[Bonus Plugin] Station Manager

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jlehtone
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Post by jlehtone » Mon, 11. Sep 06, 11:07

Scripts have several subroutines. Some check the version, and others may not. Besides, we had "downgrade". The version check may be optimistic and check only '<'. If two versions are mixed, who knows the side-effects?

I asked in the BP thread about the need to restart and moggy2 suspected that the scripts should check and auto-upgrade. But downgrade of autotrade may not be one of them. The code of CAG and CLS definitely has version check, but I have not looked at the others.

apogee
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Post by apogee » Mon, 11. Sep 06, 14:11

your UT's don't automatically update the script their running when you install a new version. You have to STOP them (give None Command) in order for them to take the new scripts. Not doing so means their still running a 'cached' script.
Then maybe an entry in the OP for the bonus pack should indicate that after upgrading to 3.01.02 any ST/UT should be re-started. There are probably a lot of people who use the bonus pack that are not familiar with scripting (including me) that will be unaware of this!

mcb0001
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Post by mcb0001 » Thu, 14. Sep 06, 22:19

First off let me say I'm an idiot when it comes to scripts. I can use some but I'm definately a low end user. If you want something idiot proofed use me to test it.

Anyway one script I use a lot is Station Manager 1.11. I see the bonus pack has Station Manager 1.16b which seems to have features for seperate crawlrange which I like and possibly some other fixes for minor flaws. The other scripts in the bonus pack hold little interest for me. I can't seem to find a link for SM 1.16b just the 1.11. Is there one or is it bonus pack only?

If so is there anything I have to do to remove the old version. Do I have to turn all my stations off, delete the ships and re-add them, dlete old files or what?

Thanks

Jakesnake5
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Post by Jakesnake5 » Thu, 14. Sep 06, 23:15

1.11 had separate flight range settings for the ships.

To remove 1.11:

1) Undock any 'Managed' ships, and have their mother 'Station' remove them from control.
2) Shut down Station Manager at the station.
3) Wait 3-5 mins for the scripts to stop running.
4) Save Game and Quit X3
5) Uninstall 1.11
6) Use Bonus Pack to instal 1.16b
7) Start game, load save
8) Activate Station Manager
9) Have station manage ships
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mcb0001
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Post by mcb0001 » Thu, 14. Sep 06, 23:28

Thanks.

I'm assuming the bonus pack will let me choose what to install. I'm just afraid of getting some new surprise I wasn't expecting. Don't need another rampaging invasion.

I must have about 50 ships to stop and undock, thanks for the instructions though!

Never found a seperate distance setting in 1.11. Well I said I was an idiot.

Thanks again!!!

Seismic_Edge
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Post by Seismic_Edge » Fri, 15. Sep 06, 02:32

In order for your traders to be able to see the ware prices within a sector, you must have a satellite, ship, or station in the sector to be scanned (this is shown by a green border around the sector in the galaxy map). Your ships will not visit sectors where they cannot see the ware prices. You can use this to your advantage. If you don't want traders to visit sectors because you think they might not be safe, do not put any satellites, ships, or stations in those sectors, and your traders will not look for stations to trade at within them.


I just found out the hard way that this does not work if your ships are parked/docked in that sector. The sector still shows green on the galaxy map, but the automated station needs a satellite or ship in the open to be able to scan the factories.

And here I thought I was being smart to buy light discos and have them all dock one in each sector. Thank goodness I only did that in 4 sectors where I was particularly concerned about haveing stupid pirates come and destroy them. Perhaps if I have the satellites dropped off high or low in the sector?

Jakesnake5
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Post by Jakesnake5 » Fri, 15. Sep 06, 17:42

Adv Sats parked at +/- 40-50km in the system will do 2 things:

a) give SM an 'eye' on ware prices, and
b) keep up to date the sectors 'active' (read exhisting) stations.

Plus, at +/-50km, it would be rare that anything would attack the sat.

Separate jump distances are set for individual freighters in the 'Additional Command' console for each freighter, similar to prohibiting them from trading wares.
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Steve J.
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Post by Steve J. » Sun, 17. Sep 06, 07:34

I can't get the Station Manager that came with the 1.3.02 Bonus Pack to work. I had no prior non-standard scripts running - just a vanilla game with the plot complete.

I can turn on Station Manager in the complex's script menu. Then when I try to add a ship, either by selecting a single ship or the complex to add all of them, nothing happens and the Station Manager: Automate line disappears from the command console list. At that point, all ships from the complex are set to do nothing.

I can reactivate the Station Manager, but no ships are automated (the Remove Ship line is grayed out and all the ships are still set to command "None").

