[BONUS Plugin] Commodity Logistics Software MK1 04-8-05

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berth
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Post by berth »

Howdy all,

This script rules, now that I've worked out how best to apply it. A couple of questions, though.

1) regarding duplex/triplex scanners

Does the type of scanner affect minimum jump range or is it just a matter of having any scanner rather than no scanner?

2) Example: A TS supplies 15 fabs from 2 SPPs at a rate of 16 per ecell (to pay for the ATC pilots' work). When the TS sells cells from the SPP that is not its homebase, do the funds go to that SPP or to the homebase?

Anyone care to elucidate?

Berth
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Lucike
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Post by Lucike »

berth wrote:This script rules, now that I've worked out how best to apply it. A couple of questions, though.
;)
berth wrote:1) regarding duplex/triplex scanners

Does the type of scanner affect minimum jump range or is it just a matter of having any scanner rather than no scanner?
If you have both types of scanner in your freighter, then the freighter jumps in the neighbour sector. Normally the freighter only jumps over a sector, but not in the neighbour sector. Can I write in English "to foot go"? ;)
berth wrote:2) Example: A TS supplies 15 fabs from 2 SPPs at a rate of 16 per ecell (to pay for the ATC pilots' work). When the TS sells cells from the SPP that is not its homebase, do the funds go to that SPP or to the homebase?
The freighter buy the cells in the other SPPs and the SPPs gets the money. If the freighter sell the cells then gets the homebase the money.

Greets
Lucike
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berth
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Post by berth »

Thanks for the quick reply, Lucike.

Let me just check that I understand: If the TS has duplex and triplex, it will use the jumpdrive even if it is only going to a neighbouring sector, but if it has either duplex or triplex, then it'll only jump if it's going more than one sector. Right? Or will a Triplex TS jump for more than one sector and a duplex TS jump for more than two?


"to foot go"? I'm afraid that doesn't make any sense in English. You don't mean "walk" I suppose?


Vielen dank

Berth
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Lucike
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Post by Lucike »

berth wrote:Let me just check that I understand: If the TS has duplex and triplex, it will use the jumpdrive even if it is only going to a neighbouring sector, but if it has either duplex or triplex, then it'll only jump if it's going more than one sector. Right?
Right! ;)
berth wrote:"to foot go"? I'm afraid that doesn't make any sense in English. You don't mean "walk" I suppose?
Yes, I mean walking. In Germany would we say, "Zu Fuß gehen". ;)

Gruß
Lucike
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berth
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Post by berth »

Ok, good.

Yeah, I was thinking along literal lines and a vague memory of "zu Fuß gehen" or similar hit me. I did German at school but that was a long time ago, before the clone wars.

Berth
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Lucike
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Post by Lucike »

berth wrote:Yeah, I was thinking along literal lines and a vague memory of "zu Fuß gehen" or similar hit me. I did German at school but that was a long time ago, before the clone wars.
I did English at school too but that was also a long time ago. But before the clones. ;)

I hope I am understood.

Greets
Lucike
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archbom
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Post by archbom »

Lucike,
Oh ... that isn't good. I'll look into the script. Can you help me and send me your gamesave and your script folder? Then I can examine the problem at the building site.
Cheers for that, on the case.
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Lucike
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Post by Lucike »

archbom wrote:...mean that only once a pilot is fully trained to Freighter Pilot he can fly excess sheilds from my fab to the TL?
Sorry, that I have surveyed. Your pilot ist an Apprentice and you need a Freight Pilot. The "NULL" in the message is really an error.

Greets
Lucike
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D_Zorro
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Post by D_Zorro »

This is a great script but from the moment i install it all my equipmentdocks stop receiving goods. :?

Anyway i been trying to figure out why, but couldn't find anything about it ??
Can anyone tell how to get it to work again. Now all my loops have goods but they refuse to deliver it to my equipmentdocks.




DZorro,
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archbom
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Post by archbom »

Sorry, that I have surveyed. Your pilot ist an Apprentice and you need a Freight Pilot. The "NULL" in the message is really an error.
Ah ha, spot on. Better get him trained up then. Thanks again. :D

Edit: And it works, luckily I had one training already - had no idea he was a Freight Pilot so soon. Good stuff.
fchopin
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Post by fchopin »

D_Zorro wrote:This is a great script but from the moment i install it all my equipmentdocks stop receiving goods. :?

Anyway i been trying to figure out why, but couldn't find anything about it ??
Can anyone tell how to get it to work again. Now all my loops have goods but they refuse to deliver it to my equipmentdocks.




DZorro,
You have to train your pilot.

