[Script Request] Local Trader
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[Script Request] Local Trader
dunno if Xai-Corp has done this yet...I loved it.
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something wierd... I made a ST and left him alone for a while in HoL... then i decided to move him to a new sector, but keep him as a sector, not universe trader. however, when i selected the sector for him to trade in, it asked for an additional input number (jumps)! I'm wondering if because he's not a lvl10 sector trader, he can handle a few sectors in a local area.
this would be tremendously useful, if i'm reading it right. One thing I've always disliked about UT's is their tendancy to fly into really stupid places. Being able to say 'okay, stay within 3 jumps of argon prime' would be sweet.
this would be tremendously useful, if i'm reading it right. One thing I've always disliked about UT's is their tendancy to fly into really stupid places. Being able to say 'okay, stay within 3 jumps of argon prime' would be sweet.
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Re: [Script Request] Local Trader
The Local Trader is in X3:TC.Rudenut wrote:dunno if Xai-Corp has done this yet...I loved it.
Iirc, once a Sector trader reaches level 8 you can restart the Sector trader command and it will run ask for a range.
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Re: [Script Request] Local Trader
Now if only the gosh darned ST and UT worked consistantly life would be a lot better. I'm really looking forward to a script or patch which stops the traders locking up and going into permanent standby in this game, its irksome.moggy2 wrote:The Local Trader is in X3:TC.Rudenut wrote:dunno if Xai-Corp has done this yet...I loved it.
Iirc, once a Sector trader reaches level 8 you can restart the Sector trader command and it will run ask for a range.
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I don't have much of a problem with traders going into eternal standby. In fact the MK3 traders seem to be much improved and more functional than they ever were in Reunion. Still no EST though
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What is the best way to ensure your UTs don't fly through Xenon sectors? Will the friend/foe setting handle this?

What is the best way to ensure your UTs don't fly through Xenon sectors? Will the friend/foe setting handle this?
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Apols, I've been flagbearer on a bug in the game that lots of people seem to be struggling with.Cycrow wrote:mmost likly it goes into standby because it cant find anything to trade in the surrounding areas, so it might be worth telling it to fly somewhere else andstartign the command again
http://forum.egosoft.com/viewtopic.php?t=217560
Its definately not an issue with traders not being able to find goods its an ongoing bug that stops traders from working for what looks like a considerable numbers of players. Unless they're constantly monitored UTs stop working and shut down in short order.
Anyway, I'm excited by the prospect of a 3rd party script which might fix this.
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Cool. Any chance of that making it into a future patch or bonus pack?Cycrow wrote:afaik the navigation for the traders havn't been improved, so they will most likly travel through hostile sectors the same as in X3R
i will adapt my old firelance navigation scripts to TC sometime thou so you can blacklist sectors and have smart route selection
I have had this problem a few times in TC, and every time I found that the trader in question had a full cargo hold. Seems like MK3 traders can't cope when they make a purchase and someone beats them to the sell. IIRC it's always been this way.Chris150150 wrote:Apols, I've been flagbearer on a bug in the game that lots of people seem to be struggling with.Cycrow wrote:mmost likly it goes into standby because it cant find anything to trade in the surrounding areas, so it might be worth telling it to fly somewhere else andstartign the command again
http://forum.egosoft.com/viewtopic.php?t=217560
Its definately not an issue with traders not being able to find goods its an ongoing bug that stops traders from working for what looks like a considerable numbers of players. Unless they're constantly monitored UTs stop working and shut down in short order.
Anyway, I'm excited by the prospect of a 3rd party script which might fix this.
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I wondered if it might be that myself but its not unfortunately. The only thing that these guys have in their cargo holds is a few hundred energy cells for jumping and some fighter drones.homerdog wrote:Cool. Any chance of that making it into a future patch or bonus pack?Cycrow wrote:afaik the navigation for the traders havn't been improved, so they will most likly travel through hostile sectors the same as in X3R
i will adapt my old firelance navigation scripts to TC sometime thou so you can blacklist sectors and have smart route selectionI have had this problem a few times in TC, and every time I found that the trader in question had a full cargo hold. Seems like MK3 traders can't cope when they make a purchase and someone beats them to the sell. IIRC it's always been this way.Chris150150 wrote:Apols, I've been flagbearer on a bug in the game that lots of people seem to be struggling with.Cycrow wrote:mmost likly it goes into standby because it cant find anything to trade in the surrounding areas, so it might be worth telling it to fly somewhere else andstartign the command again
http://forum.egosoft.com/viewtopic.php?t=217560
Its definately not an issue with traders not being able to find goods its an ongoing bug that stops traders from working for what looks like a considerable numbers of players. Unless they're constantly monitored UTs stop working and shut down in short order.
