[SCR] Commercial Agent [2010-04-28 X3TC 3.3.03]
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- bumpinthenight
- Posts: 118
- Joined: Thu, 5. Jul 07, 20:58
Awe yah! Thank you ten-fold for producing this trio of scripts, they have made trade-empire building fun and effective
I do have one question: What's the chances of getting the pilot experience systems to integrate themselves if even partially? Like all three script's pilots do the same basic thing of flying around and dropping/picking up wares but I do understand the EST pilots would probably be the most demanding as they are free-roaming traders opposed to the others which are more or less following a stricter set of rules.
I'd like to be able to 'retire' an EST pilot into a commodities or commercial agent role once in a while just to be able to instantly have a jump-capable one, is this something you can see as a realistic possibility?
I do have one question: What's the chances of getting the pilot experience systems to integrate themselves if even partially? Like all three script's pilots do the same basic thing of flying around and dropping/picking up wares but I do understand the EST pilots would probably be the most demanding as they are free-roaming traders opposed to the others which are more or less following a stricter set of rules.
I'd like to be able to 'retire' an EST pilot into a commodities or commercial agent role once in a while just to be able to instantly have a jump-capable one, is this something you can see as a realistic possibility?
If I'm not mistaken, from following the dialogue regarding the CLS and EST pilots... they have this capability. They certainly used to, anyhow.bumpinthenight wrote:Awe yah! Thank you ten-fold for producing this trio of scripts, they have made trade-empire building fun and effective
I do have one question: What's the chances of getting the pilot experience systems to integrate themselves if even partially? Like all three script's pilots do the same basic thing of flying around and dropping/picking up wares but I do understand the EST pilots would probably be the most demanding as they are free-roaming traders opposed to the others which are more or less following a stricter set of rules.
I'd like to be able to 'retire' an EST pilot into a commodities or commercial agent role once in a while just to be able to instantly have a jump-capable one, is this something you can see as a realistic possibility?
I planned on using pilots as ESTs in Aldrin (training ground), then putting them to work for my factories.
I'm sure I'll be corrected promptly if this is no longer the case
ok i just downloaded the 3.1.00 and i get the language file not found for CAG ingame mail. How do i fix this?Lucike wrote:No issue. The files 8000.pck and 8013.pck are 44 basic files.TSM wrote:Lucike the T folder in the libary and the script folder does not have 44 (English) version is this an issue before I install?
Important: if you have a file named "8000-L044.pck" from an alpha version of the CAG, then you must delete it.
Your friendly Script Service
Lucike
Thanks ViceGrips
Just curious, could someone give me a good example of where this would be used? I've got EST for Universe Trading, and CLS to manage resource fetching/selling... to me these two seem to cover all the bases (love them both btw).
But I'm probably just not aware of what situations this Commercial Agent mod would apply to. I don't have an in-depth knowledge of all the trade activities in X3.
But I'm probably just not aware of what situations this Commercial Agent mod would apply to. I don't have an in-depth knowledge of all the trade activities in X3.
-TEVE
CAG buys and sells for your factories - it does best fetching resources from the NPC stations and selling your products to NPC stations. Most of the time CAG will do better than CLS will for general station management; CAG looks for the best prices possible and CLS follows a defined route. CLS is intended for internal logistics (between two factories/complexes you own); moving excess energy cells from a SPP complex to a underproducing complex a sector over for example.
Try switching over your CLS pilots to CAG - one of the beauties of Lucike's scripts is that your pilots will not lose levels for doing so.
Try switching over your CLS pilots to CAG - one of the beauties of Lucike's scripts is that your pilots will not lose levels for doing so.
SPK works with all scripts. I always pack up the files myself when someone doesn't release them with the Downloads.
Not hard at all just put all Sript and text files in folders they belong.
No need for the uninstall folders since PCK will get rid of them automatically anyway if you unisntall the files.
Been using the german ones for some time now... Love em.
Not hard at all just put all Sript and text files in folders they belong.
