[SCR] Prospector [2010-7-13 - X3TC 3.2.07]

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

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

Post Reply
Vicrry06
Posts: 227
Joined: Sat, 9. Dec 06, 23:36
x3tc

[SCR] Prospector [2010-7-13 - X3TC 3.2.07]

Post by Vicrry06 » Mon, 1. Dec 08, 23:43

Lucike has asked that I look over the thread for his Prospector script; so after a team effort to translate with sky669, wyvern11, and jlehtone this one is ready for the English forum.

Prospector
(Version 3.2.07 - 13. July. 2010)

[ external image ]

[ external image ] [ external image ]

Prospector Overview
  • The Prospector looks for worthwhile smaller rocks, breaks them up, and collects the minerals.
  • The Prospector delivers minerals he collects to his homebase, or sells them to nearby NPC stations.
  • The Prospector can also break up mineable asteroids, if you ask him to.
  • The Prospector can use a Jumpdrive and repair his ship.
  • The Prospector keeps in contact with customers and other traders and can find prices and news in other sectors. The Prospector is not a fighter and avoids sectors where enemies have been reported.
Prospector Preparation

Downloads


-> Prospector (Version 3.2.07)
-> Necessary Command Libraries (Link to thread) (You must install these!) Version 3.5.00: new 3.7.10

Required: X³ Terran Conflict Version 2.5 (not compatible with X³ Reunion) !!


Activating the Script Editor

Activating the script editor is not necessary for Prospector; it will mark your game as ***modified***. It is possible to run other unsigned scripts without starting the script editor; this requires a change in the script's boot file, but this will mark your game as ***modified*** as well.

With the script editor activated, technical and debug information is provided as well as normal information. This can be confusing.

Installation

Simply extract the Zip into the X3TC directory, be sure to overwrite older ones. Main script files will reside in ".\scripts"- and ".\t\"-folder, all other files are for maintenance and uninstalling only.

Deinstallation

Copy file setup.plugin.prospector.pck from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run TC and load a saved game. Uninstallation is automatically started, and finished when a message is sent to the logbook. Uninstallation takes 10 to 20 seconds after the game was loaded. Save your game.

Run "Delete all Prospector Scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.

Important: Never just delete scripts; your savegame will look for them.

Updating to a newer version

Simply extract the new Zip into the X3TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. Overwrite older files.

To remove obsolete or unused files, run "Delete old Prospector Scripts.bat", found in "\scripts.delete", before extracting the new zip file. This is not necessary, but will keep your script folders neater.

Ingame, nothing needs restarting. All ships and stations should run the new scripts automatically, any ships set to notify you when orders are complete will send you a message. The old script is stopped before the new script is started, and the message can be ignored.


Prospector Instructions

The Mission

The Prospector seeks out rocks that are too small to place a mining station on, scans them, and collects them. The Prospector will also break up rocks that are too large to collect but too small to place a mining station on if it is in a properly equipped ship. He delivers collected ore to his homebase or can sell them to nearby NPC stations.

Over time, the Prospector gains experience and takes training courses to improve his abilites. The Prospector can be kept at his current level if the player desires.

Quick Guide
  1. Equip a TS with a mineral collector, mineral scanner, Mobile Drilling System, Navigation Command Software MK1 and Special Command Software MK1.
  2. Select command "Mine minerals in sector" in the Special menu
The Ranks

