AS.Scripts (23/04/2005 13:27)
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- Posts: 2131
- Joined: Mon, 27. Dec 04, 11:49
BZZZZT! Wrongo.
You misunderstood.
I owned the SPP.
I could get one ship to supply EITHER 'ore mines' OR 'silicon mines' FROM the SPP.
I could NOT supply BOTH 'ore mines' AND 'silicon mines' at the same time. Because the command does not put 'DIFFERENT TYPES' in the fab list. I tried.
You misunderstood.
I owned the SPP.
I could get one ship to supply EITHER 'ore mines' OR 'silicon mines' FROM the SPP.
I could NOT supply BOTH 'ore mines' AND 'silicon mines' at the same time. Because the command does not put 'DIFFERENT TYPES' in the fab list. I tried.
Get some Space Music:
https://samuraipenguinstudios.bandcamp.com/
https://samuraipenguinstudios.bandcamp.com/
>>AdmiralTigerclaw
Yes you can. The problem may be that if you tried to run command "Supply and transport for parallel factories..." or "Transport and supply for parallel factories..." it have removed from configuration array of factories that one of king different from main factory.
If you for command "Outside supply of complex and transport..." specify your own supplayer of any resource it will be the first place to go for that resource. If you are short of that resource than ship will fly to buy some.
Yes you can. The problem may be that if you tried to run command "Supply and transport for parallel factories..." or "Transport and supply for parallel factories..." it have removed from configuration array of factories that one of king different from main factory.
If you for command "Outside supply of complex and transport..." specify your own supplayer of any resource it will be the first place to go for that resource. If you are short of that resource than ship will fly to buy some.
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- Posts: 2131
- Joined: Mon, 27. Dec 04, 11:49
I thought that meant outside supply only.
Get some Space Music:
https://samuraipenguinstudios.bandcamp.com/
https://samuraipenguinstudios.bandcamp.com/
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- Posts: 32
- Joined: Tue, 8. Feb 05, 18:17
I am having trouble with the as_maintain_quantity script. I've definitely got the files in the correct directories, and the correct Trade software on my TSs, but the options are not there in the Trade menu. I've had a look at the scripts, and maybe is there a conflict with the slots (t id) in the SMS script ? as I think t id 422 and 423 are used in the SMS scripts ?
This "command slot thing by Egosoft" is pice of cr..p It could work if the only new scripts was developed by Egosoft itself.
But we have now so many usefull independent scripts that it is not posiible to avoid conflicts
Well, if script editor does not scary you too much, you can try to modifiy my script to avoid conflicts with other scripts you use.
But we have now so many usefull independent scripts that it is not posiible to avoid conflicts
Well, if script editor does not scary you too much, you can try to modifiy my script to avoid conflicts with other scripts you use.
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- Posts: 32
- Joined: Tue, 8. Feb 05, 18:17
http://www.egosoft.com/x2/forum/viewtopic.php?t=48593mjwraw2000 wrote:I'm not familiar with the script editor - presumably I need to download this and then load in the xml files for editing ?
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- Posts: 32
- Joined: Tue, 8. Feb 05, 18:17
- nuclear_eclipse
- Posts: 1129
- Joined: Thu, 2. Sep 04, 01:54
hey adam, would you be willing to allow me to use a modified form of some your AS.Complex scripts in the release of my shipyard scriptset? I'm using a highly customised form of resource collection, and the default trade commands dont work when properly customised for my needs, and BPH has too many extra things to be usefull. If you wouldn't mind, I'd like to edit your scripts for my needs and release them with my scriptset, with credits to you of course. Please let me know. Thank you
travelingtrader
I've been having some trouble with the traveling trader script.. whenever i initialize it it get an error. i've tried reinstalling it but still no luck. any ideas?
AS.Guard misbehaving
I'm having a lot of trouble with the AS.Guard scripts lately. Instead of sitting in their home sector, they are wandering. When I first set up AS.Guard it worked correctly, but suddenly they have started to wander. They travel 2 sectors away and then jump back to their home. They are only stopping to refuel when they need the energy to return home.
