[Script] Station Manager v1.11 (March 27)

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AalaarDB
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Post by AalaarDB »

1.11 fixes the problem.
Jakesnake5
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Post by Jakesnake5 »

You know, with 1.10, I tried running the debug script on that uncooperative Caiman. Script didnt run (no log) but the Caiman started behaving after. Go figure. :roll:
Zwer.ch
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Post by Zwer.ch »

AalaarDB wrote:1.11 fixes the problem.
yes it does ...thank you :D

i suppose, it was a kind of a very small bug?
AalaarDB
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Post by AalaarDB »

It wasn't small because it broke your station.
It was infrequent because it only happened when 3 conditions were met (and that's why it slipped past my tests).

Edit:
The bug only happens when
  • Selling a ware
  • The ware is very basic - Energy or Minerals etc.
  • The buying stations all buy for the same price
Zwer.ch
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Post by Zwer.ch »

yeah, this kind of bug is annoying and hard to find, if many circumstances have to happen :)

so the station is up and running ...only the stationcasino is missing his best three customers :lol:
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Burianek
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Post by Burianek »

Heh, everyone give aalaardb a big round of applause please.
Finding the little ones are the hardest. :)
"Nature's first green is gold" . . . stay golden.
Heretic666
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Post by Heretic666 »

I have another little problem.

I have an Adv. satellite factory that I got using the Auction script, I don't know if it matters but that means it was an NPC factory, complete with secondary resources.

My problem is that the script will not buy energy cells. It will buy silicon and majaglit until the stocks are full then just sit there doing nothing. I have excluded the secondary resources so the freighter will only buy the 3 primary ones. I have checked the cash in the factory, no probs there, I've checked the jump distance and energy cells buying price, nothing wrong there either.

When I set the freighter to buy energy cells for best price, it goes out and happily stocks the factory right up with them. So the problem must be with the script..
Jakesnake5
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Post by Jakesnake5 »

What percentage of E-cells does the place have. The SM script won't send ships if there is more than 90% capacity there.
Heretic666
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Post by Heretic666 »

It's current stock last time I checked was 4/10000 :P
mcb0001
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Post by mcb0001 »

OK stupid noob to scripts question coming.

I downloaded your script and used the Xscript installer and it lists your script as enabled. I checked the scripts file and sure enough there are a whole bunch of stat.mgr.... scripts in there. So I go to my stations command console to activate it , but the only thing I see there is the automated money transfer command.

Is there something else I need to do to get this script into the game? Am I looking in the wrong place? Can you give me detailed noob instructions or point me to a place where I can find them. Thanks
Heretic666
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Post by Heretic666 »

Did you activate the sscript editor ingame? I think this script requires it.

Change your name to:

Thereshallbewings

all one word with a capitol 'T', then press enter. You should here a noise, and your name will be changed back to what it was before.

If it still isn't there you might have to save and reload to start the script.

Hope that helps :)

ps bump on my last post, any ideas?
AalaarDB
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Post by AalaarDB »

Send me a savegame at my name at gmail.com.
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Burianek
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Post by Burianek »

You're sure the trader can 'see' the spps it needs to buy from? (you have a sat or other ship in the target sector)
That's the only thing you didn't mention.
"Nature's first green is gold" . . . stay golden.
Heretic666
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Post by Heretic666 »

Ooo that's a point, I'll have to check that out, thanks it'll be sometime tomorrow evening (GMT) as I have work all day, if that doesn't work then I'll send the savegame :)
Bandus
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Post by Bandus »

Any chance that we could make an addition to this mod?

Say, an addition that allows the station manager to replace destroyed haulers automatically? Like many others, I like to leave my game running unattended at times and obviously while not at my keyboard I take ship losses. Typically, I'll return to find that some of my stations are out of resources needed to continue production because all of their freighters have been destroyed. I think it would be neat for the stations to use either the players account or the credits assigned to the station to purchase a replacement hauler so that they don't totally ceize up.
Jakesnake5
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Post by Jakesnake5 »

I'm having some weirdness.

The freighters are not getting items from the local station (I have a Teladianium and Sun Oil comp in Grand Exchange) which is a Flower Farm, when the price for the sun flowers drops to my required limit to buy. Takes about 5-10 mins before it tries.

Is there some kind of timer involved? Other npc's keep getting there before mine even launch. There's not much pattern other than it won't launch quickly enough to buy anything.
AalaarDB
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Post by AalaarDB »

A ship that cannot find anything at all to do will sit at home and check resources every 8 - 10 minutes. This gives an average response time of 4 - 5 minutes though. It's done this way so that the costly search is run less often, increasing cpu performance.
You can change this by editing the script stat.mgr.WaitAtHome.xml and changing the given milliseconds to a smaller number. I would suggest 3 to 5 minutes giving an average reponse time of 2 minutes. The number you would need to enter for 3 minutes is 3 * 60 * 1000.
Jakesnake5
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Post by Jakesnake5 »

Ah, didn't occure to me to edit the script. seeing as their dozens of them to support this mod.

Thanks for the info.
Xylaan
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Post by Xylaan »

One thing I just found out: Station manager will happily sell any equipment to an equipment dock, even if the target dock doesn't usually sell that good.

To prevent this, I added a 'if $station->trades in ware $ware' around line 9, and an end before the 'if $add == TRUE' to the SearchSector script.
AalaarDB
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Post by AalaarDB »

They do that because you the player have the ability to sell equipment to EQ docks that are currently not in stock.

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