Apprentice
The Apprentice mines minerals and delivers them to his homebase. The apprentice is paid 20 credits per mizura worked.
Assistant Miner
The Assistant Miner also mines minerals and delivers them to his homebase. His experience allows him to mine more effectively, and he brings in more than an apprentice. The Assistant Miner gets 25 credits per mizura worked.
Miner
The Miner also mines minerals and delivers them to his homebase. His experience allows him to mine more effectively, and he brings in more than an assistant miner. Also, he buys fighter drones from local factories and equips his ship with more speed and rudder upgrades. The Miner gets 30 credits per mizura worked.
Lead Miner
The Lead Miner also mines minerals and delivers them to his homebase. His experience allows him to mine more effectively, and he brings in more than a miner. Also, he is able to fly a TL-class ship, and break up minable asteroids. The Lead Miner gets 35 credits per mizura worked
Prospector
The Prospector also mines minerals and delivers them to his homebase. His experience allows him to mine more effectively, and he brings in more than a lead miner. He also pays more attention to the radio chatter and does not fly in sectors where hostiles have been reported. The prospector gets 40 credits per mizura worked.
Chief Prospector
The Chief Prospector also mines minerals and delivers them to his homebase. His experience allows him to mine more effectively, and he brings in more than a prospector. He maintains his ship and flies to a shipyard if in need of repairs. The prospector gets 45 credits per mizura worked.

Ship Equipment
  • A ship of the transporter class (TL or TS), corvette class (M6), or a heavy fighter (M3) with XL cargo
  • Fight Command Software MK1 (Optional: changes behavior when encountering enemies)
  • Fight Command Software MK2 (Optional: changes behavior when encountering enemies; in addition to MK1)
  • Ore Collector
  • Mineral Scanner
  • Mobile Drilling System (Optional: Must be installed in a turret)
  • Particle Accelerator Cannon (Optional: M3 only, Must be installed in a turret)
  • Navigation Command Software MK1
  • Special Command Software MK1
  • Jumpdrive (Optional: can be used after a special training course)
  • Transporter Device (Optional: Use if the ship's homebase is a TL/M1)
Handling

The Prospector command will be on the Special menu. The command "Mine minerals in Sector" will be visible when a Ore Collector, a Mineral Scanner, Navigation Command Software MK1, and Special Command Software MK1 are installed on the ship. The command "Mine minerals in Sector" also configures the prospector. The ship should be docked before starting Prospector.

The Prospector will search his assigned sector looking for rocks. When he finds some to collect, he will mark the site with a navigation beacon. The Prospector looks for minerals his homebase needs or which mineral is in his ship's name. A preferred mineral can also be set in the configuration menu. If the Prospector has no homebase, he will sell minerals to NPC stations in a set jump range.

If the prospector does not have a mobile drilling system in a turret, he will only collect minerals. He will not break up anything.


The Main Menu

[ external image ]

All settings are divided into submenus on the main menu.


Prospector Settings Menu

[ external image ] [ external image ]


The Prospector settings menu has basic configuration options and information about the prospector. This menu displays current destination, homebase, service time, total flight time, as well as salary and profit information.

Delete accounting information
This will tell the prospector to delete his financial records. This cannot be undone, so confirmation is required.

Take Trainings
Prospectors participate in training over time. This command will exclude him from training courses, keeping him at his current level.

Prospector salary
The Prospector doesn't care where his paycheck comes from, you can change which account you use to pay him here.

Fire Prospector
An unneeded pilot can be dismissed. The ship must be docked at a station and idle. This cannot be undone, so confirmation is required.

Reassign Prospector
Bought a bigger ship for your prospector? Use this command to transfer him into it. Both old and new ships must be docked at the same station. After choosing this command, a list of other ships with pilots will appear. Choose the ship you wish to transfer to, the pilots will exchange ships, and bring along their profit record to the new ship.

Restore Defaults
This command resets all settings to their default settings.


Work conditions menu

[ external image ]

Preferred Mineral
Normally, the prospector will mine the mineral his homebase needs the most or will mine the mineral in his ship's name. This option will allow you to select a mineral to mine, which will override the default rule. Also this option will say which mineral the prospector just mined.

Break up Asteroids
A prospector with rank Lead Miner or higher can blow up asteroids. (Asteroids are rocks that a mining station can be placed on.) First, select a preferred mineral, then use this menu item to select how many asteroids and a maximum yield. The prospector stops mining and begins to break up the asteroids. Entering a count of -1 will cause endless asteroid destruction.

