[SCR] Economy and Supply Trader [2009-10-12 X3TC 3.2.05]
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Try setting the maximum product stock lower. They might be making a profit there, but only just, so the costs are overwhelming the income. For example, the profit margin on Energy cells is very slim. So if it's buying at 12, and selling at 16, it might not be making enough profit.
I don't know if Trade Overview is counting jump fuel. You might want to check the trader settings on the individual traders themselves and see if they're making profit. I just looked at one of mine and it's incurring 6,000 credits of expense every time it refuels.
I don't know if Trade Overview is counting jump fuel. You might want to check the trader settings on the individual traders themselves and see if they're making profit. I just looked at one of mine and it's incurring 6,000 credits of expense every time it refuels.
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Well, after setting up a scenario with only 1 mercury SF XL, pilot level 5, with same settings as before, the conclusion is that the problem is not from EST. At least not in this configuration.
In this new scenario, the mercury SF XL was making a solid 180.000cr/h profit by trading E-Cells around argon prime.
I have cheked through both my player account, trade overview script (wich takes into account jumpfuel, fighter drones and mosquito missiles bought, but not the pilot salary), and the individual trader information, (with sales bonuses, salary, expenses, etc) and they all added up.
In my main game i have checked the individual information on all traders and the profits far exceeded the sum of the expenses. But the game has progressed considerably from the point when i was having this specific problem.
So the conclusion is that the problem was perhaps low performance with low level pilots, in the begining of the main game, or another problem not related to this script.
Many thanks for all the sugestions and prompt help Triaxx2
In this new scenario, the mercury SF XL was making a solid 180.000cr/h profit by trading E-Cells around argon prime.
I have cheked through both my player account, trade overview script (wich takes into account jumpfuel, fighter drones and mosquito missiles bought, but not the pilot salary), and the individual trader information, (with sales bonuses, salary, expenses, etc) and they all added up.
In my main game i have checked the individual information on all traders and the profits far exceeded the sum of the expenses. But the game has progressed considerably from the point when i was having this specific problem.
So the conclusion is that the problem was perhaps low performance with low level pilots, in the begining of the main game, or another problem not related to this script.
Many thanks for all the sugestions and prompt help Triaxx2
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On the first post it says
Major dealer
The freighter pilot can trade all wares within twenty jumps from his central sector.
Does this mean that I if want a EST pilot do cover the the whole universe I have to homebase EST's around different sectors in the universe to cover the whole map or if I homebase a ship in Argon Prime can find and trade wares in any sector on the map.
Major dealer
The freighter pilot can trade all wares within twenty jumps from his central sector.
Does this mean that I if want a EST pilot do cover the the whole universe I have to homebase EST's around different sectors in the universe to cover the whole map or if I homebase a ship in Argon Prime can find and trade wares in any sector on the map.
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Hello all,
I have found what my problem was. It is related to the Marine Repairs (and Training) v2 script
http://forum.egosoft.com/viewtopic.php?t=324152
And its feature to train any marine automatically to two stars (which seems to be generaly overlooked). It wont do this unless you have more than one million in your account, like what happened to me.
So, dizzysoul, and any one with the same situation, this might be your problem.
I've found out through this thread:
http://forum.egosoft.com/viewtopic.php?t=360744
I have found what my problem was. It is related to the Marine Repairs (and Training) v2 script
http://forum.egosoft.com/viewtopic.php?t=324152
And its feature to train any marine automatically to two stars (which seems to be generaly overlooked). It wont do this unless you have more than one million in your account, like what happened to me.
So, dizzysoul, and any one with the same situation, this might be your problem.
I've found out through this thread:
http://forum.egosoft.com/viewtopic.php?t=360744
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
I am glad you solved your mystery, ManticoreMig.
Just to clarify for others, Marine Repairs and Training does not interact with this script (EST) in any way. They work together just fine.
Training costs in Marine Repairs are player-adjustable and well-documented (at least I thought they were well-documented ).
Just to clarify for others, Marine Repairs and Training does not interact with this script (EST) in any way. They work together just fine.
Training costs in Marine Repairs are player-adjustable and well-documented (at least I thought they were well-documented ).
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Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Hello there,
Would someone be able to summarise the differences between high-level ESTs with Trade Command Software Mk3 that are set to automatic and Universe Traders working with gnasirator's MK3 Improvement Reloaded bugfix?
I'm interested in ESTs but unfamiliar so as a starting point, I am wondering how the automatic setting compares with bug-fixed UTs, which I do use.
Thanks in advance!
Would someone be able to summarise the differences between high-level ESTs with Trade Command Software Mk3 that are set to automatic and Universe Traders working with gnasirator's MK3 Improvement Reloaded bugfix?
I'm interested in ESTs but unfamiliar so as a starting point, I am wondering how the automatic setting compares with bug-fixed UTs, which I do use.
Thanks in advance!
Last edited by Sparky Sparkycorp on Thu, 27. Feb 14, 11:42, edited 1 time in total.
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Mk3 Traders have few options. Turn them on and let them go... they will do their job (mostly) automatically.
EST's have an "Mk3 mode" which is similar, but they also have the kind of fine-tuning controls typical of most of Lucike's trade scripts. The "E" in EST stands for Economy, and one of the things that Lucike did with EST's was to give them a higher priority for boosting the economy. So they are something like a combination of CAG and UT with some extra options and different tuning.
