Version: 2.00
Text File used: 7484
Command Slot used: <t id="435">COMMAND_TYPE_TRADE_35</t> - Weapons Trader
Text Page used: 7484
Download: plugin.weaponsdealer.spk
Description
Weapons Dealer is an addon for the Trade Command Mk 3 software. The weapons dealer will trade in large quantities of missiles, shields and lasers. This includes Tractor Beams and Mobile Drilling Systems. The trader will be able to sell any amount of cargo, so long as a suitable dock is available. This is achieved by selling wares to select Equipment Docks who will buy the extra stock.
If no homebase is assigned, the dealer will operate in Free Trade mode, buying and selling weapons much like a UT. Except the pilot is now no longer limited to sell a small number of weapons. For example the pilot can buy out a fab and sell all the stock much faster than a normal UT pilot.
In Free Trade mode the dealer first tries to sell to at least two docks close to the fab, which want the ware and keep it available for other buyers. After this the dealer sells to a dock which will buy all of the rest of his stock.
If a homebase is assigned behaviour is changed depending on what the homebase is. If it is one of your fabs producing weapons, the dealer will work for the fab, selling wares to the nearest EQ dock that will buy everything. The pilot is careful to leave 50% of maximum storage in stock only selling the excess.
If a homebase does not produce weapons the dealer will go into Free Trade mode but use the funds available at the homebase. This is how you can control the funds the dealer will use in Free Trade mode.
Setting the homebase Trade with Other Races to "No" will cause the dealer to stop selling and go on standy after completing the current run.
* The pilot can go to a training course to reach the top level for a small fee if you don't have a level 25 pilot. If the ship has no pilot a level 1 pilot is provided and the option to go on the training course is presented.
Requirements
Trade Command Mk 3
Jumpdrive enabled ship that can dock at weapons fabs.
Useage
From the Trade menu of a ship select "Start weapons trader..."
If the ship has a jump drive the trader will start weapons trading. If the pilot is not level 25 you'll get offered a training course to level up.
Assigning a homebase which does not produce weapons makes the dealer use the funds available at base and roam the universe buying and selling weapons.
Assigning a homebase that produces weapons will make the dealer work for that fab/complex. The dealer will sell wares but always leave 50% of the maximum store amount in stock. This is in case you need it! Wares are sold when stock is above 95% or when the ship cargo bay can be filled, whichever comes first. Either way half the total maximum cargo will be left in stock.
You can use any jump drive enabled ship which can dock at regular factories and limit how much money the dealer uses. However, as with conventional manual weapons trading this trader works ideally with a fully mapped universe, a TS class ship and plenty of money!
Notes
* The dealer will buy up to 12 drones in one go if none are in the cargo bay
* Deploys any drones and tries to jump out if attacked.
* Energy cells for the jumpdrive are purchased as needed. Maximum fuel tank is 20% of the total ship cargo space.
* Currently the pilot will not conduct damage repairs or any upgrades. The upgrades are left to the player to decide. I felt this was a better option so the player retains control over the cargo bay size. I will probably add in damage repair in the next version.
* Pilot will go on standby if funds drop below 5,000 credits and continue when more than that is available.
* Pilot will also go on standby if working for your fab and there is not yet enough stock to sell. Trading continues when there is enough stock available. You'll always have 50% of maximum left in case you need it.
Changelog
v2.01 - 23/10/2007
Small bugfix. If the trader is working for a fab the ware price is not needed.
v2.00 - 20/10/2007
Added support for home bases.
Removed v1.00 startup costs.
Restructured scripts and code to use my own.
v1.00 - 18/10/2007
Initial beta release
Next versions?
Optimise and tidy the code some more. Improved error detection and handling.
Add in support for PHQ and player docks.
Add in support for other ships to be used as a home base. For example using a TL as a base of operations.
Configurable minimum stock levels.
Custom ranks (possibly!)
...more things