Homebase
This menu sets a new homebase for the prospector, this will overwrite the old one.

Jump range for sales
A prospector without a homebase will sell minerals to nearby NPC stations. The permitted sector range for selling can be set here.

Restore Defaults
This command resets these settings to their default settings.


Jump Drive Settings menu

[ external image ]

The prospector can use the Jump Drive after a special course available to experienced prospectors. This menu can be used to set rules for its use.

Use Jump Drive
Here the prospector can be allowed or disallowed to use the Jumpdrive.

Jump Drive Energy
The prospector, by default, keeps 10% of his cargohold filled with energy cells for the Jump Drive. A larger or smaller amount can be used to free up cargo room or to allow longer jumps.

Minimum Jump Range
The minimum distance that the prospector will jump.

Restore Defaults
This command resets these settings to their default settings.


Automatic Naming

[ external image ]

Renaming many ships is tedious. Prospectors can be asked to name their own ships and add information to the ship name.

Configure automatic naming
There are many schemes for ship naming available.

Renaming settings (selection)

[ external image ]

This menu lists the renaming schemes, along with descriptions.

Ship number
If the ship is given a number, it can appear here.

Factory number
If the station is given a number, it can appear here. All of the station's ships share this number.

Restore Defaults
This command resets these settings to their default settings.


Configure Reports

[ external image ]

The prospector will report many events. Some of these reports can be disabled.

Promotion
The prospector will report successful completion of a training course.

Enemy sightings
The prospector will report enemy ships.

Acoustic signal at message
The prospector will send silent messages by default. If a audible message is preferred, turn it on here.

Trade Log
The prospector can enter every transaction into the player's logbook, this option will enable that.

Analysis to Log
The prospector can write his profit record into the logbook. This includes his current task.

Restore Defaults
This command resets these settings to their default settings.


Data Storage

[ external image ]

If several prospectors have the same orders and conditions to follow, they can be transmitted to each other.

Load Data

[ external image ]

Here you can find all of the order packets and assign them to the prospector.

Save Data
Here you can save the prospector's current orders. The packet can be named.

Delete Data
Order packets can be deleted.

More Information

Jump Drive: If the Prospector uses the Jump Drive he will pick up energy from his homebase; the prospector may also buy energy from NPC stations if needed.

Travel Drive: If the Prospector uses the Travel Drive he will pick up energy from his homebase; the prospector may also buy energy from NPC stations if needed. (Travel Drive is another script by Lucike)

Enemy Contact: If equipped with Fight Command MK1, the prospector will purchase Fighter drones in the current sector and upgrade his speed and manuverability. If the ship is equipped with a Jump Drive and the prospector is experienced enough to use it, the prospector may enter unsafe sectors. If equipped with Fight Command MK2 and has Missile Defense Mosquito available, the prospector will also purchase Mosquitoes.

Friend/Foe: Prospectors do not fly in sectors belonging to a race set to "Foe." "Show as enemy if enemy to me" should be set to No. If a Jump Drive is not installed, the prospector will not fly in hostile sectors.

Headquarters: If the prospector is working for the Player HQ, space is reserved in the HQ for a cargohold full of each ware. The prospector may be configured to use a differently sized space in the HQ.

Transporter Device: If the Prospector's homebase is a capital (TL/M1/M2), the prospector needs a Transporter device. This allows him to deliver cargo to the homeship up to 5km away.

Miner type of ships: The Miner type of TS are best for mining. They are more efficient and profitable than conventional types of TS. The prospector is also more effective with the Terran Mobile Mining base ship.

Mobile Drilling System: The Mobile Drilling System is used to crush rubble asteroids, it must be installed in a turret. The prospector will not use a drilling system installed in the front guns.

