[S] [02.03.08] [X3 3.3.04] Economy and Supply Trader (Trade MK3 II)

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Lucike
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Post by Lucike »

dragonsblade71uk wrote:Your SPK version link is not working on the front page!
Fixed ...
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Kalen
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Post by Kalen »

Modeler wrote:something is realy wrong with my ESTs they don't seem to comply to any of the configs only add/remove ware
the profit % and the cargo % are unchangeable look at the image:

http://img292.imageshack.us/img292/8031 ... lemmf4.jpg

am i doing something wrong?
i am using the same stuff as misioooo above me
Well I have the exact same problem with my 2 traders and I am very sad cause this mod was promising.
The reports my traders send me are bogus and they seem to not leave the sector even if one is assistant courier.

I have XTM.72, the community extension pack 2.10 and some various guild scripts.
My traders have the requisits to start EST, they are trading energy cells in terrans sectors.
Maybe one particularity is that they were once homed to my complex selling steaks for best price.
I can't unset their home so it stills their.

I used the spk 3200, had not any previous version of the mod installed.
I checked and there is no conflicts, no other script on COMMAND_TYPE_SHIP_33 or COMMAND_TYPE_SHIP_32

I wonder what's wrong :cry:

Thoren / Kalen

[Edit] I guess I could send you my last save but it's pretty big (16Mo)
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dragonsblade71uk
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Post by dragonsblade71uk »

Not sure if anything was changed with e command placement, but since upgrading too 3.2, I now have a conflict with what seems to be the local trader script.
When I try to start EST it asks for sector then for a jump range.
If I check the trade commands there is no option for the local trader so i`m assuming that there is a conflict.
Gonna disable the LT and see if it works!
Yep, after disabling the LT script, the EST worked fine.
I have always had the Local trader script installed, so sure it was fine before updating to 3.2
misioooo
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Post by misioooo »

Kalen wrote:I have XTM.72, the community extension pack 2.10 and some various guild scripts.
EMP is NOT needed and should not be installed when you are running XTM .7a with .7.2 scripts+patch.

Uninstall EMP and then reinstall .7.2 XTM scripts+patch package. Then try again. For me ESTs work great (beside single one that wandered into pirate sector, but i didnt managed to reproduce this event).
Kalen
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Post by Kalen »

Well I have EMP listed in XScript Installer but I didn't install it on my own, XTM did.

Anyway, I checked in the Game Ressources tab and there seem not to have any conflicts involving EST.

I am confused

I may have the courage to start an installation from scratch later, I ll keep you posted
misioooo
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Post by misioooo »

Strange. I have XTM with newest .7.2 patch and in Cycrows installer it looks like:
[ external image ]

No EMP listed there, so definitely XTM script package does NT install EMP beside XTM scripts. Uninstall it and reinstall .7.2 scripts for XTM.
poopboypat
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Post by poopboypat »

I think im doing something wrong, I hit the add ware button, and put in energy cells, and then nothing happens, my trader just sits there docked. Im a Dealer, witch i though was higher than trader, if not, is that why?

EDIT!!!

Wow i got it working, i never hit start.....

Also what would be a good ship to use as a ETS?
Kalen
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Post by Kalen »

misioooo wrote:Strange. I have XTM with newest .7.2 patch and in Cycrows installer it looks like:
[ external image ]

No EMP listed there, so definitely XTM script package does NT install EMP beside XTM scripts. Uninstall it and reinstall .7.2 scripts for XTM.
True, something was wrong with my install.
Got everything reinstalled and I have the same problems :cry:

Thank for the help though, I am gonna default to Local Trader.
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dragonsblade71uk
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Post by dragonsblade71uk »

Seems some tweakage is needed for the automated side of the script.
Unless it`s some conflict, my ships are jumping to a place, selling then if they don`t have the EC`s to jump to a sector, they decide to go there by flying...
Even when there is a SPP in the same sector as them.
The only thing that seems odd is that it`s the yaki sectors in XTM mod.
Never had a problem till they went there.
(Sorry seems to be an issue with XTM ( can dock at SPP but can`t buy the cells as they show red!)
Also I think that they should be restricted to mabe 1 sector radius till they get too use the JD. My ships are running all over the local sectors trying to sell, and finding the facs full. 1 of my ships has travelled from Paranid Prime to Shore of Infinity and back with the same cargo as it wasn`t able to sell it.
Then it decided to go back to Shore of Infinity to try again!
that`s 14 sectors round trip. At hauler speeds take hours to do that!
A good sector for a ST and even with some standby time would be at UT status way faster!!
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dragonsblade71uk
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Post by dragonsblade71uk »

Could this script interfere with the normal CAG operation?

