[Script][LU] Mk3 Improvement Reloaded Reloaded (v0.6.1b) 2014-10-29

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Killa17
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Post by Killa17 » Thu, 12. Nov 15, 05:16

Any chance of an alternative dl site? I keep getting corrupted archives from mediafire, tho I'm on my phone if that matters.
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Seon
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Post by Seon » Mon, 15. Feb 16, 00:10

Anyone know if this still works with the latest version of LU?

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Joubarbe
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Post by Joubarbe » Mon, 15. Feb 16, 00:50

I have 35 UTs running with this script, so I guess it's ok :)

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OneOfMany
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Post by OneOfMany » Wed, 17. Feb 16, 00:13

Just make sure you install it after all of Litcubes patches. If a new patch comes out re install it after applying the patch.

RoflCopter4
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Post by RoflCopter4 » Tue, 23. Feb 16, 21:42

I'm getting a lot of "UNKNOWN COMMAND" errors when I try to set up any traders. I know everything is properly set up, so either there is some problem with compatibility or I have suddenly lost the ability to successfully copy paste files. I'm not sure which is more likely, but by the look of things I'll have to give up on this experiment of actually trying to deal with the completely ridiculous, unrealistic, frustrating, forced, baffling RPG element regarding trader ranks and go back to using OKTraders, which unlike vanilla style trading scripts actually works.

Although, again, I could be wrong.

EDIT: Hmm, after utilizing the mystical computer debugging technique handed down to us by the ancients known as "turning it off and on again" the problem has been fixed and now it's working. I'm still not sure whether I want to continue dealing with the stupid rank system, but I'll give it another go. A small OKTrader freighter could easily make $600,000Cr an hour, if it can do at least that well I may stick with it.

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Litcube
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Post by Litcube » Tue, 23. Feb 16, 23:53

RoflCopter4 wrote:I'll have to give up on this experiment of actually trying to deal with the completely ridiculous, unrealistic, frustrating, forced, baffling RPG element regarding trader ranks and go back to using OKTraders, which unlike vanilla style trading scripts actually works.
RoflCopter4 wrote:I'm still not sure whether I want to continue dealing with the stupid rank system
What was the point of your post? Did you want help with your copy/paste issue? There's tutorials on how to copy and past in Windows I can dig up for you.

Are you running Windows?

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Joubarbe
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Post by Joubarbe » Wed, 24. Feb 16, 00:08

You can also download the cheat package directly. It eases a lot of game design elements.

RoflCopter4
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Post by RoflCopter4 » Wed, 24. Feb 16, 01:55

Litcube wrote:
RoflCopter4 wrote:I'll have to give up on this experiment of actually trying to deal with the completely ridiculous, unrealistic, frustrating, forced, baffling RPG element regarding trader ranks and go back to using OKTraders, which unlike vanilla style trading scripts actually works.
RoflCopter4 wrote:I'm still not sure whether I want to continue dealing with the stupid rank system
What was the point of your post? Did you want help with your copy/paste issue? There's tutorials on how to copy and past in Windows I can dig up for you.

Are you running Windows?
Nothing. I had edited something in my t folder and inadvertently deleted the file from this package, which is obviously necessary for it to work properly. Replacing that and restarting all of the traders (and the game) fixed it. I was annoyed to find that the sector traders reverted to "standby" and proceeded to do nothing, which was what I hoped this mod would fix. It didn't, and I made the above post. I really must apologize for the irrelevant rant.

Believe it or not, I'm not actually (quite) as dumb as I've made myself look here. I've written a few simple scripts which largely don't seem to have caught fire so far, and looked over the scripts from this package and was confused when they looked like they ought to work. Then I noticed the problem.

RoflCopter4
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Post by RoflCopter4 » Wed, 2. Mar 16, 02:42

I decided to do as fair a test as I could put together between the two scripts. I used two level 25 traders (it shouldn't make a difference with OKT but I just wanted everything equal nonetheless) flying the same ship, a Mistral, with the same equipment, including a jumpdrive, quantum thingy, cargo lifesupport system, and a software signature disruptor. I turned off all my other traders, put the two ships in the same system, and sent them off for around 2 in game hours. I also ran the test two times, once with illegal trading enabled in OKT and once with it off.

I should also note that the first time I ran it I forgot that the UT script always seems to buy 10 fighter drones, with no way to prevent it, which costs a million credits. The OKT still had those drones (I don't use it anymore to avoid the shame of cheating, it was a normal UT before this test) and sold them for a large profit. It's debatable whether this is fair, since although that obviously meant that it had a head start, it's also true that you will unavoidably lose that much whenever using a UT. Just to be safe I flew over and took the fighter drones from the OKT on the second go. Finally, I made sure that they were both finished their last trade before stopping, so that their score wasn't reduced by a recent unsold purchase.

