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[REQUEST] Improved Sector Trader
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SilverStar95





Joined: 25 Oct 2008
Posts: 18 on topic

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PostPosted: Sat, 25. Oct 08, 15:21    Post subject: [REQUEST] Improved Sector Trader Reply with quote Print

I don't know if it's simply a limitation of the game design or if it's a bug, but the Sector/Universe traders seem rather broken, in that once they hit a certain point, they forget to ever do their job again (7 freighters, each one has had the same issue when it hit level 7).

So, what I'm wondering is if someone might be able to do up a script to allow for a more... robust Sector Trader.

The idea is almost like the Command Queuing script, but with the change in that you can integrate it with the Remote Best Sell option as well.

For example:
Buy Energy Cells at SPP XL
(Option to buy for up to a fixed price)
-Fly to (given sector)
-Best Sell Energy Cells
(option to set minimum selling price)
-If Energy Cells still in cargo:
-Best Sell Energy Cells
-(repeat until cargo empty)
-Fly back to original SPP XL and repeat.

So far, short of owning your own base/mine/factory/etc..., you can't set a ship to do automatic runs for profit, with a single starting point. And without being able to trust the in-game trading AI to actually be able to do its job (I've tried multiple days AND nights of keeping it on 10x SETA with the trading AI going, only to have it not do any trading at all), it's been painfully slow for me to even be able to make any money in the game without having to use OTHER scripts.

Or even if you could just assign a given AI-controlled base as the "home" base for trading purposes, limiting a trading ship to a particular type of material and having it do automatic purchase-at-minimum -- sell-for-profit-in-range runs, would be a fair sight better than the broken affair that's in the game presently.

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Sandalpocalypse





Joined: 02 Dec 2003
Posts: 3547 on topic

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PostPosted: Sat, 25. Oct 08, 17:28    Post subject: Reply with quote Print

It's possible that running 10x seta is actually the problem. The game might be eating into the AI scripts to keep the sim running. Try lower SETA speeds, because I know my sector traders went from 1 -> 10 without interruption.

I don't think there's a trade script quite like that, no. You can set up infinitely repeating manual trade runs but I don't think they will check relative prices. That's useful for supplying an NPC factory you want to keep running, or for internal factory logistics, but not for freetrading.

Quote:

Or even if you could just assign a given AI-controlled base as the "home" base for trading purposes, limiting a trading ship to a particular type of material and having it do automatic purchase-at-minimum -- sell-for-profit-in-range runs, would be a fair sight better than the broken affair that's in the game presently.

That's basically what sector / local trader does. (Sector traders can now act as local traders at like level 8.)

You can sort of set that up with a trading station. I've never done it myself. But if you have a good at the station, you should be able to set a buybest trader and a sellbest trader on the same good. If you have at average price it should work fine.

Every freighter being able to do that would be silly though, there'd be no room for player trading. I mean you're basically talking about the AI freetrader script with jumpdrive tacked on.

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