AalaarDBThe Rogue Trader wrote:I apologise for my ignorance, who do I need to PM ?Cycrow wrote:u could try sending a PM
[Bonus Plugin] Station Manager
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Nice to hear that!AalaarDB wrote:It's not that I'm not around - I am usually active in the restricted forums - it's that I haven't been checking this forum. Now that I have been PMed I will fix the issues reported.

There are corresponding "signed SM" threads in other languages too. And I know that at least Lucike, who is active on the german forum, rarely checks the threads of his signed scripts on this english forum. That is a language problem. You can see some of it on Ruut's comment above. There is a lot of redundant feedback in different forums, but probably unique points too, which may get omitted.


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I ran this for the first time but one of my factories lost 1 million credits so I stopped using it again. I could really do with using it as it helps run your stations better but I am worried I wont notice the money going missing next time . Is there anything in this script that can explain this money loss as even though I am running other scripts it only seemed to happen when I started running the Factory Manager ????
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I'm abit confused. I edit the lib.ad.astar.getplayercustomcosts.pck
and save the changes and quit the SE. Then I reload a game.
I re-enter the SE and the script changes were not saved??
Then I check the scripts folder, and I see a pck and an xml. The xml contains my changes, while the pck has an old date. How does the game know which version to use?
I thought I changed the custom costs days ago, but my ships are still travelling into Sector347 to get to New Income... hence the repeat attempt as above.
Code: Select all
023 * EDIT HERE
024 * Example
025 if $currentRace == Xenon
026 $raceCost = 10000
027 else if $currentRace == Kha'ak
028 $raceCost = 10000
029 end
030 * END EDIT HERE
I re-enter the SE and the script changes were not saved??
Then I check the scripts folder, and I see a pck and an xml. The xml contains my changes, while the pck has an old date. How does the game know which version to use?
I thought I changed the custom costs days ago, but my ships are still travelling into Sector347 to get to New Income... hence the repeat attempt as above.
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The simple answer is, the SE will edit some .pck files, but when you save, it's saved as .xml. The game, however, will ignore a .xml if there's a same named file with .pck. This is normal.arcana75 wrote:and save the changes and quit the SE. Then I reload a game.
I re-enter the SE and the script changes were not saved??
Use the Mod Manager to pack the .xml (yes, I know this is silly, but it works), then 'Extract' without decompressing, and place the .pck over the original (back up the original

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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Yes, removing the .pck will work. The game just has a preference for using .pck's if they exhist.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Actually I just went ahead and deleted the customplayer pck and the backup pck, using the created xml file. Seems ok played for 2 hours
About the figures, I'm wondering if too big a number would kill the game? I have:
If I read it right, the script starts computing values from the $DEFAULT value and high sums = good, low sums = bad. As long as the sum doesn't exceed 250,000 should be good! 
While pirate sectors have an element of danger, they are still survivable. I wanted my ships to completely avoid Khaak and Xenon sectors. I have a drone fab in Rhonkar's Clouds and in 9 jumps my ships kept suiciding into XS347.

About the figures, I'm wondering if too big a number would kill the game? I have:
Code: Select all
003 $DEFAULT = 100 * 2500
004 $FRIEND = 100
005 $NEUTRAL = 100
006 $FOE = 200
...
023 if $currentRace == Xenon OR $currentRace == Kha'ak
024 $raceCost = $FOE * 5
025 end

While pirate sectors have an element of danger, they are still survivable. I wanted my ships to completely avoid Khaak and Xenon sectors. I have a drone fab in Rhonkar's Clouds and in 9 jumps my ships kept suiciding into XS347.

