[Bonus Plugin] Commercial Agent

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jlehtone
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Post by jlehtone » Wed, 30. Aug 06, 13:32

Lucike wrote:The CA buys goods, if the EQ Dock is closed for the races and sells goods, if the dock is opened.
Thanks, did I miss it in the Readme? (Had only a brief glance.)

So if I close it, I can gather, but have to sell by traditional ways.

But if the dock can trade with others, the CA sells only and I have to buy with other methods?


Are the Trading Station and EQ Dock identical in behaviour?

Some say that NPC Free Traders do sell to player Trade Docks, but never buy, and that they would neither sell or buy from player EQ Docks?

Donsja
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Post by Donsja » Wed, 30. Aug 06, 14:22

Lucike wrote:@Donsja

Which scripts did you still install? Your savegame freezes here.
works fine here :)

but i have alot of scripts
Bonus Pack 3.1.01 * Enabled
Automated Defense System * Enabled
Bulk Beam Transporter Upgrade * Enabled
Crystal Free SPP * Enabled
Fix Attack Command * Enabled
Pirate Guild v0.41 * Disabled
Race Response Fleets * Enabled
SatelliteDeploy * Enabled
Xenon Migration * Disabled
Xenon Shipyards * Disabled
Yaki Armada * Disabled

All are latest version

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Lucike
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Post by Lucike » Wed, 30. Aug 06, 15:03

Donsja wrote:but i have alot of scripts
Bonus Pack 3.1.01 * Enabled
Automated Defense System * Enabled
Bulk Beam Transporter Upgrade * Enabled
Crystal Free SPP * Enabled
Fix Attack Command * Enabled
Pirate Guild v0.41 * Disabled
Race Response Fleets * Enabled
SatelliteDeploy * Enabled
Xenon Migration * Disabled
Xenon Shipyards * Disabled
Yaki Armada * Disabled
Aha ... therefore freezes it here. :)

Please send me also the script and t folder.

Greets
Lucike
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Kurny
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Post by Kurny » Wed, 30. Aug 06, 19:14

Lucike wrote:@Kurny

Are the products intermediate products? Apprentice can't trade with intermediate products.
No, they are main products, but do I have to setup something specific? I just assigned the home base and pressed 'Start Commercial ...'. They go to the home base and just go into standby.

I have 12 main products and I setup 5 Commercial agents (a few times already)

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Lucike
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Post by Lucike » Wed, 30. Aug 06, 19:46

@Kurny
Apprentice
The apprentice buys resources for his homebase. The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.
Auxiliary courier
The auxiliary courier buys resources and sells products for his homebase. Furthermore, he can buy or sell goods to equipment docks and trade stations. He can also have these stations as homebase. The auxiliary courier is paid a wage of 20 credits per mizura flown, paid after each trip.
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Donsja
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Post by Donsja » Wed, 30. Aug 06, 20:17

Lucike wrote:
Donsja wrote:but i have alot of scripts
Bonus Pack 3.1.01 * Enabled
Automated Defense System * Enabled
Bulk Beam Transporter Upgrade * Enabled
Crystal Free SPP * Enabled
Fix Attack Command * Enabled
Pirate Guild v0.41 * Disabled
Race Response Fleets * Enabled
SatelliteDeploy * Enabled
Xenon Migration * Disabled
Xenon Shipyards * Disabled
Yaki Armada * Disabled
Aha ... therefore freezes it here. :)

Please send me also the script and t folder.

Greets
Lucike
there you go :)

Kurny
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Post by Kurny » Wed, 30. Aug 06, 20:36

Lucike wrote:@Kurny
Apprentice
The apprentice buys resources for his homebase. The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.
Auxiliary courier
The auxiliary courier buys resources and sells products for his homebase. Furthermore, he can buy or sell goods to equipment docks and trade stations. He can also have these stations as homebase. The auxiliary courier is paid a wage of 20 credits per mizura flown, paid after each trip.
My mistake, so, I'll probably assign them to some other station first and let there rank grow.

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Lucike
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Post by Lucike » Wed, 30. Aug 06, 23:10

Donsja wrote:i checked, and problem is still there, even with the highest lvl.
still on standby...
I checked your savegame and can't find any problem. The pilots sells all goods, but they must be "freighter pilot 2nd class".

http://www.lucike.info/x3_reunion/scree ... n00017.jpg
http://www.lucike.info/x3_reunion/scree ... n00019.jpg
http://www.lucike.info/x3_reunion/scree ... n00020.jpg
Freighter pilot 2nd class
The freighter pilot 2nd class can handle intermediate products of a complex in addition to its products and resources. He can use a jumpdrive if one is installed. The freighter pilot 2nd class is paid a wage of 30 credits per mizura flown, paid after each trip.
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Donsja
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Post by Donsja » Thu, 31. Aug 06, 05:52

As you can se on this images, i still got the problem.
Most of them are still on standby
And they are at max lvl

http://www.bkorion.dk/x/x3screen00006.jpg
http://www.bkorion.dk/x/x3screen00007.jpg
http://www.bkorion.dk/x/x3screen00008.jpg

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Lucike
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Post by Lucike » Thu, 31. Aug 06, 08:05

@Donsja

And freighter 2, 3, 7 and 8? What they are doing?
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Donsja
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Post by Donsja » Thu, 31. Aug 06, 19:20

The others are transporting

yeah got already that one installed.

im gonna send you a new save game.
Take a look at te 1MJ Shield Complex at argon prime
They all are at there maximum lvl, but they dont get any meatsteak cahoonas

johgalt
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Post by johgalt » Sat, 2. Sep 06, 02:39