Particle Accelerator Cannon: The Particle Accelerator Cannon is used to crush rubble asteroids on a M3, it must be installed in a turret. The prospector will not use a PAC installed in the front guns.

Prospector Technical Data

Language File
8006-L044.xml (ID 8006)
8006-L049.xml (ID 8006)

Command-Slot (Change command slots (German))
COMMAND_TYPE_SPECIAL_16 (516)
COMMAND_TYPE_SPECIAL_17 (517)
COMMAND_TYPE_CUSTOM_21 (721)
COMMAND_TYPE_CUSTOM_22 (722)
COMMAND_TYPE_TURRET_20 (920)

Object-Task
Global (Hotkeys and restart)
Ship Task 0, 40 and 41

Official Abbreviations
"der PSK"
"the PSC"

Change log

13.12.2008(Version 3.1.01)
  • The Prospector can now fly a M3-sized ship for collecting minerals.
  • The shipping state could last for a very long time if the Prospector had a ship with a very large cargohold. Solved.
  • Several smaller optimizations.
18.12.2008 (Version 3.1.02)
  • Prospectors in a M3 could not dock at a TL or transport minerals using a transporter device. Fixed.
  • Prospectors in a M3 can use a Particle Accelerator Cannon mounted in the turret.
  • Several smaller optimizations.
24.12.2008 (Version 3.1.03)
  • Prospectors with minerals on board would not blow up asteroids. Fixed.
  • Improvements to the turret selection.
  • Several smaller optimizations.
16.1.2009 (Version 3.1.04)
  • Errors in the use of Duplex and Triplex scanners fixed.
  • Prospector will not carry null-wares anymore.
  • The "Prospector Warning" is now affected by the acoustic signal option in the message options.
  • A controlled stop for Prospector has been added. There is an option in the working conditions menu.
  • Several smaller optimizations.
5.4.2009 (Version 3.1.05)
  • Some new subroutines added to avoid using code in the Egosoft script collection.
21.4.2009 (Version 3.1.06)
  • Adaptations for the Safety and Rescue services script (Not in English yet)
  • Baldric Miner added to bonus ship list.
  • Several smaller optimizations.
25.4.2009 (Version 3.1.07)
  • Errors may happen if the Prospector is assigned to a base ship that is Prospecting itself. Fixed.
  • There might be problems if the Aldrin sector is connected to the rest of the universe and later disconnected. Fixed.
  • Several smaller optimizations.
25.4.2009 again (Version 3.1.08.)
  • Small error when blasting asteroids fixed.
  • The 'Analysis into logbook' option has been corrected and expanded.
  • Several smaller optimizations.
18.5.2009 (Version 3.1.09)
  • Prospector's working hours are now calculated differently. They will not lose time now.
  • Prospectors now use the ejector seat that comes standard on all ships. The player must rescue the pilot for now, the next version of the SRD* will perform these rescues.
  • The Prospector now speaks Spanish too. All language files updated.
  • Several smaller optimizations.
21.5.2009 (Version 3.2.00)
  • Global management option added.
  • The Prospector now speaks Russian too. All language files updated.
13.6.2009 (Version 3.2.01)
  • Entering "-1" as the count for the Destroy Asteroid command will have the Prospector go on an asteroid breaking spree until you stop him.
  • Several smaller optimizations.
18.5.2009 (Version 3.2.02)
  • Bug Fix: Under certain conditions a Prospector working for a full TL would come to a standstill. Fixed.
  • A jump in sectors with only trans-orbital accelerators is no longer possible. Instead, use the prospectors jump buoys.
  • Various other optimizations.
15.11.2009 (Version 3.2.03)
  • Bug Fix: Under certain conditions a Prospector would continue to break asteroids when no more matched the conditions set. Fixed.
  • Bug Fix: The Unknown sectors were sometimes displayed in the wrong order in the global settings menu. Fixed.
  • Various other optimizations.
15.3.2010 (Version 3.2.04)
  • Command slot changed.
  • Some minor optimizations.
13.5.2010 (Version 3.2.05)
  • Prospectors working for a homebase without a supply of energy cells will now purchase energy cells elsewhere.
  • If a Prospector's homebase does not deal in the selected mineral it is no longer a suitable homebase.
  • A Prospector's starting location is now remembered. "Starting position" is selectable in the global configuration.
  • Navigation shortcuts are set in the default configuration.
  • Some minor optimizations.
14.5.2010 (Version 3.2.06)
  • Bugfix: A homebase that does not deal in the selected mineral could still be set, despite changes. Fixed.
13.7.2010 (Version 3.2.07)
  • Bugfix: Further testing of the last version found that the Prospectors may not serve their homebase. Fixed.
*SRD is the German acronym for Lucike's Security and Rescue script.