Basically my CAG`s are working for my factories but they won`t use the jumpdrives. I have ship extension there is installed. They are Freight Pilots so should be using them for some time now. I have tried stopping them and restarting but they still won`t use the JD.

Any ideas!
misioooo
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Post by misioooo »

Make sure your CAG does NOT have Video Enhancement Goggles installed. This equipment prevents him from jumping (he will only jump when attacked).
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dragonsblade71uk
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Post by dragonsblade71uk »

AH maybe that`s the problem then, I thought I read somewhere that they helped UT/EST/CAGs escape as they could see the theat sooner.
I have removed them so let`s hope that was the problem!
jumbled
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Post by jumbled »

I'm having a problem with my ESTs (and also CAGs) flying into pirate sectors and getting in trouble. I have them all set to 2-2-1 (use the satellite network) and advanced sats in all "safe" sectors named as "Advanced Satellite". But I still get messages from ships being attacked INSIDE pirate space. I even lost a few because of this when they got in trouble and couldn't escape in time, or escaped into yet another pirate sector.

I've seen this in pirate sectors with no sats, and with adv sats named differently from what the docs say to use (so they should NOT be considered for trade runs). I even caught one of my ships just as it was setting jump coords into Moo-Kye's t visit a flower farm there. Had to abort him and tell hm to go somewhere else.

So, does this feature work at all, or am I doing something wrong?

I'm using XTM, but I can't see how that might affect anything (pirates are pirates, sats are sats).
misioooo
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Post by misioooo »

I am also using XTM. ESTs work great for me. I just set in friend/foe global settings pirates, khaak and xenons to 'foe' and my traders dont go to their sectors (only once 1 trader wandered to pirate sector, but it was long time ago). Beside i didnt lost a single trader - they jump really fast, hehe. Make sure you give them Fight Software MKI only (not II) - then they unleash band of drones for distraction and jump out asap. If you give them MKII - they will try to repel attackers (i think) thus they will die in most cases ;)
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dragonsblade71uk
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Post by dragonsblade71uk »

I do the same now. Took me a long time to finally work out the friend/foe system. Each ship can have it set for just them. I always assumed it was for player ship.
SO now turning those that are FOE to FOE, Pirates, teladi, whatever, they don`t go there.
I set teladi to FOE so that they don`t run into rogue Pirate ships, due to them being friendly and having pirate bases in there sectors.
Works a treat.
As EMP in XTM, I think that it is built into the mod and won`t show in the script installer. The only way it will show is if you click the wares tab, and there should be a tick in the box and wares listed below!
misioooo
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Post by misioooo »

Yup, EMP is integrated in XTM Script Package. It wont show in Script Installer.

Friend/Foe - press enter -> Pilot -> most left icon (global commands?) and set friend/foe there - all new ships will have those settings and you have option there "Transfer to all reachable properties" - to quick set all your ships to new friend/foe setup ;)
kippling
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Post by kippling »

I've got a quick question about this script. I'm running it on 4 TSs, one of them has bought a bunch of weapons (HEPTS and PACS). The problem is it's now just sitting idle in the factory not doing anything.

Looking at the ship in the 'property' screen it's got a boron shipyard as it's destination, but it's not going there to sell 'em! Why not?
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dragonsblade71uk
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Post by dragonsblade71uk »

Not sure if I mentioned this already, but this script is conflicting with the XAI CORP Local Trader script.
They must use the same command slot as with both installed the EST command is gone.
Disable the Local trader script and the EST command is back.
Any chance you can get fix this as I like both scripts?
kippling
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Post by kippling »

To follow up my previous post.

Freighters running this script have a real problem selling weapons. They will but a stockpile of weapons, but wont actually sell them, they just sit at the station on idle doing nothing indefinatly.

Can anybody explain this behavior? Why wont they fly to equipment docks to sell their cargo? Is this a bug or a feature?

It's a real hasstle having to direct each of your freighters manually when they buy up weapons, I'm beggining to think using universe traders might be a better idea as they seem to work much better.
jumbled
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Post by jumbled »

A couple of items come to mind, but they're all academic... (gotta start somewhere, though)

1) Do you have docking privileges at the docks you would sell to (race rep)?

2) Do you have race rep to actually sell the weapons? (Sometimes I see some weapons and shields are red at low ranks and I can't buy OR sell at the EQ).

3) What are your Friend/Foe settings at? Maybe something got switched and it prevents them selling to a certain race?

4) What rank are your ship pilots? They probably can't sell to EQ's if they're still low rank.

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