[SCR] [X3:TC/AP] [v1.8.9.8] [11/16/2019] MK3 Improvement Reloaded
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it may take a while for them to level up as it depends on their earned money.
I'd recommend Scrat's Trade Overview to get a quick impression of your traders' success.
I'd recommend Scrat's Trade Overview to get a quick impression of your traders' success.
Skripte:
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- Moderator (English)
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If you installed it in the correct directory (/terran conflict for TC; /addon for AP) and it is running the UT command, it should be working.
Other than that, it's relatively seamless compared to vanilla UTs (so not really obvious) and I thought vanilla UTs will upgrade anyway.
If you transferred the UT pilot from a different ship after they have leveled up a bit, maybe they don't retrospectively upgrade. If not, no idea.
Basically, if they are working as a UT and not flying through hostile space, the scripts are probably working. Vanilla UTs are pretty dumb.
Other than that, it's relatively seamless compared to vanilla UTs (so not really obvious) and I thought vanilla UTs will upgrade anyway.
If you transferred the UT pilot from a different ship after they have leveled up a bit, maybe they don't retrospectively upgrade. If not, no idea.
Basically, if they are working as a UT and not flying through hostile space, the scripts are probably working. Vanilla UTs are pretty dumb.
I know its working now, all my UTs ships upgraded their shield, i guess i just had to wait.Sparky Sparkycorp wrote:If you installed it in the correct directory (/terran conflict for TC; /addon for AP) and it is running the UT command, it should be working.
Other than that, it's relatively seamless compared to vanilla UTs (so not really obvious) and I thought vanilla UTs will upgrade anyway.
If you transferred the UT pilot from a different ship after they have leveled up a bit, maybe they don't retrospectively upgrade. If not, no idea.
Basically, if they are working as a UT and not flying through hostile space, the scripts are probably working. Vanilla UTs are pretty dumb.
Forgive me if this has been asked already, but if one has both AP & the bonus package, what's the right way to get these scripts to work, given that this is essentially an upgrade for an existing script?
As far as I can see, the provided files from the OP contain XML files. These share names with installed PCK files from the bonus (plugin.autotrade.* for example). I checked with the Script Editor and the new comment * Gnasirator, 05.03.2012 is not showing up.
As I understand it, PCK wins, so is it safe to delete the PCK files in favour of the XML, and if so, which ones (as there's not a precise 1-to-1 match)? All the plugin.autotrade entries?
Thanks for any pointers.
As far as I can see, the provided files from the OP contain XML files. These share names with installed PCK files from the bonus (plugin.autotrade.* for example). I checked with the Script Editor and the new comment * Gnasirator, 05.03.2012 is not showing up.
As I understand it, PCK wins, so is it safe to delete the PCK files in favour of the XML, and if so, which ones (as there's not a precise 1-to-1 match)? All the plugin.autotrade entries?
Thanks for any pointers.
Looking at 3D graphics is fun. Programming 3D graphics is ok. Testing 3D graphics is frustration defined.
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It is safe to delete all plugin.autotrade.*.pck files and use the .xml ones instead.
In fact, the self-extracting .exe installer does exactly that.
Or, you can overwrite the .pck files with the ones from the archive. Then you'll have some unused, old .pck scripts left in your folder but the script should run flawlessly anyway.
The choice is up to you. But you have to install the improved MK3 on top of the rest (vanilla, bonus pack, mods, etc).
In fact, the self-extracting .exe installer does exactly that.
Or, you can overwrite the .pck files with the ones from the archive. Then you'll have some unused, old .pck scripts left in your folder but the script should run flawlessly anyway.
The choice is up to you. But you have to install the improved MK3 on top of the rest (vanilla, bonus pack, mods, etc).
Skripte:
Thanks very much for the swift response! Serves me right for trying to figure it all out instead of just blindly clicking on the EXEgnasirator wrote:It is safe to delete all plugin.autotrade.*.pck files and use the .xml ones instead.
In fact, the self-extracting .exe installer does exactly that.
Looking at 3D graphics is fun. Programming 3D graphics is ok. Testing 3D graphics is frustration defined.
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Hi
I have an idea for an optimisation often times I’ll user me UT Mistrals Super Freighters as salvage ships when I see cargo floating about in space or after I hijack a pirate/dukes cargo ship
one thing that always bugged me was that when I set the traders to go trading again after recovering cargo the trader goes straight to buying wares instead of looking at what it has in the cargo bay and selling that first
so how about adding a check so that your ST/UT will look at the cargo that is already in the ships hold and attempt to sell it before buying more wares if it can't find anywhere to sell it then it will simply resume it's normal operation and hold it in the cargo hold until it can find somewhere to sell it
if the hold is full blocking further operation it will request help by notifying the player there is a problem much the same way it does now when the ship gets attacked.
I have an idea for an optimisation often times I’ll user me UT Mistrals Super Freighters as salvage ships when I see cargo floating about in space or after I hijack a pirate/dukes cargo ship
one thing that always bugged me was that when I set the traders to go trading again after recovering cargo the trader goes straight to buying wares instead of looking at what it has in the cargo bay and selling that first
so how about adding a check so that your ST/UT will look at the cargo that is already in the ships hold and attempt to sell it before buying more wares if it can't find anywhere to sell it then it will simply resume it's normal operation and hold it in the cargo hold until it can find somewhere to sell it
if the hold is full blocking further operation it will request help by notifying the player there is a problem much the same way it does now when the ship gets attacked.
- solarahawk
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That would be real nice. All of the various trader scripts out there have always had that problem, including if you interrupt a trader before they have sold a current load in the hold.
For the loot collection, I usually end up buying a smaller, fast ship that can jump in to clear a sector and then jump back to an Equipment Dock to sell it off. It ends up being a bit more efficient than interruptting one of my traders.
For the loot collection, I usually end up buying a smaller, fast ship that can jump in to clear a sector and then jump back to an Equipment Dock to sell it off. It ends up being a bit more efficient than interruptting one of my traders.
- DrBullwinkle
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@Cursed Ghost, solarahawk: Mk3 Improvement already has a "rest wares" routine built in, which will sell off junk wares over time. I don't know the specifics of how the trades are prioritized, but I have tried it in my own game and it seems to work most of the time.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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- X2-Illuminatus
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This is not a mod, but a script (or package of scripts). All scripts can be run in an existing game. Just follow the installation instructions posted in the first post of this topic and you should be fine. Restarting your current Mk3 traders shouldn't be necessary, as the existing mk3 scripts are replaced.
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Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Thanks for a quick reply!X2-Illuminatus wrote:This is not a mod, but a script (or package of scripts). All scripts can be run in an existing game. Just follow the installation instructions posted in the first post of this topic and you should be fine. Restarting your current Mk3 traders shouldn't be necessary, as the existing mk3 scripts are replaced.
I got the SCRIPT installed and it's working ok. The main reason I started looking for this fix was that my traders didn't automatically buy drones and jumpdrives (energy cells they did buy normally).
Immediately after starting the UTs again they bought new drones and went on their merry way!
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