No need for the uninstall folders since PCK will get rid of them automatically anyway if you unisntall the files.
Been using the german ones for some time now... Love em.
Please copy this french dummy file in your t-folder.Guigui wrote:I play on a "33" version of the game.
http://www.lucike.info/x3_terran_confli ... 0-L033.pck
EDIT: Hm, I have forgotten the 8013-L033.pck. I will upload it after work.
Done. http://www.lucike.info/x3_terran_confli ... 3-L033.pck
Last edited by Lucike on Wed, 19. Nov 08, 20:15, edited 2 times in total.
Stock Trade Mk1, Mk2, Mk3, as well as CAG, CLS, and EST all haul wares from one station to another. Their difference is on how much you can or must affect what they haul and where they haul.amirite wrote:Just curious, could someone give me a good example of where this would be used? I've got EST for Universe Trading, and CLS to manage resource fetching/selling... to me these two seem to cover all the bases (love them both btw).
Lets take the stock Trade Mk1/2 (Best buy / Best sell). The ships serves its homebase. But it can haul only one ware, and it cannot both buy and sell. Thus, a Crystal Fab would need four such ships to "cover all bases". Furthermore, you cannot specify accurately whom they trade with, as they go for "best offer".
CAG does the same. It serves its homebase. It does go for "best offer" too, but you have more ways to tell it avoid "problematic" clients (like a sector next door invaded by Kha'ak). And it jumps better than stock scripts (which have logical bugs). You can even tell a CAG working for station in Argon Prime to trade only with stations in Getsu Fune. But the most direct benefit of CAG is that it will trade all wares of its homebase, and will both buy and sell. One ship to serve one station is enough. And you can configure it to do a trade run only when it is absolutely necessary. A ship in space is a ship in danger. The less exposure the better.
Sure, you can set EST to trade in specific area. But it is more difficult to make it serve one specific player station. EST is a configurable implementation of the idea used also in stock Trade Mk3 Local/Universal Trader. But the stock script is said to be buggy, and EST would probably outperform it even if it wasn't. Lack of control of UT has created many modified versions of UT, but EST is not one of them. It is clearly a different implementation, "done right".
Internal Commodity Logistics (CLS1) is for hauling between player stations. It is not about trading. It is very handy, if you cannot join your stations into one complex (like when the station is a Dock, a TL, or in different sector. You could use the trading scripts to achieve similar results, but CLS1 is much more to the point, without uncertainty. And CLS1 runs only when necessary. It is the initial implementation of "truly closed loop", from era before complexes.
External Commodity Logistics (CLS2) is closer to EST/Local Trader. It can do internal logistics too. You could even configure it to serve one player station, But the main problem is that you have to configure it. You do set up a route, one way or other, and CLS2 will follow that route. Thus, it does not use "best offers", or run "only if necessary". And a ship serving specific player station has to do that, like CAG does. While less flexible, it can do very specific tasks where others fail.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
Out of your complex? Hm, please make a log.kipstafoo wrote:Hmmm... I tried this out with a Super Demeter fully loaded with equipment. For some reason it just hangs out at my complex with 'CAG On Standby' as its action. Is there some sort of configuration for this CAG that would make it just hang out?
Configure Reports -> Analysis to Log
The log can you find where the savegames stored.
