them to have a 50 gate limit and didn't give them MK3. The ship types were Mistral Super Freighters which have 2 weapons on it with 6 25MJ sheilds, 15000 frieght and 78ms. It's a pretty decent ship that would take a bit to kill except with an M6/M7 ( should have time to escape) . All my ships had jump drives and the settings were correct. My question is, do I have to go in and tell every one of them to not visit each unknown sector/xenon/pirate manually or should your EST script already take care of that and manage them smartly enough to jump out of sector when there is a threat?
I looked at some of my messages this morning and a few of my ships were saying hey i've been attacked, I made it out, so and so hit me, they are still chasing. Thats what I would expect. Any idea why 3 would fail in an overnight session of SETA? I'll explore further as to why they died, but they are set to have 400 Energy Cells and to jump with min gate to 0 so I would expect them all to run if they need to. Worth noting is I believe all of them had Fight MK1 and MK2 and also worth noting is that the 2 MK3 equipped ships of the same type/load out lived over night, 3 of the 4 non MK3 equipped ships died. Hmmmm??
I'm not sure how many new users run into this issue, but when I first used the script it would ask me for a ware to select, then it would pop up the box after I've selected the ware with no further message, so I would select the ware again (deslecting it) then it would ask me to add another ware. I now understand that it was just bringing me back to show the 1 ware I selected, but as a new user that was not immediately apparent and I saw another guy mention the same thing as me in the thread. It becomes more apparent after you get to add more wares, but its very odd because no popup tells you "ware added" nor is there a heading on the list saying "Currently Added Wares" or something to that effect ( I think?? ).
QUESTION: I haven't had the chance to venture back and find out why I lost 3 FP level traders last night, but I'm assuming they died from pirates. I had set them to have a 50 gate limit and didn't give them MK3. The ship types were Mistral Super Freighters which have 2 weapons on it with 6 25MJ sheilds, 15000 frieght and 78ms. It's a pretty decent ship that would take a bit to kill except with an M6/M7 ( should have time to escape) . All my ships had jump drives and the settings were correct. My question is, do I have to go in and tell every one of them to not visit each unknown sector/xenon/pirate manually or should your EST script already take care of that and manage them smartly enough to jump out of sector when there is a threat?
I looked at some of my messages this morning and a few of my ships were saying hey i've been attacked, I made it out, so and so hit me, they are still chasing. Thats what I would expect. Any idea why 3 would fail in an overnight session of SETA? I'll explore further as to why they died, but they are set to have 400 Energy Cells and to jump with min gate to 0 so I would expect them all to run if they need to. Worth noting is I believe all of them had Fight MK1 and MK2 and also worth noting is that the 2 MK3 equipped ships of the same type/load out lived over night, 3 of the 4 non MK3 equipped ships died. Hmmmm??
Q6600 @ 3.8Ghz
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Visiontek 4870x2 850/1000
G.Skill 4GB DDR2 1100
2 x 640GB Raid 0 WD Sliced HD's -120gb Fast Slice
DFI Blood Iron P35 Board
Hazro 26" IPS Panel LCD