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naisha
Joined: 11 Oct 2008
Location: Italy
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Posted: Fri, 6. May 11, 18:41 Post subject: |
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Hello, Ive been using CAG till now but it CAG after awhile stops working and there is nothing i can do about it so Im taking a look here
First, i would like to know if Pilots here cooperate between them. I mean i dont want 2 traders going to the same factory for the same resource.
So, do they check their destination for other traders going for the same thing like CAG does?
Thanks
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Wee_Mee
Joined: 26 Nov 2005 Posts: 28 on topic Location: swansea

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Posted: Fri, 6. May 11, 19:11 Post subject: |
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Hi all I used to play x3 loads and got used to using scripts but i had long break from x games and now come back to play X3TC. I installed this script with plugin manager and set up a station with it and got 2 merc traders setup but problem is they just don't move to buy or sell any thing.I put sats in like 20-30 zones around the area my best buy loc can see wares i need and ships have all the stuff installed to work but they are doing nothing.
_________________ "enuff said now its your turn" |
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s9ilent

Joined: 29 Jun 2005 Posts: 1993 on topic Location: Galactic Sector ZZ9-Plural Z alpha +10 GMT

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Posted: Sat, 7. May 11, 07:59 Post subject: |
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@naisha
Yes, my pilots do not go to the same factory (Technically, they can go to the same factory but never to trade the same wares)
@Wee_Mee
Can you send your save game?
(My email address is in my profile, alternatively you can just type in my name, at gmail dot ocm.
If you can send the save game, then can you tell me a bit more info, e.g. What kind of station, where, jump drives or no jump drives, station max jumps, energy refuel amount on the traders etc.
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naisha
Joined: 11 Oct 2008
Location: Italy
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Posted: Sat, 7. May 11, 11:54 Post subject: |
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Ah ok great, then ill download your script and hope its gonna work with XTC (Xtended Terran Conflict mod).
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Wee_Mee
Joined: 26 Nov 2005 Posts: 28 on topic Location: swansea

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Posted: Sun, 8. May 11, 07:22 Post subject: |
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Hey thx for reply thing was i used the cheats to just see how the mod worked and i set up single energy XL plant. Mainly to see how it worked in relation to the station manager mod.
Funny thing was Once I used a complex construction kit on the XL plant and joined it to a beef fac it started to work and they was buying and selling stuff.
I am not sure why it was working maybe due to game time IE it was in first hour of game time , well i dunno but it seems to be working now.
I would send a save but i delete them all with my files to reinstall but if I run into any more problems i get one to you.
Thank you for the offor. 
_________________ "enuff said now its your turn" |
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IceDown
Joined: 07 Jan 2006 Posts: 30 on topic Location: USA

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Posted: Sun, 19. Jun 11, 17:25 Post subject: |
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I've added the Unknown Sector for the Hub to the excluded sector list but haulers from my ore mines, run by SFM, Keep showing up and selling. I've got the price set high there for the hub traders( not run by SFM) to get rid of the ore. If the sector is excluded why are they still showing up? Or am I totally wrong on what excluded sectors do?
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s9ilent

Joined: 29 Jun 2005 Posts: 1993 on topic Location: Galactic Sector ZZ9-Plural Z alpha +10 GMT

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Posted: Sun, 19. Jun 11, 23:37 Post subject: |
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Hi IceDown, that is what it's "supposed" to be for... although having looked through the script... I don't see where it actually does that. I will try to resolve the bug and put out a new version.
For now, can you exclude a single station instead of the entire sector.
*edit*
I've uploaded a new version which should now be able to work with excluded sectors.
(I'm still confused as to how I could have made the UI and everything.. but not make the feature actually work... Usually the script comes first and UI last...)
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mjl1966
Joined: 02 Apr 2010
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Posted: Thu, 8. Sep 11, 02:33 Post subject: Need help making script run. |
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This is my first attempt to run a script. I read the tutorial on how to install content and put everthing in the t and script files as directed.
I have no idea what to do next. There are no new commands in any of the menus. I looked at the Script Editor, but have no clue whether or not I have to do something in there.
I apologize in advance if all of this information is elsewhere, but I cannot find the information I need to actually use this script.
Any help appreciated.
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s9ilent

Joined: 29 Jun 2005 Posts: 1993 on topic Location: Galactic Sector ZZ9-Plural Z alpha +10 GMT

