[Script][V1.0] Complex Buy/Sellpoints
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- SymTec ltd.
- Posts: 5285
- Joined: Mon, 11. Apr 05, 21:11
[Script][V1.0] Complex Buy/Sellpoints
Complex Buy/Sellpoints (final)
Especially in closed-circuit complexes, you cannot effectively sell a ware you produce too much of, because if you allow NPC-traders to dock at that station, they will buy out your whole stock and kill the complex by doing so. Just the same with your own ships running on "Buy Ware Best" and "Sell Ware Best": You either set the prices too high and have a full cargobay, or you set them too low and have an empty storage space.
This script outsources all the external trading to special docking ports right next to the main complex hub. These station-parts can be configured separately. Only if the cargobay of the main complex is too full for one ware (>65%), it is passed over to the Salespoint. If it is too empty for a ware (<35%), the cargospace is refilled from the Buying-point.
This Script
This station command, if started on a Complex Hub, creates two additional sections of this Hub: One section where all resources of that complex are being bought a second time, and one that sells all wares that are products in the complex as well. The hub is charged 500.000cr for these two new sections. Each section (which really is a station in itself, though does not look so) can have separate price settings, and has got separate docking slots.
Advantages over a normal Complex Hub
* Complex can have different buying- and selling-price settings
* player-owned ships can be provided better prices for wares than NPC-ships
* NPC-ships are kept away from the few dockingports of a complex hub
* additional sections increase the hub's cargospace
* Complex remains a closed system, where only surplus and urgend need is given and taken from the free market
How does it work?
Setting up the additional sections in the Station Command Menu (Price: 500.000cr):
[ external image ]
Sections have been added to the complex and are now visible on the sector map:
[ external image ]
Complex Hub with the additional sections (without complex tubes in this picture):
[ external image ]
Deactivating ware forwarding: Disallow other races to trade with one section:
[ external image ]
This packet contains 4 Scriptfiles, 2 Textfiles, 2 readmes, 4 Pictures, 1 Script Installer File and an uninstall-routine. The readme conatins forther information about the script and additional tips.
Download V1.0
[ external image ]
Technical
Commandslot: COMMAND_TYPE_STATION_1146
Pageid: 8773
This script is based on the X2-Script X2 Complex Kit - Complexes for X2 and works parallel to the Trade Command MK1/MK2-Extension.
DE
Especially in closed-circuit complexes, you cannot effectively sell a ware you produce too much of, because if you allow NPC-traders to dock at that station, they will buy out your whole stock and kill the complex by doing so. Just the same with your own ships running on "Buy Ware Best" and "Sell Ware Best": You either set the prices too high and have a full cargobay, or you set them too low and have an empty storage space.
This script outsources all the external trading to special docking ports right next to the main complex hub. These station-parts can be configured separately. Only if the cargobay of the main complex is too full for one ware (>65%), it is passed over to the Salespoint. If it is too empty for a ware (<35%), the cargospace is refilled from the Buying-point.
This Script
This station command, if started on a Complex Hub, creates two additional sections of this Hub: One section where all resources of that complex are being bought a second time, and one that sells all wares that are products in the complex as well. The hub is charged 500.000cr for these two new sections. Each section (which really is a station in itself, though does not look so) can have separate price settings, and has got separate docking slots.
Advantages over a normal Complex Hub
* Complex can have different buying- and selling-price settings
* player-owned ships can be provided better prices for wares than NPC-ships
* NPC-ships are kept away from the few dockingports of a complex hub
* additional sections increase the hub's cargospace
* Complex remains a closed system, where only surplus and urgend need is given and taken from the free market
How does it work?
Setting up the additional sections in the Station Command Menu (Price: 500.000cr):
[ external image ]
Sections have been added to the complex and are now visible on the sector map:
[ external image ]
Complex Hub with the additional sections (without complex tubes in this picture):
[ external image ]
Deactivating ware forwarding: Disallow other races to trade with one section:
[ external image ]
This packet contains 4 Scriptfiles, 2 Textfiles, 2 readmes, 4 Pictures, 1 Script Installer File and an uninstall-routine. The readme conatins forther information about the script and additional tips.
Download V1.0
[ external image ]
Technical
Commandslot: COMMAND_TYPE_STATION_1146
Pageid: 8773
This script is based on the X2-Script X2 Complex Kit - Complexes for X2 and works parallel to the Trade Command MK1/MK2-Extension.
DE
Last edited by SymTec ltd. on Sat, 4. Oct 08, 16:38, edited 1 time in total.
- SymTec ltd.
- Posts: 5285
- Joined: Mon, 11. Apr 05, 21:11
Krim wrote:SPK version pls
but looks great
Does have spk. Unfortunately, I checked the wrong box, so it looks like an X2-script. Please use it only on X3, and it is safe to use it there.SymTec ltd. wrote:This packet contains 4 Scriptfiles, 2 Textfiles, 2 readmes, 4 Pictures, 1 Script Installer File and an uninstall-routine. The readme conatins forther information about the script and additional tips.

Guess I packed this with the old packager tho.
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Hi. I've installed this script, and finally got it to show in the station command list (only activated once i docked at a complex). When i select it asks for a 5 digit log file number and then how many minutes. Nothing in the readme explains these parameters and i can't find any details on the web. If someone could explain this to me i'd appreciate it.
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- Posts: 12
- Joined: Sat, 27. Nov 04, 00:53
How do you increase the cargo size of the buy/sell hubs? I tried adding on a warehouse to them with a complex kit, but it just broke the system...
Its a bit annoying having all of your transports with 7.5k + cargo space brining only 5k energy cells at a time because the hub can only hold that many. Not to mention having so little space on the sell-point hub..
I've also tried adding warehouses to the main hub, it's size increased, but the two points have stayed the same. I've even tried blowing up the point hub and re-setting it up after having added the warehouses to the main hub, no result.
I wouldn't object to paying a mil for 2k more cargo space or so (Much less than the 1.5mil warehouse can increase a normal complex's capacity by).. Perhaps make that an option as a station command?
Its a bit annoying having all of your transports with 7.5k + cargo space brining only 5k energy cells at a time because the hub can only hold that many. Not to mention having so little space on the sell-point hub..
I've also tried adding warehouses to the main hub, it's size increased, but the two points have stayed the same. I've even tried blowing up the point hub and re-setting it up after having added the warehouses to the main hub, no result.
I wouldn't object to paying a mil for 2k more cargo space or so (Much less than the 1.5mil warehouse can increase a normal complex's capacity by).. Perhaps make that an option as a station command?
- SymTec ltd.
- Posts: 5285
- Joined: Mon, 11. Apr 05, 21:11
This is, unfortunately, not as easy as it seems, and will therefore not be done in this game.How do you increase the cargo size of the buy/sell hubs?[...]
Probably the final update of this script and topic:
- changed download link
- no code changes
- unless there's any unexpected behavior or news, I am now closing support for this script, moving on to the next X game
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- Posts: 119
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