[Script][LU] Mk3 Improvement Reloaded Reloaded (v0.6.1b) 2014-10-29
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 24
- Joined: Sat, 27. Apr 13, 01:19
Mine is stuck also. I have 7 UT's. 4 seem to be normal, 1 is slow, 2 are completely stuck. I left it on SETA 10x for 2 to 3 hours. The 2 that are stuck did not buy or sell anything. Compared to the normal ones (level 12 to 19), all got to level 25 for the same duration. The 2 that are stuck, all the sectors around them have advanced satellites in them.
-
- Posts: 24
- Joined: Sat, 27. Apr 13, 01:19
I think I found out what is wrong with these 2 UT's. Their salary level are around $350,000. Whereas, the normal ones (after 2 to 3 hours of SETA 10x) at level 25 are around $6000 to $12000. These 2 TS, I originally use them to store things, so when I start ST/UT, they sell everything they have in the cargo to equipment dock. Since salary is proportional to $profit.avg.per.flight, their salary becomes so big that they essentially cannot make any profit on anything.
-
- Posts: 24
- Joined: Sat, 27. Apr 13, 01:19
Maybe one way to fix it is to decrease UT's salary every time they go into Standby mode. For example, by increasing the 'flight.number' every time a failed trade occurs (Standby).
$profit.min=$salary * 2, so a $350,000 salary requires $700,000 profit per trade run, pretty much impossible to achieve.
$profit.min=$salary * 2, so a $350,000 salary requires $700,000 profit per trade run, pretty much impossible to achieve.
-
- Posts: 24
- Joined: Sat, 27. Apr 13, 01:19
Yes, I did. Several different sectors but no trade runs with super high profit. I have LU 1.7 and XM-R installed so I have't try creating new stations for NPC. So there just isn't any super great trade runs available anymore. Anyway, I fixed the stuck ones by increasing the number of flight.number to account for the number of failed trade runs 2 UTs are performing. So now both of their salaries are around $20,000 and they are now working just fine.Joubarbe wrote:Did you both try to start your UTs from another sector ? They have an arbitrary maximum jump range depending on their level. If they don't find any good deal, they will "scan trade routes" forever, or until a good deal shows.
-
- Posts: 24
- Joined: Sat, 27. Apr 13, 01:19
Found a bug in !plugin.autotrade.movepilot.xml, pilot's fightskill is not moved with the pilot. To fix, add to line 29
Code: Select all
* Fight Skill
$value.1 = [THIS]-> get pilot fightskill
$value.2 = $move.to-> get pilot fightskill
$move.to-> set pilot fightskill to $value.1
[THIS]-> set pilot fightskill to $value.2
-
- Posts: 287
- Joined: Sat, 24. Dec 11, 11:14
Can someone please explain how to add this fix better? There is nothing that looks like this when I open the xml file...Xo3oToC wrote:Found a bug in !plugin.autotrade.movepilot.xml, pilot's fightskill is not moved with the pilot. To fix, add to line 29
Code: Select all
* Fight Skill $value.1 = [THIS]-> get pilot fightskill $value.2 = $move.to-> get pilot fightskill $move.to-> set pilot fightskill to $value.1 [THIS]-> set pilot fightskill to $value.2
-
- Moderator (Deutsch)
- Posts: 25128
- Joined: Sun, 2. Apr 06, 16:38
You cannot edit scripts file with an ordinary xml or text editor. You have to edit those files either in the ingame Script Editor or with a dedicated external Script Editor like the one from mr.bear.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
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, Nopileos, X3: Yoshiko as Kindle e-books!
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, Nopileos, X3: Yoshiko as Kindle e-books!
-
- Posts: 287
- Joined: Sat, 24. Dec 11, 11:14
-
- Posts: 13
- Joined: Thu, 21. Nov 13, 04:03
Are there any other mods out there that could auto rename the traders like this one does? I am using gnasirator's mod that this one is based upon, but the autonaming is amazing. I would play XRM, but playing a StarWars mod atm that would be hard to get to work with Litcube's Universe :/
If it ain't broken, fix it anyway
-
- Posts: 19
- Joined: Wed, 24. May 17, 19:59
-
- Posts: 82
- Joined: Fri, 29. Mar 13, 11:16
So, I've been away for a while, but just like gnasirator it's nice to see my mod living on.
I got a question from Joubarbe via PM about including it in a script pack and i'll extend my answer to everyone.
The licensing situation is complicated, with this mod based on gnasirator's work which is I believe based the old MK3 trader mod. But I have no objection to anyone basing their mods/mod packs on it.
Just don't blame me for any bugs introduced by your changes!
I got a question from Joubarbe via PM about including it in a script pack and i'll extend my answer to everyone.
The licensing situation is complicated, with this mod based on gnasirator's work which is I believe based the old MK3 trader mod. But I have no objection to anyone basing their mods/mod packs on it.
Just don't blame me for any bugs introduced by your changes!
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
Thanks man, hope gnasirator won't object. I've included in Mayhem 2.1.2 (current version) and with the other modifications I've done about the other agents, it makes perfect sense.
-
- Posts: 1114
- Joined: Mon, 13. Dec 04, 16:15
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
-
- Posts: 2
- Joined: Sat, 23. Nov 19, 06:19
Re: [Script][LU] Mk3 Improvement Reloaded Reloaded (v0.6.1b) 2014-10-29
Sorry, I know this is a dormant thread, but this is the right place for my question. How can I remove trader status from a ship once it has been assigned as an ST.
I set one of my M6s as a ST but now that I'm trying to use it for combat again it autojumps away every time it starts to get hurt. I have disabled emergency jump in the ship's console but it doesn't seem to matter.
I've also noticed that every time the ship is initially attacked i get a `Personal Log Entry` that says "ReadText 1500-425".
I set one of my M6s as a ST but now that I'm trying to use it for combat again it autojumps away every time it starts to get hurt. I have disabled emergency jump in the ship's console but it doesn't seem to matter.
I've also noticed that every time the ship is initially attacked i get a `Personal Log Entry` that says "ReadText 1500-425".