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Posted: Thu, 8. Sep 11, 04:13 Post subject: |
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There should be new commands in the stations command menu, and in the ships command menu
(if you have the required Trade Command Software Mk 2)
If there isn't then the scripts are not activate yet. In which case either:
a) It was not installed correctly (scripts not in the correct folder?)
or
b) Your game is not modified yet (change name to Thereshallbewings, save game, load game)
- I will also point out that there are no "extra" steps required for setting this up.
Last edited by s9ilent on Thu, 8. Sep 11, 04:20; edited 1 time in total |
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mjl1966
Joined: 02 Apr 2010
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Posted: Thu, 8. Sep 11, 04:19 Post subject: |
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Thank you! I activated script editor with name change, exited and came back in. There was a nice .sfm option available to put in a slot.
The tutorial link does not work (as I'm sure you're aware). Is there a manual/tutorial document somewhere? I have not used any other script ever so I'm really starting from scratch.
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s9ilent

Joined: 29 Jun 2005 Posts: 1993 on topic Location: Galactic Sector ZZ9-Plural Z alpha +10 GMT

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Posted: Thu, 8. Sep 11, 04:25 Post subject: |
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Eeep... I accidentally deleted the manual...
--
I've uploaded it again, the links on the original post should work now
Although, I should warn you in advance:
The manual is generally crappy and VERY old (it is for the original script, there have been some upgrades since then)
But everything in there is reasonably accurate
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mjl1966
Joined: 02 Apr 2010
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Posted: Thu, 8. Sep 11, 04:51 Post subject: |
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Actually, that helped a lot. I now understand the "behind the scenes" action and most of the UI.
Is there a reference for the new features such as ignores and ship's equipment?
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mjl1966
Joined: 02 Apr 2010
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Posted: Thu, 8. Sep 11, 05:19 Post subject: |
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Actually, that helped a lot. I now understand the "behind the scenes" action and most of the UI.
Is there a reference for the new features such as ignores and ship's equipment?
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s9ilent

Joined: 29 Jun 2005 Posts: 1993 on topic Location: Galactic Sector ZZ9-Plural Z alpha +10 GMT

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Posted: Thu, 8. Sep 11, 09:39 Post subject: |
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w.r.t Is there a reference to .....
Unfortunately no
And given that I'm eagerly waiting for x:rebirth, I don't feel particularly strongly inclined to upgrade my TC work any more
But I will give you a quick run down of how those things works
Exclude station/race/sector- Allows you to specify stations, races, or sectors which are ignored. (Note ignored races, means sector owner race, not station owner race)
Blacklisting is an automated process. You can configure it in the global settings. Basically you set up blacklist rules. If it destroys a ship, the sector is blacklisted for X minutes, and/or if some rule is violated, it will blacklist it for y minutes
e.g.
Any enemy bigship -> blacklist 20 minutes,
Any enemy smallship, blacklist 10 minutes
Destroyed my ship, blacklist 30 minutes
-------
Equipment-ing
1) You set up templates.
-note, there is an option in the template to max out shields. If this is on yes it will automatically try to max out the shields on the ship
-You do not need to set energy, use the normal jump energy levels in the command menu instead
2) You tell your ships to use the templates.
e.g. I might set up a template for Max shields, + 20 fighter drones +20 fighter drone mk 2's. And give that to all my freighters.
How it works-
Between each trade, the ships will check their current equipment, vs their template. If their equipment level for a particular ware is BELOW 80%, they will try to buy more of it.
Other minor notes-
There are some other tiny built in tid bits. e.g. When it docks at any station it will always try to refuel and re-equip from where it docked.
"Buggy" Behaviour (technically not a bug, but generally undesirable behaviour)
-When searching for equipment it does a... rather simply quantity check. Meaning it can do silly things like fly half way around the galaxy to buy 1 fighter drone.
I really wanted to "fix" this, but it occurred to me that I have no idea how to... some how I needed a way to define some "minimum" reasonable level to buy. But what is reasonable? (Any input is always appreciated) Credit based? Volume based? The only thing I could think of was to add "another" setting, but tbh.. there are already 5 billion settings stashed away in this script package and I didn't really want to complicate it.
----
Other misc notes:
I don't think it's specified any where in my documentation but if a ship has been set to use it's jump drive, it will ONLY visit sectors that have jumpable jump gates.
Which means they will really only trade with that 1 Terran sector.
If you have any further questions feel free to post away (or email/message etc.)
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billw
Joined: 01 Oct 2008
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Posted: Tue, 17. Jan 12, 20:39 Post subject: |
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Bug report:
I left my game running with 4 factories all with this script running, with SETA at 200%. Came back after a few hours and checked my cash. It was at 2billion, and constantly decreasing about 30 mill a second. I looked at my factories and one of them was constantly increasing about the same amount. And now they are stuck like that, each time they reach 2bil or 0 they roll over. Looks like a bug in the automatic transfer of funds, and the values are under or over flowing 32 bits.
I am using XTC but no other station management plugins.
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