I have a question. I have several self-sufficient armories composed of over a hundred stations in some cases. this means that they have no primary resources. I realized early on that i would be unable to use the commercial agent with these bases unless i could first get their rank above apprentice while working for a different station. therefore i equipped 10 or so TS ships with prety much every extension in existance and assigned them as commercial reps to bases that did have primary resources. now all of them are freighter pilots, and I tried to assign them to my major armories. i did this by canceling the commercial agent command and changing the ships home base. for some reason when i start up the commercial agent again the ship will, after a period of five minutes or so, revert to its previous home base, and continue with the commercial agent. I also tried the "remove home base" tool from extra ship commands. it did not work either.

any help would be appreciated, thanks.

edit: another question:
is there any particular advantage to using the commercial agent over the station manager? for that matter, is there an yparticular advantage to using the station manager over the commercial agent?
"Who is John Galt?"

jlehtone
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Post by jlehtone » Sat, 2. Sep 06, 07:37

Wasn't there a "Remove ship" command in SM? SM has to release the ship. Then new SM should take control of the ship. Just a guess.
johgalt wrote:is there any particular advantage to using the commercial agent over the station manager? for that matter, is there an yparticular advantage to using the station manager over the commercial agent?
They are different. We just have to figure out the differences, and when those differences are significant on our special cases. Every case is special. So it is up to the needs of your armories, what suits them.

johgalt
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Post by johgalt » Sat, 2. Sep 06, 17:52

yes, there is a 'Station Managet: Remove Ship" command, and it wirks. I have been able to change ships home bases who are running under station manager. However, this is not my problem. My problem is with the Commercial agents. I have not been able to get commercial agents to switch which bases they trade for. Re-assigning the home base works briefly, but it resets itself after a short period of time. I think as soon as it lands at the new home base.
"Who is John Galt?"

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Anoik
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Post by Anoik » Sun, 3. Sep 06, 10:08

Can i use this script and the Comercial Agent at the same time? will they work together for the ships of one station?

jlehtone
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Post by jlehtone » Sun, 3. Sep 06, 11:55

Anoik wrote:Can i use this script and the Comercial Agent at the same time? will they work together for the ships of one station?
While different, Station Manager and Commercial Agent seem to perform similar tasks. They probably can be both active, but the ships are likely to compete at least as much as traditional Mk1 traders do.

I would advice (without any experience) to keep them on separate stations.

johgalt
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Post by johgalt » Sun, 3. Sep 06, 17:27

well, I know a little about the scripting engine, and what I know leads me to suspect that tehy station manager and commercial agent can function together without any problem. in order for the station manager/commercial agent logic to take into account the activities and cargo of the stations other ships it owuld have to make a call on its home base and ank it for a list of owned ships. to coordinate these ships the script has only to determine the cargo and destination of the other ships. it is for this reason that I believe that the station manager/commercial agent will not care about the actual command of the other owned ships.

conceptualy, these scripts are rather different, because of the rumber of scripts that have would be running. the station manager is a single monolithic script that runs on the station and monitors its resources, products, and designated ships (this could eb a limiting factor of the station manager, if it only coordinates with the assigned ships, but i suspect it coordinates with all owned vessals). this means there is only one instance per station of the script.

on the other hand, teh commercial agent runs on each ship. this means one instance per commercial agent. this also means that the script has no choice but to be aware of all the factories owned ships. the only way to ignore them would be to explicitly check if the ships it is coordinating with are also commercial agents, and i think that is unlikely, as it would be counter productive.

functionaly, the two are quite similar. the only advantage i have found to the commercial agent is that they will not enter sectors owned by races marked as 'foe' in the command console (perhaps a rather large advantage). the station manager has 2 advantages: 1) as far as I can tell, you dont have to pay them, and 2) you dont have to wait for them to train.

there is one major disadvantage to the commercial agents: their home bases can not be switched once they have gained rank. this means that they can never work for any complex you might own that has no primary resources because the starting rank, apprentice, can only buy primary resources, and since there are no primary resources, it can never gain rank to trade anything. since the home base can not be changed, it is impossible to train the ship elswhere and then assign it to another station/complex with a high rank.

allow me to elaborate on teh part about 'can not reassign teh home base.' I can change the home base in the command console, and then start the commercial agent. teh ship will fly to the new home base. somewhere between the time it starts flying home to the new base, and the time it launches from the new base (most likely when it lands and tried for the next command) the home base will revert to the original all on its own, and nothing can be done about it (nothing i hav efound so far anyway).

any help on that problem woud be appreciated,
thanks.
"Who is John Galt?"

Ruut
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Post by Ruut » Sun, 3. Sep 06, 17:49

For commercial agent transfer the high level pilots into a new ship assigned to the new home base, and sell the old ship.

johgalt
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Post by johgalt » Sun, 3. Sep 06, 17:51

what happens if I dont sell the old ship?
"Who is John Galt?"

SieurNewT
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Post by SieurNewT » Sun, 3. Sep 06, 21:03

Hello

I am beginning a new game with mod XFP and all script up to date

what happen is that all my ship just say something that "stopping commercial agent"

they have all possible computor and extension

i have try to add and remove wares, the 3 stations have money so i dont really see what is wrong

Also their is no message, no beep
New Config : Intel 8400 & 4Ghz , 4GB DRR2 on Asus P5Q Pro, ATI 4850 and Win XP 32 bits SP3.

Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200

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