Is there some way to turn on logging so I can figure out what the script doesn't like? It seems to be failing sillently.

I had a UT at the station, but halted it and ordered it to dock before trying the Station Manager, but no change.

Any suggestions?

D_Zorro
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Post by D_Zorro » Sun, 17. Sep 06, 08:19

Have you first try to add the command automate factory in your console of your factory ?? After that use another console command, and use add ship to station and select the ship and you set to go.
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Jakesnake5
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Post by Jakesnake5 » Sun, 17. Sep 06, 14:19

Do not use the same station command slot to add a ship, it'll override the Station Automate command. Just choose an empty slot to use the 'Add Ship' command.
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Steve J.
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Post by Steve J. » Sun, 17. Sep 06, 19:28

Jakesnake5 wrote:Do not use the same station command slot to add a ship, it'll override the Station Automate command. Just choose an empty slot to use the 'Add Ship' command.
Thank you very much! That sounds like my problem! Will give it a go.

Steve J.
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Post by Steve J. » Wed, 20. Sep 06, 02:00

Thanks for the help. I'm now able to use Station Manager and it works well.

Seems like a nice script and is reducing the number of blinking stations I had. I wonder if I can now get by with fewer ships per station? Will experiment, but I'd think so...

Ruut
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Post by Ruut » Sat, 23. Sep 06, 16:59

Where and what command i have to type to allow my ship under Station manager to use their jump drives or to get levels ?
I think a link to a notice will be great.
When i look to define parameters on my station manager i have no choice just some things to write but what ?

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Geggo
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Post by Geggo » Sat, 23. Sep 06, 17:07

Ruut wrote:Where and what command i have to type to allow my ship under Station manager to use their jump drives or to get levels ?
I think a link to a notice will be great.
When i look to define parameters on my station manager i have no choice just some things to write but what ?
Station Manager does NOT utilize jump drive, if you want that cabability then you need to check Commercial Agent or Commodity Logistics.

Nor does it have any levels.

No Parameters either, you can ONLY select what wares it's allowd to trade in. (it automaticly decides what to buy and what to sell, based on resource/product status, not sure it does anything with intermediates.)

jlehtone
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Post by jlehtone » Tue, 26. Sep 06, 10:44

I think I see the activation command for Station Manager in my Trading Stations. I thought SM was not supposed to work on Docks? :o

mikeys124
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Post by mikeys124 » Tue, 3. Oct 06, 14:54

I have been using station manager 1.11 for quite a while, and it seemed to work excellently. However, I recently upgraded to the bonus pack (stopped all ships, stopped SM, removed old SM script, installed bonus pack, restarted SM and ships) But now they are behaving very strangely. All ships will trade all of my intermediate resources whether I have intermediate trading set to "none" or not. The only way to stop this is buy manually limiting which products they can trade, which should be okay. However, this gets more complex. For example, I have one complex selling Ecells, Cahoonas and space fuel, a second selling cahoonas and a third rimes fact, all in neighbouring sectors. Both complexes are set to sell cahoonas at 72, and their ships keep selling cahoonas to each other, when in both, they are set as a product (I use a script, Complex Manager to manually set products) and are not a resource. On top of this, traders from the rimes fact keep buing up the first complexes wheat, so it doesn't have any to make space fuel.

I have tried stopping and re-starting SM, to no avail, and now think that maybe something went wrong when I switched the scripts. However, uninstalling the bonus pack and revertign back to SM 1.11 doesn't resolve this either. Any thoughts on what is going on?

jlehtone
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Post by jlehtone » Sun, 8. Oct 06, 00:17

I just had to try. Activated the SM on a Trading Station. Accidentally added all ships. Off they went, selling commodities. One of them merrily headed for my closed loop. When I say closed, I intend to keep it that way. And a ship ignoring "Intermediates: none" will not stay in active service. The Commercial Agent ship has a flag to prevent trade with other player stations.

In principle, CAG buyer and SM salesman would make a wonderful Trading Station, in some situations.

kab
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Post by kab » Sat, 14. Oct 06, 10:45

I'm having trouble getting AStar to work. No matter what I set the FOE and NEUTRAL to in the custom stats my freaking SM Mercuries STILL insist on going through Farnham's Legend to get to Atreus Clouds. Why is it with FOE set to 10000 they still try and go through Farnham's?

Jakesnake5
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Post by Jakesnake5 » Sat, 14. Oct 06, 13:46

1) where is the station their assigned to
2) do you have a ship or sat in Farnhams?
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©

jlehtone
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Post by jlehtone » Mon, 16. Oct 06, 21:59

The SM can apparently sell to EQdocks that do not stock ware. There is the original thread. CLS had this feature and it was 'fixed'.

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