< Keywords: ScripterLucike, Script, Mobile Drilling System, Mineral Mining, Mining, Prospector >[/b]
Last edited by Vicrry06 on Fri, 27. Aug 10, 11:36, edited 21 times in total.

Vicrry06
Posts: 227
Joined: Sat, 9. Dec 06, 23:36
x3tc

Post by Vicrry06 » Mon, 1. Dec 08, 23:43

[Reserved]

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Tue, 2. Dec 08, 00:09

Wow cheers downloading now :)
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

amirite
Posts: 243
Joined: Thu, 23. Oct 08, 22:01

Post by amirite » Tue, 2. Dec 08, 01:20

Awesome! I saw there is a function to make a ship Collector-only. Is there a function to make it do the opposite (only smash rocks)? I like to separate my ship's tasks.
-TEVE

ScorpiusX
Posts: 263
Joined: Wed, 16. Aug 06, 22:44
x4

Post by ScorpiusX » Tue, 2. Dec 08, 02:06

Thanks for this Lucike, Viccry06, sky669, wyver11 and jlehtone. I have to say that I think Lucike's scripts with their interchangeable pilots are a work of absolute genius. I already use CAG/CLS/EST and now he delivers Prospector. Whats next? I think I've read somewhere about a Pilots Union?

Question: Lead Miner and higher prospectors can use TLs, but can those TLs have other prospectors Homebased at them?

Suggestion 1:

An Attack Rocks option. Heres how i see it working. A pilot of the rank Lead Miner, Prospector or Chief Prospector who is piloting a TL can use Fighters to break rocks down into collectable chunks within the sector that the TL is mining (also destroying rocks that dont contain minerals, which would have the benefit of cleaning up mined sectors and should help with framerate). The Fighter must be fitted with fight mk1/2, Mineral Scanner, Triplex Scanner, Weapons, Max Shields and have the TL as its homebase. These Fighters will be controlled by computer not pilots so there will be no salary to pay, however there should be a small charge per mizura (10cr?) to cover maintainance costs. If fitted with a Jumpdrive and enough e-cells, if the TL jumps out of the sector due to enemy activity then they will jump to the TL and defend it if need be. The number of Fighters used should be limited e.g. Lead Miner 1 fighter, Prospector 3 Fighters, Chief Prospector upto the maximum hanger size of the TL.

Suggestion 2:

A TL has practically no place that it can dock at that buys minerals, so how about having a TS or two (homebased at the TL) that are used for the selling of minerals, basically a limited CAG that only deals in minerals (possibly supplying the TL and any prospectors homebased to the TL with e-cells). Equipment should be the same as a CAGs + Transporter Device, like a CAG it should also have a pilot who has a level and a salary.


What I was thinking with these suggestions was basically being able to have a mining fleet that worked as a team to break rocks down (Fighters, with the TL blowing asteroids up) collect them (the TL and any prospectors it has homebased to it) store them (the TL) and then sell them (1or 2 dedicated TS acting as limited CAGs for the fleet). Maybe all the ships involved should have to be fitted with an upgrade (Integrated Mining Software, and for the TL Mining Command and Control Software?).