Code: Select all

Auxiliary courier 
The auxiliary courier is able to collect commodities from up to two suppliers and deliver them to up to five consumers. Additionally, he will be able to deliver commodities to equipment docks and trading stations. The auxiliary courier gets a wage of 10 credits per mizura flown, paid after completing each trip. 
When there are no more games it is time for music.
PhilipsCDRW
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Post by PhilipsCDRW »

This script is excellent! Thanks greatly, Lucike!

I didn't know that the CLS pilot must fly for more than 30 seconds to get experience. I will set up a training loop, two stations on opposite corners of a sector, with CLS supplying them, so they have long flights (with no engine or cargo upgrades) so they get good experience.

Is there any way to swap pilots between ships?
PhilipsCDRW

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Burianek
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Post by Burianek »

Yeah, there should be a command in your special menu that lets you swap pilots. You pick the 'from' ship, then the 'to' ship, then a station where they should both dock so the guy can switch. Should work for CLS, Trader Mk3, the Adv Trade Cmd Mk1, etc.
Cheers.
"Nature's first green is gold" . . . stay golden.
Jurobi
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Post by Jurobi »

Strange thing happened tonight. I was setting up a delivery when suddenly the CLS start commands in the trade menu were replaced by Xai Corp trade commands - not just for the ship I was working with, but all ships performing CLS tasks. I re-loaded from a saved game, and it happened again, only this time I noticed the game time. I tried a third time and it happened again at exactly the same game time. It was almost like a worm replaced the CLS start command.

I exited the game, went to the scripts folder, and found the Xai Corp MTC start plugin was not there (cause of previous problems). As a precaution I deleted all start files for plugins and re-installed Bonus 1.4 set. I also reinstalled only those Xai corp commands I really used (automining and Jump commands) that are not part of the bonus set. This cleared the problem. I wonder if anyone else has had similar issues?

Also, I discovered that any weapons that are not installed on a CLS ship will cause the startup to fail for unsold goods. Make sure your weapons are installed and don't have any extras!
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DeltaWolf
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Post by DeltaWolf »

I have picke up something else:

When you buy the software needed for this script, in the EQ dock it's refered by it's corret name eg. "Commodity Logistics Software MK1 ", but when I check the installed components on the TS, it still uses the old name , something like "Kri'Me SDS Station Delivery Software"

This does not cause a problem, as the script works as it's suppose to.
Lethal Mitch
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CLS prob, anybody help

Post by Lethal Mitch »

Hi wonder if anyone can help or has tried this scenario with any success.

I have a SPP, 2xBogas Fabs and 2xBofu fabs situated in ROT.

I have a CLS trained pilot trained to "Courier" with all upgrades fitted in a Demeter.

Being a courier he can have 3 suppliers and up to 5 consumers.

In his list I have all the above factories and his homebase is set to the SPP.

He delivers energy cells to all the fabs that require it no problem but ignores the fact that the Bofu fabs need Bogas.

The levels of the factories are not at fault either as all suppliers are above 10% and consumers are below 90%

Anybody any ideas?
fchopin
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Post by fchopin »

I think it will only deliver energy cells.

It will pick up energy cells from 3 suppliers (SPP) and deliver the energy cells to 5 customers (factories that need energy cells).

Edit: The homebase is very important because that is what the trader will deliver. If the homebase is an SPP then it will deliver cells, if the homebase is a crystal fab then it will only deliver crystals.
When there are no more games it is time for music.
Lethal Mitch
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Post by Lethal Mitch »

Thanks for your reply fchopin.

I am suspecting you are right but just wasn't sure. I have read the readme over and over and it doesn't say that, although it doesn't say it will do what I am trying either.

Thats no criticism either, I think this is a great improvement over the old SDS script.

Maybe I am just expecting to much from it.
Karianor
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Post by Karianor »

I've tried to use Commodity Logistic Software, but all I can archieve is a TL ship with no Consumers on list. I've read this forum and readme to this script, walking step by step by manual. All I get is message that command was acceptet, home base is suplier. But when I try the same command (i.e. Additional command - some slot -logistic software - add factory, program only beeps and consumer factory is no longer added. I don't know, what am I doing wrong :?

And one more question: should this csipt be wisible oin some slot in additional commands or not? I've nopth slots empty even swith activated Commodity Logistic Software.

Sorry for really newbie questions, I've got the game just a couple of days.
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Burianek
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Post by Burianek »

Can you post exactly what you're doing?

Where is your TL, what does it have selected as it's homebase, what are you trying to transport?

Step by step,
1. I select this command
2. I select this factory
3. etc.

Cheers.
"Nature's first green is gold" . . . stay golden.

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