Here's the log:
Commercial Agent
Script version: 3100
Libraries version: 3106
Pilot Union version: 3100
Pilot: Iaron Jorwan
Pilot rank: Apprentice
Flight time: 0:00 hour
Employ time: 21:34 hour
Payment: 0 credits
Profit: 0 credits
Expenses: 0 credits
Promotion: Yes
Payment: Global account
Ship name: CAG Super Demeter - Gamma A
Ship class: TS
Ship type: Demeter Super Freighter
Transport class: Extra Large Containers XL
Cargo bay size: 7030 units
Cargo bay volume: 51 units
Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Foe
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Foe
Fight Command Software MK1: installed
Fight Command Software MK2: installed
Jump Drive: installed
Jump Drive: activated
Jump Drive: not allowed
Jump Drive energy: 703 energy cells
Jump Drive minimum jumps: 1 jumps
Home base: BSI Ore Belt Hub (Ore Belt)
Home base class: Complex Hub
Home base type: Argon Complex Hub
Station account: 26,649,337 credits
Trade jumps: 1 jumps
Black list stations: -
Black list sectors: -
Trader job: Trader
Purchase resources: 80 %
Sell products: 20 %
Sell products freighter cargo bay: 30 %
Purchase intermediate products: 10 %
Sell intermediate products: 80 %
Purchase stations credit balance: 100,000 credits
Home sector: Ore Belt
Home jumps: 1 jumps
Ware list type: Blacklist
Ware list: -
Tradeable ware from home base:
Delexian Wheat: price 30 credits, cargo bay 15,287 units, cargo bay 91 %
Cluster Flak Array: price 638,852 credits, cargo bay 0 units, cargo bay 0 %
Photon Pulse Cannon: price 934,904 credits, cargo bay 0 units, cargo bay 0 %
High Energy Plasma Thrower: price 139,924 credits, cargo bay 0 units, cargo bay 0 %
Tomahawk Heavy Missile: price 21,962 credits, cargo bay 0 units, cargo bay 0 %
Commercial Agent
Script version: 3100
Libraries version: 3106
Pilot Union version: 3100
Pilot: Iaron Jorwan
Pilot rank: Apprentice
Flight time: 0:00 hour
Employ time: 21:34 hour
Payment: 0 credits
Profit: 0 credits
Expenses: 0 credits
Promotion: Yes
Payment: Global account
Ship name: CAG Super Demeter - Gamma A
Ship class: TS
Ship type: Demeter Super Freighter
Transport class: Extra Large Containers XL
Cargo bay size: 7030 units
Cargo bay volume: 51 units
Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Foe
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Foe
Fight Command Software MK1: installed
Fight Command Software MK2: installed
Jump Drive: installed
Jump Drive: activated
Jump Drive: not allowed
Jump Drive energy: 703 energy cells
Jump Drive minimum jumps: 1 jumps
Home base: BSI Ore Belt Hub (Ore Belt)
Home base class: Complex Hub
Home base type: Argon Complex Hub
Station account: 26,649,337 credits
Trade jumps: 1 jumps
Black list stations: -
Black list sectors: -
Trader job: Trader
Purchase resources: 80 %
Sell products: 20 %
Sell products freighter cargo bay: 30 %
Purchase intermediate products: 10 %
Sell intermediate products: 80 %
Purchase stations credit balance: 100,000 credits
Home sector: Ore Belt
Home jumps: 1 jumps
Ware list type: Blacklist
Ware list: -
Tradeable ware from home base:
Delexian Wheat: price 30 credits, cargo bay 15,287 units, cargo bay 91 %
Cluster Flak Array: price 638,852 credits, cargo bay 0 units, cargo bay 0 %
Photon Pulse Cannon: price 934,904 credits, cargo bay 0 units, cargo bay 0 %
High Energy Plasma Thrower: price 139,924 credits, cargo bay 0 units, cargo bay 0 %
Tomahawk Heavy Missile: price 21,962 credits, cargo bay 0 units, cargo bay 0 %
Is the log complete? What should the pilot do? Should the pilot buy weapons?kipstafoo wrote:Pilot rank: Apprentice
Tradeable ware from home base:
Delexian Wheat: price 30 credits, cargo bay 15,287 units, cargo bay 91 %
Cluster Flak Array: price 638,852 credits, cargo bay 0 units, cargo bay 0 %
Photon Pulse Cannon: price 934,904 credits, cargo bay 0 units, cargo bay 0 %
High Energy Plasma Thrower: price 139,924 credits, cargo bay 0 units, cargo bay 0 %
Tomahawk Heavy Missile: price 21,962 credits, cargo bay 0 units, cargo bay 0 %
Last edited by Lucike on Wed, 19. Nov 08, 18:12, edited 1 time in total.