And once again thankyou
ScorpiusX Corp company motto:

"We don't want to rule the Galaxy"
"We just want to own it!"

russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo » Tue, 2. Dec 08, 03:06

Awesome stuff guys. Keep them coming. Now if you can add combat pilots to your resume using these same concepts, we'll have one hell of a game.

Vicrry06
Posts: 227
Joined: Sat, 9. Dec 06, 23:36
x3tc

Post by Vicrry06 » Tue, 2. Dec 08, 04:23

ScorpiusX - Thanks for the suggestions. The Pilot's Union was a suggested title for the four scripts from Lucike that share pilots.. I don't know what's next because I haven't been asked to translate it yet :)

I'm not sure what advantage using fighters to break rocks would be - a TL or TS can use the Mobile Drilling System mounted in a turret to break up the ore into collectible bits.. And launching fighters for defense is really beyond the scope of this script. Unless Lucike proves me wrong :)

I'm not sure if a TL could have other Prospectors homebased at them - a CLS ship could be used to move the ore from the TL to a station or possibly used to sell the ore.. I'm not too experienced with CLS.

amirite - There's no command to have a ship only breaking rocks; Prospector will always try to collect what's broken up. But look on the bright side - your ships need less managing as they'll decide which job to do on their own.

bbgun77
Posts: 87
Joined: Tue, 18. Nov 08, 07:38
x4

Post by bbgun77 » Tue, 2. Dec 08, 05:41

THX!This Is Just I Want!

-Transporter Device (Optional: Use if the ship's homebase is a TL/M1)

dminor
Posts: 1083
Joined: Sun, 14. Oct 07, 00:16
x3tc

Post by dminor » Tue, 2. Dec 08, 05:57

I was waiting for this


Thanks guys
" I'm a Sexy Shoeless GOD of WAR " Belkar

User avatar
Lucike
Posts: 12969
Joined: Sun, 9. May 04, 21:26
x4

Post by Lucike » Tue, 2. Dec 08, 15:39

ScorpiusX wrote:Question: Lead Miner and higher prospectors can use TLs, but can those TLs have other prospectors Homebased at them?
Yes, you can give other PSC the TL-PSC as home base.
ScorpiusX wrote:Suggestion 1:

An Attack Rocks option. Heres how i see it working. A pilot of the rank Lead Miner, Prospector or Chief Prospector who is piloting a TL can use Fighters to break rocks down into collectable chunks within the sector that the TL is mining (also destroying rocks that dont contain minerals, which would have the benefit of cleaning up mined sectors and should help with framerate). The Fighter must be fitted with fight mk1/2, Mineral Scanner, Triplex Scanner, Weapons, Max Shields and have the TL as its homebase. These Fighters will be controlled by computer not pilots so there will be no salary to pay, however there should be a small charge per mizura (10cr?) to cover maintainance costs. If fitted with a Jumpdrive and enough e-cells, if the TL jumps out of the sector due to enemy activity then they will jump to the TL and defend it if need be. The number of Fighters used should be limited e.g. Lead Miner 1 fighter, Prospector 3 Fighters, Chief Prospector upto the maximum hanger size of the TL.
OK, I'll think about.
ScorpiusX wrote:Suggestion 2:

A TL has practically no place that it can dock at that buys minerals, so how about having a TS or two (homebased at the TL) that are used for the selling of minerals, basically a limited CAG that only deals in minerals (possibly supplying the TL and any prospectors homebased to the TL with e-cells). Equipment should be the same as a CAGs + Transporter Device, like a CAG it should also have a pilot who has a level and a salary.
Nice idea ... ;)

Perhaps a Seller-EST. A Seller-EST sells only wares in his cargo hold. He has this ability already.
Image

jlehtone
Posts: 21801
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone » Tue, 2. Dec 08, 23:39

The Bunny's "Mobile Mining Software" and "Attack Rocks" had the feature of destroying collectible rocks with 0 yield, ie those that did not convert to wares. And important clean up duty, assuming that X3TC still has yield 0 rocks, and that they still yield nothing.

