[SCR] Commercial Agent [2010-04-28 X3TC 3.3.03]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Hello Lucike
Yes Lucike, Sorry! I love this script! I install a new copy of X3:TC, then updated it. I started a new game to test it at this point. All was good. Then I installed this script. Any new ship I got was attack by one terran ship. And if I blow up the terran ship the terrans sent a small fleet. An M2 and 15 to 20 M3,M4,M5 fighters. I also turned your script file into .spk files easier testing and had another problem too. Plugin Manager said the script files were X3:R files not X3:TC files.
Yes Lucike, Sorry! I love this script! I install a new copy of X3:TC, then updated it. I started a new game to test it at this point. All was good. Then I installed this script. Any new ship I got was attack by one terran ship. And if I blow up the terran ship the terrans sent a small fleet. An M2 and 15 to 20 M3,M4,M5 fighters. I also turned your script file into .spk files easier testing and had another problem too. Plugin Manager said the script files were X3:R files not X3:TC files.
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!ship.signal.kill.pck
I'm not a modder, so I just want to ask why did you make your own !ship.signal.killed.pck instead of using a new file with a different name?
I would think this would conflict sooner or later with other mods out there, so far I'm running just about all the mods for TC and no problems.
This !ship.signal.killed.pck is in all three of your mods, is it possible to change this around so there are no conflicts in the future?
Could you also make these three mods you have as SPK files?
I'm not a modder like I said, I'm just wanting to point this out.
Could you let me/ us know?
I would think this would conflict sooner or later with other mods out there, so far I'm running just about all the mods for TC and no problems.
This !ship.signal.killed.pck is in all three of your mods, is it possible to change this around so there are no conflicts in the future?
Could you also make these three mods you have as SPK files?
I'm not a modder like I said, I'm just wanting to point this out.
Could you let me/ us know?
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- Joined: Tue, 23. Dec 08, 12:02
I have one question regarding this:
What are the intermediate products?
Are they the products that my station uses as resources or what they are?
edit:
Another question:
Will one TS ship be enough to both buy resources and sell product for one factory or is it better to have two ships working for one factory?
What are the intermediate products?
Are they the products that my station uses as resources or what they are?
edit:
Another question:
Will one TS ship be enough to both buy resources and sell product for one factory or is it better to have two ships working for one factory?
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No, but you should always make a complete backup of the unmoddifed original installation.strude wrote:If this overwrites core game files, will the Steam version overwrite the changed files with the original files on startup or on file verification?
C:\Program Files\Steam\steamapps\common\x3 terran conflict
I keep four copies, a full mod, an unmoddifed, one for testing and one for playing.
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Commercial Agent
(Version 3.2.01 - 26. December 2008)
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-> Commercial Agent (Version 3.2.01)
-> Necessary Libraries (You must install these !)
Required: X³ Terran Conflict Version 1.3 (not compatible with X³ Reunion) !!
18.12.2008 (Version 3.1.04)
- Sales of intermediate products reviewed.
- Various minor fixes.
- The first part of the global administration is now officially available.
- Small bug in the consultation of colleagues fixed.
- Various minor fixes.
- Small bug in pricing fixed.
And in the next version ...Administration
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The Administration menu is a complete overview of your stations and associated Agents. From here, you can change various settings for the stations and the individual stations.
There are two ways the Administration menu can be opened. The first is with a hotkey that can be set, and the second is a command in the general menu on the player's command console when docked.
The station settings
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The station settings are divided into three areas.
The first section is operations. The station's production can be turned on or off. The production status is displayed after the station's name. Equipment or Trading Docks have no production to toggle4, if the station is a Dock the station's production indicator will say "Dock".
The second section is pricing. Here automatic goods pricing can be enabled, and the status of automatic price setting is displayed. The prices at the station can also be reset to the average price here.
The third section displays all of the stations resources and products. Choosing one of the wares on the list allows you to set a range for the automatic pricing system. The first is minimum and the second is maximum. Automatic price setting will not affect wares with only one set price.
Complex settings
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All products, intermediate products, resources, and stations in the complex are listed in this menu. Production and consumption amounts are listed beside each ware - these are in units per minute. Each station reports its production status and distance from the hub.