Has anyone else had this problem?
Has anyone else had this problem?
Last edited by SGWB on Tue, 6. Sep 05, 10:14, edited 1 time in total.
AS.Guard misbehaving - solution found
So I think I found a solution to my problem.
WARNING - I am a true novice scripter - follow my example at your own risk!!
It appears to be a problem in the AS.Guard.find.fuel.seller.xml script. At the top of this script it says:
if $Emergency ...
$Range = 0 ...
else
$Range = 9 ...
I changed "$Range = 9 ..." to "$Range = 0 ..." It seems to have fixed the problem. Here is my reasoning.
In experimenting with this problem, I figured out that it was a probem with the fuel gathering behavior. If I used my transporter device to fill an AS.Guard enable ship to the gills with energy cells. it would stop moving and wait for an enemy to crop up, just as it should. But after using a few cells, it would start misbehaving again. I also found that by turning off the "Deliver fuel for Guard" command on an M6's supply ship, the M6 would start going from SPP to SPP, all in one sector, pausing for a few moments at each one untill the supply ship was reenabled.
Then I tried a "manual refuel of guard" command on the M6. It traveled half way across the galaxy to one of my SPP's and filled itself. More importantly, it took the same path as when it was using the automatic refuel behavior.
So, it seems that the guard was trying to fill up at the cheapest source, but that was my own SPP 9 sectors away! I have all my guards configured with a jump range of 2 sectors. The guard was seeing my SPP, travelling towards it, noticing that it had reached the maximum jump distance from it's home base, and jumping back. Repeat indefinately...
So by changing $Range to equal 0, the guard will never leave the current sector to find fuel. I'm sure the proper solution is to set $Range to the guard's jump range, but I don't know how to do that 'cause I'm a novice
WARNING - I am a true novice scripter - follow my example at your own risk!!
It appears to be a problem in the AS.Guard.find.fuel.seller.xml script. At the top of this script it says:
if $Emergency ...
$Range = 0 ...
else
$Range = 9 ...
I changed "$Range = 9 ..." to "$Range = 0 ..." It seems to have fixed the problem. Here is my reasoning.
In experimenting with this problem, I figured out that it was a probem with the fuel gathering behavior. If I used my transporter device to fill an AS.Guard enable ship to the gills with energy cells. it would stop moving and wait for an enemy to crop up, just as it should. But after using a few cells, it would start misbehaving again. I also found that by turning off the "Deliver fuel for Guard" command on an M6's supply ship, the M6 would start going from SPP to SPP, all in one sector, pausing for a few moments at each one untill the supply ship was reenabled.
Then I tried a "manual refuel of guard" command on the M6. It traveled half way across the galaxy to one of my SPP's and filled itself. More importantly, it took the same path as when it was using the automatic refuel behavior.
So, it seems that the guard was trying to fill up at the cheapest source, but that was my own SPP 9 sectors away! I have all my guards configured with a jump range of 2 sectors. The guard was seeing my SPP, travelling towards it, noticing that it had reached the maximum jump distance from it's home base, and jumping back. Repeat indefinately...
So by changing $Range to equal 0, the guard will never leave the current sector to find fuel. I'm sure the proper solution is to set $Range to the guard's jump range, but I don't know how to do that 'cause I'm a novice
- LifeMatrix
- Posts: 53
- Joined: Wed, 18. Feb 04, 07:34
Can these changes be implemented now?
I realise that by now most members have either moved on to playing X3 or other games. And it seems the majority of X2 players remaining now are satisfied in sticking with the signed scripts in the Bonus Pack. But I'm sure quite a bit of effort and ingenuity went into these scripts. They could still be useful. And, to be fair, 2 years is really not that long ago.
Is there any chance that adam00 (or someone else) might implement some of the proposed changes and bug fixes that were talked about? Most of the changes and bug fixes were very specific. And in a couple cases the exact changes to code were specified.