The "Attack Rocks" served two other roles too. Firstly, it broke fragments into collectible peaces. And a mere M5 was sufficient for that, leaving the TS to do only the collecting. But Prospector seems (by description) limits its collection efficiency by other means, so the breaking may not be needed at same way as with "Mobile Mining Software".

And the third role was to destroy rocks of any yield. Much quicker than breaking for collection (and makes a Teladi cry). For those who just love empty space. ;)

Thus, there may be a need for "Attack Rocks", or perhaps just some of the functions that it did serve.


CAG/Seller-EST for Minerals. This is just a variation of "How to trade with TL?" You park your TL somewhere and wish to either fill, or sell out the load it holds, semi-automatically. CLS and PSC have the "load/unload" TL with Transporter Device. EST has the "trade without station setting the price". And aren't there some Freight Drones too? Perhaps a script that lets the "TL Captain" to manage his Drones, OOS?


But if one just wants to manage the mined minerals ... PSC delivers to TL; CLS2 delivers from TL to Mine/Complex/Dock; CAG sells forward. This is how I have set things up in my X3R game. Needed a dedicated CLS2 for each TL though (as they waited for full load rather than checking next waypoint).
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

User avatar
JuanCudz
Posts: 91
Joined: Mon, 6. Sep 04, 13:59
x3

Post by JuanCudz » Thu, 4. Dec 08, 11:39

I'm running CAG with no problems, thanks Lukie :)
However I want additional functionality that your revised 'Prospector' script offers. When I launch X3:TC i get a message to pilot that Prospektor requires a different version of the library files to run. I guess that means the ones in this thread?
I'll try them tonight and see what happens. Also I assume the library files go in the root of the X3 terran confilct folder? I'm at work at the mo...

Update: Thanks Vicrry06, new libraries installed fine and didn't interfere with CAG. I'm getting the menu system expected and looking forward to profittsss.
Last edited by JuanCudz on Fri, 5. Dec 08, 11:25, edited 1 time in total.
"I had an Alfredo Garibaldi under my command during the Dilgar invasion. Excellent soldier."
"That's my dad."
"So much for genetics."
-- General Richard Franklin and Garibaldi in Babylon 5:"GROPOS"

Vicrry06
Posts: 227
Joined: Sat, 9. Dec 06, 23:36
x3tc

Post by Vicrry06 » Thu, 4. Dec 08, 14:43

There are different versions of the library files as well as the main script; just it is a lot harder to tell the version on the library files. Whenever you install or update one of Lucike's scripts I would suggest that you also update the library files; older scripts can work with the newer library just as well. CAG, CLS, EST, and Prospector share the same libraries so it shouldn't matter which one you get it from.

Yes, extract the library ZIP to the root of the X3:TC directory.

Tanjitsu
Posts: 31
Joined: Fri, 5. Dec 08, 01:41

Post by Tanjitsu » Fri, 5. Dec 08, 01:52

Heylo all,

Im new to X3 played abita X2 but X3TC got my attention, enjoyin it so far but i realised it was lackin in alot of features id of expected.

So i looked here an discovered u guys been scriptin loads, added some awosome feature, i must say im usin atleast 4 of ur scripts now Lucike.

EST is perfect, lovin it.

CLS i havent had the need to use as im slowly progressin so have no home base or stations yet. Not usin cheats just makin it about more autonomous.

But im struglin to see how prospector can benefit me as some one who doesnt have a homebase ?

The pilots scan asteroids fine, but after that when i try and setup the prospectin, i dont have a station to assighn and i still dont quite understand how to set the numbers of roids / yeilds to configure him to just combe a sector till he is full.