If you choose a product, the product moves from the product list to the intermediate product list. Conversely, selecting a intermediate product moves it to the product list. Selecting a resource does nothing, as no station in the complex produces the ware.
As with station settings, the output of each station in a complex can be switched on and off. Each station's operating status is listed beside the station name.
Sector Overview
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The Sector Overview provides a summary of a sector's production and consumption of wares. The player has a choice between "Sector Overview" which summarizes the complexes, and "Sector Overview, including individual stations" which includes individual stations along with the complexes.
The money transfer. The gimmick is the sub account.
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So, it will do basically the same thing that NPC factories do? By that i mean that it will sell my products to NPC traders on the price range i set, price being set automatically by the amount of stock i have on the product. And it will also buy resources from NPC traders with the same principle, lower stock i have, higher price i will pay (within the price range i have set)?Lucike wrote:The automatic pricing is mainly for the NPC trade. All prices at a station can be regulated separately.MTM1977 wrote:One question though, is that automatic pricing for selling the products to NPC traders (i assume so) or is it for buying needed resources to the station/complex?
If that's how it works, it's brilliant! I was thinking that it's a bit funny to use fixed prices on my own factories when everyone else changes prices by the market

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Is there an English translation for the support scripts, rather than Befehlsbibliothek? I like to keep all my script files in order, but I'm unlikely to remember what this is for after a time. Also is there anything useful to a player in the Befehlsbibliothek scripts, or just scripters functions? Finally does the Befehlsbibliothek package get updates often?
Gaming PC: Gigabyte H270M-D3H | i7 7700 | 16Gb DDR4 | Gigabyte GTX1060 6Gb OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD
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yes they are needed basically as i download those files i rename them to necessary libraries CAG or necessary Libraries Prospector and add the version number afterwards. without those files CAG and EST etc will not function. however as i understand it it is the same libraries for each of Lucikes scripts, i cant say how often the libraries update, but whenever Lucike brings out a new version of one of his Scripts i always reinatall the libraries as well.
Legionnaire
Legionnaire
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RAM 16Gb Corsair Vengeance
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Windows 10 PRO
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That's all right. I wasn't referring to the content, just the name of the package, so I could make a folder to store the download in that I'd recognise later. I'll just make a folder called Lucikes Support Scripts. I should remember what that's forLucike wrote:The libraries are multi language.strude wrote:Is there an English translation for the support scripts, rather than Befehlsbibliothek?

Gaming PC: Gigabyte H270M-D3H | i7 7700 | 16Gb DDR4 | Gigabyte GTX1060 6Gb OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD
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My CAGs are stupid and useless. I have one assigned to a wheat farm. He ran off and bought energy cells to fuel the factor, and now he just sits there "CAG on standby" refusing to sell the wheat. There are NPC stations in the sector very low on wheat, and the station's sell price is well below their buy price. He just sits on standby. I executed the pilot and set the trader back to Sell for Best Price.
I have two other CAGs assigned to a silicon and ore mine in Aladna Hill. They have jumpdrives. After filling up the station on energy cells, all they do now is jump one sector away, buy their 10% of energy cells for the jump drive, then jump back and dock. Then they do it again. The stations are now full of energy and product, and there are at least a dozen NPC stations within 2 jumps that are completely out of Ore. They just keep looping and refueling themselves. I'm going to execute them too.
I have two other CAGs assigned to a silicon and ore mine in Aladna Hill. They have jumpdrives. After filling up the station on energy cells, all they do now is jump one sector away, buy their 10% of energy cells for the jump drive, then jump back and dock. Then they do it again. The stations are now full of energy and product, and there are at least a dozen NPC stations within 2 jumps that are completely out of Ore. They just keep looping and refueling themselves. I'm going to execute them too.
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What is their level?bonesbro wrote:My CAGs are stupid and useless. I have one assigned to a wheat farm. He ran off and bought energy cells to fuel the factor, and now he just sits there "CAG on standby" refusing to sell the wheat. There are NPC stations in the sector very low on wheat, and the station's sell price is well below their buy price. He just sits on standby. I executed the pilot and set the trader back to Sell for Best Price.
