With the Extended Trade Command Software MK1/MK2, a ship can buy and sell goods at the best price. It always looks to keep a certain percentage stock level of its ware in the station, so that the production can continue and there are alway enough goods present in the station, e.g. to sell them to other traders or keep up the supply chain. A new trade target finding algorithm ensures that, depending upon adjustments, only certain stations are traded with.
The command Connect Stations enables a ship to act like a complex constrcution kit, to build a moving link between two stations. Wherever a ware is needed in one of the stations that is produced by the other station, the ship will move a certain amount of this ware from the second station to the first.
Extended Trading Software MK1:
The ship will buy the entered ware for best price up to a certain stock percentage (1-99%) at its homebase.
Extended Trading Software MK2:
The ship will sell the entered ware for best price up from a certain stock percentage (1-99%) at its homebase.
If you add one of the following numbers to the percentage, special priorities will be used:
- 100 : Prefer trading with player stations
200 : Prefer trading with NPC-stations
300 : Prefer trading with Trade Stations
400 : ONLY trade with player stations
500 : ONLY trade with NPC-stations
600 : ONLY trade with stations every other race could buy, too
700 : Sell weapons/shields/missiles at EDs that do not even trade with them
1000-9000 : Adjust Jump Range
Attention: The jumprange for 0 jumps is 1000, 1 jump 2000, ...
Adjustment only works up to 8 jumps.
A list of these special functions appears again if one selects the command in the command menu of a ship and presses "i". Contrary to the normal trade commands, this extension can buy not only resources and sell products, but also in reverse, buy products and sell resources. However, the ship uses its full cargo capacity to buy and sell, so espacially when one uses a big ship and few, small-volume-wares, the percentage will not be met absolutely correctly. The freighter tries to achieve as good a compromise between short flight route and good market price as possible. However, it prefers stations that are not placed in pirate sectors and stations that meet the requirements of the special adjustments mentioned above. The Player HQ is never chosen as target. You have to use the normal softwares there.
The priority whether a ship rather flies a longer way or rather chooses an offer in the closer environment that is slightly worse can still be changed by me later. I calculated it after a relatively short test phase. A short feedback is needed so that I can change the values and publish a new version.
The ship will now - like a complex construction kit - link two stations. It will buy and sell at the ware price of each station, so that any gains or losses will be carried by the homebase. If there are problems with money, the ship will use the player's bank account or just take and drop the ware. The ship is able to use a jumpdrive.
The command will scan the two stations that are entered and find out which ware is needed by one station and produced by the other. It will then move to the first station, get the ware and move it to the other station. This way, as ship can even supply NPC-stations.
Connect stations with TL: (really: Connect Sectors)
The command needs two sectors and the selection of a ware (at a random station). TL will then use the ships (TS, TP) it owns to buy wares in one sector and sell them in another. For this, EVERY ship involved has to be equipped with the Freight Transporter. TL also needs Trade Command Software MK1 and MK2.
The script package (.zip) contains:
- many Scriptfiles, 2 Textfiles (one relevant)
- 1 .spk-Script Installer File
- a readme
cmd: 441, 442, 445