In theory id imagine it was best to have the miner set to have modes.
mode 1 find and scan
mode 2 collect to needed / set limit, or collect till full
mode 3 Sell, Unload, Deliver
mode 4 Report, repeat

It maybe me, not understanding what gap the prospector fills in the X universe :P
Enlightenment is needed :D

shinpl
Posts: 225
Joined: Mon, 13. Aug 07, 02:02
x4

Post by shinpl » Fri, 5. Dec 08, 01:56

After getting a TL, get 1-2 prospectors to mine Nividium... Its the only rock that does not have a mine of its own ;-)

Apart from that, mining by hand yields much bigger profit in short time, so 2-3 prospectors with a TL homebase can fill it up in decent time, much faster then a single Mine would.

Prospectors without a homebase will just fillup and fly around selling there cargo. And yes, they do earn profitsssss.

Vicrry06
Posts: 227
Joined: Sat, 9. Dec 06, 23:36
x3tc

Post by Vicrry06 » Fri, 5. Dec 08, 02:35

Tanjitsu - While not as sustainable as a mining station, Prospector is MUCH cheaper to setup and run and produces Ore, Silicon, and Nividium for sale or for use in a factory. Prospector mines the smaller rocks(asteroid debris) that you cannot put a mine on. The ship you have running the script will either supply your factory/TL you set as homebase, or if it has no homebase set it will sell to the local market (default is 1 jump I believe). Prospector will NOT mine asteroids that you can put a mining station on unless you directly tell it to.. mobile mining destroys the rock.

Also, you forgot to mention Commercial Agent(CAG)..

Tanjitsu
Posts: 31
Joined: Fri, 5. Dec 08, 01:41

Post by Tanjitsu » Fri, 5. Dec 08, 02:38

Ive got a prospector but he wont do anything :P

He's set up in a teladi TS with all the kit he needs.

If i use default mine and trade option he mines ore and sells it, although rather randomly badly some times, i came home today to find im flyin though a gate then back though then through a gain and back a again, just kept jumpin sectors not doin anything, seemed to be in some bad loop.

But with my prospector, i can set to scan and he scans em all in the sector.
then i set him with 5 / 1 for 5 roids yeild 1 (no idea what that means :p)

no home base no jumps allowed.
click start prospecting, its says PST on standby, flying to position, doing nothing for hours ...... still doing nothing .....

Trainning is on, and ive tried with it off too, but doesnt do anything.
i cant afford an TL yet so i have a miner with a trader in toe to beam across cargo once mined, i just want him to mine ore till he's full. not go and sell it.

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Fri, 5. Dec 08, 02:52

Ignore this the post after made more sense :wink:
Last edited by TSM on Fri, 5. Dec 08, 02:54, edited 1 time in total.
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

Vicrry06
Posts: 227
Joined: Sat, 9. Dec 06, 23:36
x3tc

Post by Vicrry06 » Fri, 5. Dec 08, 02:52

What you're doing is telling him to blow up asteroids if I understand what you're telling me. The 'Destroy Asteroid' option tells the Prospector to destroy the really big rocks that you can put mining stations on; the Prospector drops everything else and destroys how ever many asteroids of whatever yield (or smaller) you told it to. In your case, there might not be 5 rocks with yield 1 or lower in which case he might fly around looking..

I would just not touch that command unless you REALLY want to blow up the asteroids that show up on the sector view - Prospector will do it's job and find the little rocks on it's own to mine. You might set up the options to allow him to trade a little further afield - your bad trades might be due to the limited options he has.

Tanjitsu
Posts: 31
Joined: Fri, 5. Dec 08, 01:41

Post by Tanjitsu » Fri, 5. Dec 08, 03:03

Ah yeah as i figured i didnt properly understand mining i think.

So the big rocks i see and can scan, they can have a mobile base put on them which will mine rocks from it ?

Or i can use a laser to break em up ?

The prospector collects smaller rocks not shown on scanners ?>

Post Reply

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