I have two other CAGs assigned to a silicon and ore mine in Aladna Hill. They have jumpdrives. After filling up the station on energy cells, all they do now is jump one sector away, buy their 10% of energy cells for the jump drive, then jump back and dock. Then they do it again. The stations are now full of energy and product, and there are at least a dozen NPC stations within 2 jumps that are completely out of Ore. They just keep looping and refueling themselves. I'm going to execute them too.
If they are still on apprentice level, they will not sell products. Check the opening post for the different levels and what they can do on each level. They are very efficient once they reach the higher levels

Just let them do they buying for a while and they will level up. Sell products yourself, if stock gets full until CAG pilots get higher levels.
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I seem to be having a problem with starting the script.
1) I've assigned the freighters to my ore mines, silicon mines.
2) Started commercial representation.
3) Added Wares.
4) Set name to variant 4.
5) Pressed Start commercial rep.
6) Nothing happens. Ship renames for a split second to name variant 4 and then resets back to pre-start comm rep condition(its as if nothing happened)
7) Order status is 'none'
I have only a handful of scripts like EST, add satellites to sector and free jump.
Can anyone help me out? Thanks.
1) I've assigned the freighters to my ore mines, silicon mines.
2) Started commercial representation.
3) Added Wares.
4) Set name to variant 4.
5) Pressed Start commercial rep.
6) Nothing happens. Ship renames for a split second to name variant 4 and then resets back to pre-start comm rep condition(its as if nothing happened)
7) Order status is 'none'
I have only a handful of scripts like EST, add satellites to sector and free jump.
Can anyone help me out? Thanks.
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Help with Trade/Blacklist *BUG*
Hello all. I'm having a problem where when I add a item to my Trade/blacklist.
I set the Mod to "trade list" and set my ship to trade "Energy Cell"
Then I switch it over to the black list to make sure everything is ok.
I see "Energy Cell" black listed so I remove it. I now have 0 items blacklisted.
I switch back to Trade list and now its back to 0 when I just added "Energy Cells"
SO..
I go back to black list and set the black list to "Energy Cells" to see if it would effect my "Trade list" and sure enough, It now has "Energy Cells" listed to trade?!?
Summery. ..
Adding a item to my "Trade List" also adds it to my "Black list"
Taking a Item off my "Black list" removes the item from my "Trade list"
Any takers?
Thanks!
I set the Mod to "trade list" and set my ship to trade "Energy Cell"
Then I switch it over to the black list to make sure everything is ok.
I see "Energy Cell" black listed so I remove it. I now have 0 items blacklisted.
I switch back to Trade list and now its back to 0 when I just added "Energy Cells"
SO..
I go back to black list and set the black list to "Energy Cells" to see if it would effect my "Trade list" and sure enough, It now has "Energy Cells" listed to trade?!?
Summery. ..
Adding a item to my "Trade List" also adds it to my "Black list"
Taking a Item off my "Black list" removes the item from my "Trade list"
Any takers?
Thanks!
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- Joined: Mon, 22. Jan 07, 00:13
Re: Help with Trade/Blacklist *BUG*
loxen wrote:Hello all. I'm having a problem where when I add a item to my Trade/blacklist.
I set the Mod to "trade list" and set my ship to trade "Energy Cell"
Then I switch it over to the black list to make sure everything is ok.
I see "Energy Cell" black listed so I remove it. I now have 0 items blacklisted.
I switch back to Trade list and now its back to 0 when I just added "Energy Cells"
SO..
I go back to black list and set the black list to "Energy Cells" to see if it would effect my "Trade list" and sure enough, It now has "Energy Cells" listed to trade?!?
Summery. ..
Adding a item to my "Trade List" also adds it to my "Black list"
Taking a Item off my "Black list" removes the item from my "Trade list"
Any takers?
Thanks!
I think it works more like you can choose either "Trade List" or "Black List", but not both. So whichever one is currently showing in the menu, Trade List or Black List, that's the one that is being used. On my solar power plant I have a CAG set to Trade List with crystals, and crystals are the only thing I see him working with. So, again, only one will work, either Trade List or Black List. If you switch back to Black List after you've set up Trade List and leave it on Black List, then the items you've set up for the Trade List will now be black listed instead.
At least that's how I THINK it works. It's certainly how it works for me.