[SCR] OK Traders v1.7.1 (04-12-14)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Post Reply
Dazzard
Posts: 21
Joined: Sat, 10. Sep 11, 23:32
xr

Post by Dazzard » Sun, 14. Dec 14, 01:04

memeics wrote:Yesterday I noticed a really bad case of OK Traders not taking distance/time to cover into consideration. I've noticed one of my complexes running out of energy cells and stalling but I knew it had a Caiman Hauler homebased OK Trader servicing it which should be fine. I looked for the trader only to find him trying to sell a few products for the homebase in Armstrong. For those unfamiliar with Xtended Mod, Armstrong is a sector where there is only one gate (the rest are trans-orbital accelerators) so traders can only jump at that gate, but this gate is a "hidden" gate, more 80k away from the sector center. So my Caiman Hauler takes forever to travel that distance, in the meantime the homebase goes out of energy cells :(

I could add one more trader to the base but most of the time he'd be idling as a single Caiman Hauler is more than enough for that complex, as long as he takes about 10 minutes in game time for a trade run. If he takes >40 then things will get bad. I'll try to bump up the max stock limits for resources for that base, to get a larger buffer of resources for these occasional very long trade runs but ideally the trader could take into consideration the time it takes to do the trade run because it can be computed very well, especially for OOS.
You could just blacklist the sector so it won't get deliveries to/from it ;)

BlackArchon
Posts: 1003
Joined: Wed, 4. Feb 04, 18:37
xr

Post by BlackArchon » Thu, 5. Mar 15, 22:08

How are "OK traders" freighters compared to "MK3 Improvement Reloaded" freighters as universe traders? Where are strengths and weaknesses on both scripts?

BlackArchon
Posts: 1003
Joined: Wed, 4. Feb 04, 18:37
xr

Post by BlackArchon » Sat, 14. Mar 15, 18:17

I'm using OK Traders 1.7.1 and got two free traders. I blacklisted Pirate sectors, but one of my traders just flew through Olmancketslat's Treaty and got destroyed by a pirate ship. What is wrong here?

Shimrod
Posts: 907
Joined: Tue, 18. Feb 03, 02:43
x4

Post by Shimrod » Sat, 14. Mar 15, 18:20

OK uses egosoft's builtin move scripts. The blacklist doesn't affect the route ships take to get from A to B, it only influences which stations are excluded as trade destinations.

BlackArchon
Posts: 1003
Joined: Wed, 4. Feb 04, 18:37
xr

Post by BlackArchon » Sun, 15. Mar 15, 11:18

Thanks, so the rule is: never use OK Traders without a jump drive. :)

Pichu0102
Posts: 25
Joined: Sun, 6. Jul 14, 10:10
x4

Post by Pichu0102 » Sun, 24. May 15, 21:58

Found a weird bug in something: My traders are using docking computers and jumpdrives, which leads to a bunch of new traders coming in, docking, then undocking while the other ship is still in the jump process and didn't bother to leave the docking area. Boom. My complex hub has a higher killcount than the rest of the universe!

Screenshot of the death complex in action. http://steamcommunity.com/sharedfiles/f ... =448626371

BlackArchon
Posts: 1003
Joined: Wed, 4. Feb 04, 18:37
xr

Post by BlackArchon » Sun, 24. May 15, 23:24

Well it should be well-known nowadays that you should never be in the same sector as your complexes to prevent this. ;)

User avatar
scoutster
Posts: 96
Joined: Sun, 13. Jul 08, 11:45
x3tc

Post by scoutster » Tue, 4. Aug 15, 14:32

Even though the CAG training stuff may add to depth in the early game, later it gets quite tedious.. unless you just cheat new pilots to level 5. On the other side, from the day I added Tiek's signal targeted none of my traders ever has been destroyed.

How do OK traders perform when bothered by enemies?

BlackArchon
Posts: 1003
Joined: Wed, 4. Feb 04, 18:37
xr

Post by BlackArchon » Tue, 4. Aug 15, 19:00

They usually jump out of a sector as soon as they are targeted by an enemy. It's extremely rare that I loose an OK trader - this happened only once while I was in the same sector as the attacked trader. OOS it seems to be completely safe for the trader.

Gregory_Rainsborough
Posts: 10
Joined: Tue, 14. May 13, 12:49
x4

Post by Gregory_Rainsborough » Fri, 5. Feb 16, 23:08

It would seem the download link is broken.

Anyone got a copy of it?

User avatar
X2-Illuminatus
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 21498
Joined: Sun, 2. Apr 06, 16:38
x4

Post by X2-Illuminatus » Sat, 6. Feb 16, 00:09

Here you go:
Image
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 and Nopileos as Kindle e-books! (NOW also available: X3: Yoshiko!)

tearing
Posts: 46
Joined: Mon, 26. Oct 15, 04:20

Post by tearing » Fri, 12. Feb 16, 09:20

can anyone make comparison of this script with mk3 improvement reloaded?

especially its universal trader ascpect

BlackArchon
Posts: 1003
Joined: Wed, 4. Feb 04, 18:37
xr

Post by BlackArchon » Fri, 12. Feb 16, 19:37

The survivability of OK free traders compared to MK3 reloaded traders are the same for me. They are nearly perfect as long as I'm not in the same sector as the attacked ship. Their trade efficiency seems also equal if you compare an OK free trader to a lvl 25 MK3 reloaded trader. The main advantage for an OK trader is that it immediately starts at maximum efficiency, while you have to train your MK3 reloaded traders before they got efficient.

tearing
Posts: 46
Joined: Mon, 26. Oct 15, 04:20

Post by tearing » Sat, 13. Feb 16, 17:38

is it true ok traders are free compared to mk3?

because i only needs its survivability and dont want to make it free

User avatar
Joubarbe
Posts: 4144
Joined: Tue, 31. Oct 06, 13:11
xr

Post by Joubarbe » Sat, 13. Feb 16, 17:48

Then consider using MK3 Reloaded.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”