Here are the results:

http://imgur.com/a/GyarT

1st run:
OKT: 24,508,638
UT: 1,324,272
With illegal cargo on it was no contest whatsoever. Even removing that extra million credits, the OK trader outdid the UT by more than a factor of 20. With the software signature disruptors it is impossible for them to be discovered with illegal goods, and the OKT really took advantage of that.

2nd run:
OKT: 2,376,846
UT: 948,101
With it off, it is much closer. As you can see, there is a little bit of inconsistency between the two runs for the UT, even though for it the conditions were identical both times. However, even when taking it's higher score from the first run, the OKT still amassed a little under twice the profit, and more than that for the second run.

Should I still consider it cheating to use OKTraders with pilots that have reached level 25 through normal means? Is it only cheating if I enable illegal trading, or is that ok too? Or is it simply cheating to use it at all? I mean that honestly, I don't want to throw off the balance by cheating, but it's also tempting to have that much more cash on hand.

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dizzy
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Post by dizzy » Wed, 2. Mar 16, 03:08

I don't know much about Mk3 Improvement Reloaded Reloaded Reloaded Reloaded Reloaded... but in terms of LU universal traders, they limit themselves to:
- some relatively small maximum trade range (even at maximum level, I think range was 20 or so?)
- requires player property to be present in the sectors where it would discover potential trading opportunities
- checks reputation requirements for docking at NPC stations

Now I'm not sure how many of these still apply to OK Traders or Mk3 Improvement Reloaded but some differences can come from these aspects. The universal traders in general are very complicated scripts at this point so you can't simply say, they are all just trying to find trading opportunities in the universe and make maximum profit so comparison is direct, fair and easy. There are a ton of other things they do (I only listed 3 above) so comparisons aren't that straightforward.

But maybe that's a problem with these scripts, they are piles of hacks over hacks over hacks, well, maybe less of that with OKTraders as that was written from scratch by a single author with a singular vision.
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RoflCopter4
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Post by RoflCopter4 » Wed, 2. Mar 16, 22:18

memeics wrote:I don't know much about Mk3 Improvement Reloaded Reloaded Reloaded Reloaded Reloaded... but in terms of LU universal traders, they limit themselves to:
- some relatively small maximum trade range (even at maximum level, I think range was 20 or so?)
- requires player property to be present in the sectors where it would discover potential trading opportunities
- checks reputation requirements for docking at NPC stations

Now I'm not sure how many of these still apply to OK Traders or Mk3 Improvement Reloaded but some differences can come from these aspects. The universal traders in general are very complicated scripts at this point so you can't simply say, they are all just trying to find trading opportunities in the universe and make maximum profit so comparison is direct, fair and easy. There are a ton of other things they do (I only listed 3 above) so comparisons aren't that straightforward.

But maybe that's a problem with these scripts, they are piles of hacks over hacks over hacks, well, maybe less of that with OKTraders as that was written from scratch by a single author with a singular vision.
I can answer some of that.

1. As far as I can tell there is no maximum range in OKT.
2. OKT ignores PPP since it was not specifically written for LU. MK3 doesn't.
3. OKT also checks reputation, but it does seem a little more Gung-ho. It will regularly attempt to sneak into pirate bases in pirate sectors (escaping if necessary) unless you explicitly ban it from doing so, which I always do because that's ridiculous.

But anyway, that doesn't help me much with the moral qualm.

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OneOfMany
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Post by OneOfMany » Wed, 2. Mar 16, 23:04

Which UT did you start first?

RoflCopter4
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Post by RoflCopter4 » Wed, 2. Mar 16, 23:07

OneOfMany wrote:Which UT did you start first?
I don't know if it would have made a difference, but I started the MK3 UT first, giving it about a 3 second head start.

Incidentally, I seem to have answered my own question. I set all 40 of my current traders to run OKT and a few seconds later my game was running at a blistering 3fps. It seems that it is not an efficient script.

worsin
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Post by worsin » Thu, 5. May 16, 07:18

Is this compatible with LU 1.7?

Cronos988
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Post by Cronos988 » Sat, 2. Jul 16, 12:00

worsin wrote:Is this compatible with LU 1.7?
Sector traders seem to work fine. My UT is currently stuck checking trade routes, but this may be normal. Perhaps the script creates an array of all trade routes first.

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