[SCR] [X3:TC/AP] [v1.8.9.8] [11/16/2019] MK3 Improvement Reloaded

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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Wed, 12. Feb 14, 19:49

That's kind of you to think about it - thank you!

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Post by gnasirator » Thu, 13. Feb 14, 14:50

I just checked but I found no way to preselect a menu entry.
I fear I must disappoint you. This doesn't seem to be possible - at least I don't know how to do it.

Sorry :(

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Post by Sparky Sparkycorp » Thu, 13. Feb 14, 14:59

It may be unfortunate but you tried - I can't be disappointed overall :)

Thank you.

Having made a backlist once, any idea if it would be possible for me to import the blacklist into a future new game without it breaking? Perhaps by editing a file?

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Post by gnasirator » Thu, 13. Feb 14, 16:43

Phew, I think not as the blacklist itself is stored in global variable. And that is proprietary code of x3.

You could try to dump the contents into a file or look in the save game if it is stored in there somewhere (has to be).
But I have no idea how to do both neither do I know if it works at all.

I'm mostly learning by doing. That's how this script evolved btw.
So I'd suggest you should do the same ;)

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Post by Sparky Sparkycorp » Thu, 13. Feb 14, 17:31

hehe, fair enough :goner:

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Post by Barleyman » Mon, 24. Feb 14, 01:19

I have noticed a glitch with the script. Perhaps it's already been brought up but..

At least with "signal targeted" script active, you get looping behavior. Your UT runs into a bad guy and promptly jumps away, so far so good. However, now it looks for the best deal and often selects that same sector again.. You can see where this is going..

As there's so little margin between being targeted and emergency jump kicking in, 2nd round usually results in major damage already. You were talking about the blacklist just now. I think this would require a temporary blacklist entry to be handled properly.

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Post by DrBullwinkle » Mon, 24. Feb 14, 01:43

On a side note, you do not need to use Signal_Targeted on Improved Mk3's. They have their own version of Signal_Targeted built in. It is one of the reasons that Improved Mk3's have much better survivability than vanilla traders.

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Post by gnasirator » Mon, 24. Feb 14, 19:31

I guess, this is the reason.

Usually, traders do blacklist a sector temporarily and don't return there.

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Post by Barleyman » Tue, 25. Feb 14, 22:05

DrBullwinkle wrote:On a side note, you do not need to use Signal_Targeted on Improved Mk3's. They have their own version of Signal_Targeted built in. It is one of the reasons that Improved Mk3's have much better survivability than vanilla traders.
I thought the signal mod is for giving heads up in advance when red ships pick yours as a target and start closing in. "target" apparently means when the target computer starts tracking selected ship just out of range. Or similar function for OOS.

So just to clarify, signal targeted should be used with CAG, CLS but not with OK traders or improved UT?

What about sector traders, they do not have enough XP to use jump drive yet?

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Post by Barleyman » Wed, 26. Feb 14, 12:41

Does sector trader / universe trader do emergency jump from level 1 or is there a minimum level?

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Post by DrBullwinkle » Wed, 26. Feb 14, 14:09

Barleyman wrote:I thought [Signal_Targeted] is for giving heads up in advance when red ships pick yours as a target and start closing in. "target" apparently means when the target computer starts tracking selected ship just out of range.


Both sentences mean the same thing. Yes, that is what Signal_Targeted does. The standalone script also automatically initiates an emergency jump.

Both Mk3 Improvement and OK Traders implement a variation of Signal_Targeted. So you do not need the standalone script with them. Those are the only two scripts that I am aware of that implement some variant of Signal_Targeted. Yes, the standalone script is appropriate for CAG, CLS, and other traders.

I will let gnasirator answer the question about sector traders. However, you should be training sector traders in safe sectors anyway, so there should be no need for them to do emergency jumps.

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Post by Barleyman » Wed, 26. Feb 14, 15:16

DrBullwinkle wrote:I will let gnasirator answer the question about sector traders. However, you should be training sector traders in safe sectors anyway, so there should be no need for them to do emergency jumps.
Safe sectors do not exist in XRM :wink:

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Post by builder680 » Wed, 26. Feb 14, 16:18

Hello again Barleyman :)

XRM is definitely a dangerous universe, but there are lots of places I'd consider relatively "safe" for training of future UT's.

Some good examples I've found so far are...

Empire's Edge
Profit Share
Venus
Shore of Infinity
Queen's Space
Preacher's Void

... in roughly that order in "training speed." The key as always is to look for sectors with many stations that depend on each other (the smaller the better, for quicker profit generation and levelling). Very often this means a sector with lots of Energy Cell production -- but that is not always the case.

Yes there are some attacks, but with this script your traders are smart enough to get away, especially if they have a well shielded and relatively quick ship. I (again) recommend the Truelight Seeker for this purpose in spite of its upfront expense. It will make that amount back many times over. Good luck!

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Post by Sparky Sparkycorp » Wed, 26. Feb 14, 17:49

Yeah, this bugfix and the blacklist has done a good job of protecting my Universe Traders in XRM with the medium hull pack (not the reason I picked it but in retrospect, it probably helps traders that take some damage to survive).

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Post by Barleyman » Sat, 1. Mar 14, 21:37

Oops. It looks like the improved mk3 script was not functioning at all. I found out quickly after disabling the signal targeted. I think I misunderstood the instructions..

Well, now after the self-extracting file doing it's job, it's all working. Certainly does explain some things I observed like disappointing performance, occasional craziness or just the inability to get rid of pre-existing cargo.

I predict my UT profits will go through the roof now :roll:

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Post by gnasirator » Sun, 2. Mar 14, 20:53

Have fun watching :)

And yes, improved mk3 traders do emergency jump from lvl 1, if they have enough ecells and a jump drive.

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Post by Alvarohur » Tue, 12. Aug 14, 01:57

Hi, I have installed this, and my ships trade very good now, but I have a problem. The level of the ships dont upgrade, I have 5 ships trading and the level is the same since an hour. Do you know whats happening?
Thank you!

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Post by gal@cticfear » Tue, 12. Aug 14, 02:38

Alvarohur wrote:Hi, I have installed this, and my ships trade very good now, but I have a problem. The level of the ships dont upgrade, I have 5 ships trading and the level is the same since an hour. Do you know whats happening?
Thank you!
They reached their max level, 25? or did you leave them as sector traders rather than command them to become universe traders?

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Post by Alvarohur » Tue, 12. Aug 14, 02:53

gal@cticfear wrote:
They reached their max level, 25? or did you leave them as sector traders rather than command them to become universe traders?
Thanks for reply.
All of my ships are level 10+ and with the command universe traders, so they should upgrade but they dont

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Post by Sparky Sparkycorp » Tue, 12. Aug 14, 08:07

What other scripts/mods are you using? Perhaps there is a clash.

Personally, I never had this problem when I used this script alongside XRM and a selection of other stuff.

As mentioned, have you manually changed them from Sector Traders to Universe Traders? Do they have all the required equipment?

Maybe you have just been unlucky if they are setup correctly and they will level soon.

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