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Back to my Fighter Drone complex in Rhonkar's Clouds, I set my drone-selling ships to 9-sector jumprange.
For whatever reason, one of my ships was destroyed in Mi-Ton's Refuge, which is 12 sectors away! Could this part of the logic have caused it to fly so far?
Also, I've noticed once that a seller ship (limited to selling only 1 product the drone) made 2 stops b4 returning to base. Is that part of the behaviour?
For whatever reason, one of my ships was destroyed in Mi-Ton's Refuge, which is 12 sectors away! Could this part of the logic have caused it to fly so far?
Is it possible the renewed search is 9-sectors from its current position?Traders that set out from a station will always continue to close to a target with every sector travelled unless something happens such that there are no stations within the jumprange to the current target that trade the ware for the price limits set at the homebase. When this happens, the trader will abandon the current trade run and will start completely over, looking for the best ware to trade for the station. (if it picks the same ware, it will expand its search to include all sectors within the jumprange of the homebase)
Also, I've noticed once that a seller ship (limited to selling only 1 product the drone) made 2 stops b4 returning to base. Is that part of the behaviour?
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Station Manager Issue
Cheers, i recently reinstalled X3, and saw there were a few new patches + a sweet bonus pack (when i uninstalled it were at version 1.2 or 1.4). After i applied it all i wanted to check out the new things, so i cheated in the new paranid M7, and got it to patrol around my Large Silicon Mine, thought it looked kinda cool, with nice armament and shields. I created two Eclipse ships and had them get the silicon mine as home base and docked them. Together with my old Mercury Super Freighter on the station, i figured it would be good to test out the automated station manager. I activated it, added all the ships (checked that all of them had the "station automated something something" in theire command consoles). And after 10 secs the superfreighter launched to sell Wafers (it automaticly looked for the best price in the jumprange i set, wich i thought were a nice feature, kinda like an automated sell best). However the two Eclipses didnt move, even when the station only had 200 energy left, and needs 250 or 275 to produce 10 wafers (80% something resources avalable). I went to special command on both and got a status report, both saied they were waiting for trading opportunities. I checked the jump ranges and everything looked like its supposed to.
After a while i got one of them to do a Buy best -> energy, and it went right away, with the same jump distance and everything.
Any idea what may be the reason for my two eclipses not to auto buy when im using the station manager? (yes the station has credits, think its between 23-40k)
Are there limitations on the ships that work with the Automated Station Manager? if so, what ships work with it?
Thanks in advance
-G
Edit:
nevermind, when i started playing today they started getting Energy Cells. No idea why, as i didnt change anything, just loaded the game, but oh well
After a while i got one of them to do a Buy best -> energy, and it went right away, with the same jump distance and everything.
Any idea what may be the reason for my two eclipses not to auto buy when im using the station manager? (yes the station has credits, think its between 23-40k)
Are there limitations on the ships that work with the Automated Station Manager? if so, what ships work with it?
Thanks in advance
-G
Edit:
nevermind, when i started playing today they started getting Energy Cells. No idea why, as i didnt change anything, just loaded the game, but oh well

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Commercial agent vs station manager?
Is "commercial agent" compatible with "station manager"?
If not, how do people prefer to control how their factory manages its resources?
If not, how do people prefer to control how their factory manages its resources?
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'Better' is defined on how you like to play.
They may work togeter, but I wouldn't run both on the same ships. You might find some 'odd' results.
They may work togeter, but I wouldn't run both on the same ships. You might find some 'odd' results.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Problem with station manager...
I have this problem where my stations will... I dunno just give up on life or something and park their transports. They have credits. They have resources within jump radius to go buy from. They just... give up.
If I take the transport out of the station and go to nav->move to position, send it outside, and then remove it from the stations list and re-add it, it will go back to work like there's no problem. start buying stuff and be happy. But it randomly parks em again, and when you are dealing with lots of stations and even more transports, it can bring about plenty of unwanted work.
Any ideas?
If I take the transport out of the station and go to nav->move to position, send it outside, and then remove it from the stations list and re-add it, it will go back to work like there's no problem. start buying stuff and be happy. But it randomly parks em again, and when you are dealing with lots of stations and even more transports, it can bring about plenty of unwanted work.
Any ideas?