Gnasirator's Improved Mk3's stick with the simple controls of classic UT's; adding only a sector blacklist and a ware blacklist. But those are the only controls you ever really need. Improved Mk3's can entirely replace CAG's and vanilla Mk3 traders. Improved Mk3's plus a few CLS2 traders are all that a player truly needs in a game; they are very powerful.
Improved Mk3's also have a higher survival rate. They jump away from threats with a high degree of reliability.
I mentioned economy earlier; Improved Mk3's also have an "economy booster" function which gives priority to stations that are starved for resources. Even if trading with such a station is not the most profitable trade, an Improved Mk3 will, in time, service all stalled stations.
In a nutshell, Improved Mk3's are more up-to-date than EST's, but EST's allow you to tweak the settings if you like that sort of thing. EST's also use Pilot Union pilots (Mk3's do not). (If you do not know what the Lucike's Pilot Union is, then you do not need that feature).
EST's have an "Mk3 mode" which is similar, but they also have the kind of fine-tuning controls typical of most of Lucike's trade scripts. The "E" in EST stands for Economy, and one of the things that Lucike did with EST's was to give them a higher priority for boosting the economy. So they are something like a combination of CAG and UT with some extra options and different tuning.
Gnasirator's Improved Mk3's stick with the simple controls of classic UT's; adding only a sector blacklist and a ware blacklist. But those are the only controls you ever really need. Improved Mk3's can entirely replace CAG's and vanilla Mk3 traders. Improved Mk3's plus a few CLS2 traders are all that a player truly needs in a game; they are very powerful.
Improved Mk3's also have a higher survival rate. They jump away from threats with a high degree of reliability.
I mentioned economy earlier; Improved Mk3's also have an "economy booster" function which gives priority to stations that are starved for resources. Even if trading with such a station is not the most profitable trade, an Improved Mk3 will, in time, service all stalled stations.
In a nutshell, Improved Mk3's are more up-to-date than EST's, but EST's allow you to tweak the settings if you like that sort of thing. EST's also use Pilot Union pilots (Mk3's do not). (If you do not know what the Lucike's Pilot Union is, then you do not need that feature).
Last edited by DrBullwinkle on Thu, 27. Feb 14, 11:47, edited 1 time in total.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Ok i dont seem to be able to use this properly
I want to set traders to travle round supplying my own factorys within a few systems, I have set up all the needed stations to produce food,ore,energy,weapons ect, In the exceptions menu i told it to only trade with player owned stations, But will automaticaly travle to NPC stations
I also have CLS but have to manually set the amounts to trade which becomes a hassle due to the station becoming full which means the ts stays full
Any suggestions?
Thanks in advance
I want to set traders to travle round supplying my own factorys within a few systems, I have set up all the needed stations to produce food,ore,energy,weapons ect, In the exceptions menu i told it to only trade with player owned stations, But will automaticaly travle to NPC stations
I also have CLS but have to manually set the amounts to trade which becomes a hassle due to the station becoming full which means the ts stays full
Any suggestions?
Thanks in advance
Hi,
I'm currently trying to use this script, and after a while, my traders go on "EST on standby".
I use Mercury Tanker XL, with the "trader" rank. I set them to work from argon prime, using jumpdrive with a jump range of 6, and dealing only with meatsteacks cahoona and e-cells.
Does someone have a tip about this ?
Thanks
I'm currently trying to use this script, and after a while, my traders go on "EST on standby".
I use Mercury Tanker XL, with the "trader" rank. I set them to work from argon prime, using jumpdrive with a jump range of 6, and dealing only with meatsteacks cahoona and e-cells.
Does someone have a tip about this ?
Thanks
- X2-Illuminatus
- Moderator (Deutsch)
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Have you checked that there are any trade opportunities for the mentioned wares? While your jump radius is 6, I would guess that the need for Cahoona Meatsteaks is relative low at Boron, Paranid and Pirate stations, which you reach with 3 to 4 jumps from Argon Prime already.
With regards to Energy cells, there might be not enough producers, i.e. Solar Power Plants, to constantly supply all the stations within that radius, so that the price for energy cells is too high and your EST traders don't find a good deal.
With regards to Energy cells, there might be not enough producers, i.e. Solar Power Plants, to constantly supply all the stations within that radius, so that the price for energy cells is too high and your EST traders don't find a good deal.
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I have satellites where there are solar power plants, cahoona bakeries and consumers of these two ressources in argon space.
I force my traders to only work with these sectors. I see solar power plants full of energy, and factories low on energy (sell price 19), yet nothing happens.
I don't wuite understand what's wrong.
I force my traders to only work with these sectors. I see solar power plants full of energy, and factories low on energy (sell price 19), yet nothing happens.
I don't wuite understand what's wrong.
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@valerria
Dynamic product stock at target station
-> allows the trader/pilot to distribute stuff evenly.
Automatic rotation
-> trader/pilot switches to next ware in warelist. this is needful if you have a long warelist, or if the trader get stuck on one of the listed wares.
Intensive search
-> this is for traders 'jumps > 10' (and only used if so); and allows different/necessary routine to get a good deal in this extensiv area.
Dynamic product stock at target station
-> allows the trader/pilot to distribute stuff evenly.
Automatic rotation
-> trader/pilot switches to next ware in warelist. this is needful if you have a long warelist, or if the trader get stuck on one of the listed wares.
Intensive search
-> this is for traders 'jumps > 10' (and only used if so); and allows different/necessary routine to get a good deal in this extensiv area.