Anyway, I'm excited by the prospect of a 3rd party script which might fix this.
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I agree, i think it has to do with the UTS buying cargo and getting beat to the station, they arrive at the station and go into standby mode because they dont know what to do with their cargo, instead of trying to sell the cargo they are full on, they search for new cargo to buy, but go into standby because their cargo bay is full they CANT buy new items. So its a loop, want to buy new items, cant buy items because of space, and wont sell what they have in cargo bay.
I also noticed, with some of my station traders, i had 3 identitical mercury super freighters selling things. I babysat them, and all 3, were trying to sell to the same destination station. One ship would get there and sell its wares, then all 3 would fly back to the homebase station. the ONE ship that sold its goods, would reload filling its cargo, and then once AGAIN all 3 ships would charge off to the same destination. creating a loop/race/bottleneck, of 3 ships racing to the same destination, and racing to return to homebase. I think the cycle will break eventually, if 2 stations were buying my goods for same price, but thats ridiculous i know someone made scripts in x3r that prevented multiple sellers selling to same desintation station. i think it was CYCROWS HOMEBASE COMMANDS, combined with Burianek station manager scripts. that let you "add" a ship, to a station that would manage all the needs of the station buying and selling, while also assigning a homebase to the ships selected. we definitely need that brought to x3tc, in addition to mk3 full cargobay/standby mode being fixed. Once cargo bay is full it needs to SELL that cargo, not look for new things to buy!
I also noticed, with some of my station traders, i had 3 identitical mercury super freighters selling things. I babysat them, and all 3, were trying to sell to the same destination station. One ship would get there and sell its wares, then all 3 would fly back to the homebase station. the ONE ship that sold its goods, would reload filling its cargo, and then once AGAIN all 3 ships would charge off to the same destination. creating a loop/race/bottleneck, of 3 ships racing to the same destination, and racing to return to homebase. I think the cycle will break eventually, if 2 stations were buying my goods for same price, but thats ridiculous i know someone made scripts in x3r that prevented multiple sellers selling to same desintation station. i think it was CYCROWS HOMEBASE COMMANDS, combined with Burianek station manager scripts. that let you "add" a ship, to a station that would manage all the needs of the station buying and selling, while also assigning a homebase to the ships selected. we definitely need that brought to x3tc, in addition to mk3 full cargobay/standby mode being fixed. Once cargo bay is full it needs to SELL that cargo, not look for new things to buy!
Last edited by Enuo on Wed, 22. Oct 08, 23:27, edited 1 time in total.
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There were multiple scripts that handled station trading efficiently in Reunion. Station Trader and CAG come to mind. CAG really should have been incorporated into TC IMO.Enuo wrote:I also noticed, with some of my station traders, i had 3 identitical mercury super freighters selling things. I babysat them, and all 3, were trying to sell to the same destination station. One ship would get there and sell its wares, then all 3 would fly back to the homebase station. the ONE ship that sold its goods, would reload filling its cargo, and then once AGAIN all 3 ships would charge off to the same destination. creating a loop/race/bottleneck, of 3 ships racing to the same destination, and racing to return to homebase. I think the cycle will break eventually, if 2 stations were buying my goods for same price, but thats ridiculous i know someone made scripts in x3r that prevented multiple sellers selling to same desintation station. i think it was CYCROWS HOMEBASE COMMANDS that let you "add" a ship, to a station that would manage all the needs of the station buying and selling. we definitely need that brought to x3tc, in addition to mk3 full cargobay/standby mode being fixed. Once cargo bay is full it needs to SELL that cargo, not look for new things to buy!
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i honestly had CAG problems, ships would be set to CAG but never launch, the one i did have luck with and was very impressed with was the one that you had to go to additional commands, add ship to station. and it would automatically make the ship you select a homebase assigned ship, and it would handle all the needs of the station both buying and selling. On further thought im pretty sure it was station manager linked here :
http://forum.egosoft.com/viewtopic.php?t=115527
hopefully an x3tc version will be made
http://forum.egosoft.com/viewtopic.php?t=115527
hopefully an x3tc version will be made
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Right, Station Manager was another one but I never used it. I used Station Trader 'till I finally downloaded the bonus pack and switched to CAG. CAG was definitely a more powerful script, but also very hard to use. It also had the added benefit of being pilot compatible with EST which was my primary source of income.
Station Trader probably struck the best balance between ease of use and functionality. Too bad it never made it into the bonus pack.
I'm still holding off on building stations until some sort of script is released to deal with this.
Station Trader probably struck the best balance between ease of use and functionality. Too bad it never made it into the bonus pack.
I'm still holding off on building stations until some sort of script is released to deal with this.
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