From the dates of the last releases of files, it seems none of these plans were implemented:
adam00 wrote (4. Sep 04, 22:04):
adam00 wrote (8. Sep 04, 08:37):
adam00 wrote (8. Sep 04, 08:37):
Is there any chance that adam00 (or someone else) might implement some of the proposed changes and bug fixes that were talked about? Most of the changes and bug fixes were very specific. And in a couple cases the exact changes to code were specified.
From the dates of the last releases of files, it seems none of these plans were implemented:
adam00 wrote (4. Sep 04, 22:04):
adam00 wrote (6. Sep 04, 13:05 ):happykoala wrote:a) "Collisions detection" work for inside factories as well.For complex buying according to the readme
"2) find supplier of ware in defined suppliers or factories of complex
3) if there is no "inside" supplier will search for outside supplier using parameters of gived factory (max price, jump range), searching algorithm with detection of collisions - players ships will not fly to same station for same purpose"
Will there be detection of collisions for inside factories or only outside suppliers?
Also I reduce all my factories $ to zero and my transports stop buying stuff. What am I doing wrong with the using personal $ instead of station $?
b) I fixed "buying algorithm" but main loop choosing what to buy still checks money of complex and of course decide not to buy anything, my mistake I will fix it soon.
I think it would have been neat if this could be made an optional choice. Something that could be configured? Or perhaps two different commands to choose from?Do you think that AS.BuyRareGoods shouldn't buy from players factories? I could make it this way, but I am not sure if it is best option.
adam00 wrote (8. Sep 04, 08:37):
adam00 wrote (8. Sep 04, 23:19):1) Well, I will fix this.Found a few bugs in AS.Complex 1.03
1. TP ships will still try to transport/sell XL size goods (i saw it happen with silicon)... they go to the station, find out they cant move it, try again..etc. waste time.
2. [Balance Selling Depots] appears with just TradeCommandMK1
3. Still trying to hunt down a bug where the complex configuration gets corrupted (cut down to only a few fabs, like 5 out of 12)
2) Strange - you should need MK1 + MK2 + Jumpdrive - I have to check it.
3) I will try to find it too.
It seems like, in it's day, AS.Complex was a leading choice for Trade/Station Management. Perhaps, if things had gone differently, we might have had AS.Complex as part of the Bonus Package? If it weren't for some of these nasty bugs, I'd be tempted to use it.I should (and I will) modify code of this "parallel" commands, they are self-modifing its configuration, they shouldn't...Ok i think i tracked the bug down: .....
adam00 wrote (8. Sep 04, 08:37):
adam00 wrote (8. Sep 04, 23:19):I think I could change the way of scaning, split it to 3 stages: a) only sector with factories, b) sector with flying player ships, c) rest of sectors.2) hrm... err... ok... like, maybe... you could... make the script think all sectors in patrolling area with stations are primary sectors?
As it is you have to split up your forces to cover a few bases properly... but if it considered all station-sectors to be primary, i could have all the ships stationed in Argon Prime and serving ALL my stations in the main Argon Quadrant.
At the moment i can't do it or i'll find my ship from Power Circle (my BPH training facility) fighting in Seizewell
Do you think this is a good idea?
Combined, I think these two changes and a few minor alterations might have made AS.Guard a viable alternative to "Basic Patrol Commands" (aka Marks fight software Mk3). It still would't be as sophisticated, of course. But sometimes simplicity is prefered - esp. if it gets the job done.This kind of cooperation will be hard to do, but who knows, maybe I try to do itPerhaps then the threat assesment code should be able to call for 2 M6s if it detects a large threat and there are no M2s available?
... Is this doable from your side? it seems that you aim to make your scripts as flexible as possible (and its great) and this would certainly make it more flexible.
"I'm going to hang up this phone and then I'm going to show these people what you don't want them to see. I'm going to show them a world without you. A world without rules and controls, without borders or boundaries. A world where anything is possible." - Neo, The Matrix