[Bonus Plugin] Commercial Agent
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Factory is "basic" and closed loop is "advanced". Intuitively, by the time you have closed loop, you have some experienced pilots working for you. (Well, in my game the first build station was a Trade Dock and the second was a 50+ station closed loop complex, so that much for intuition.
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If I have a closed loop that runs short on resource, I either set up a CLS Mk1 to supply it from another complex, or transfer a FP CAG to it. CAG is better for ranks and profits, but I personally prefer CLS.
What I meant with CLS Mk2 was to use that to train a pilot. That ship will not "serve" any complex. Thus, "taking it out" harms no complex. For immediate need, I have actually used Trade Mk1.
For example, SPP is not a good place to train a CAG in. Already full of ECells and Crystals, and still Apprentice. Fat chance that NPC would by enough. So I assign temporarily one of my manual traders to "Sell ECells for best price". Eventually, the CAG will level and I can detach the manual trader.

If I have a closed loop that runs short on resource, I either set up a CLS Mk1 to supply it from another complex, or transfer a FP CAG to it. CAG is better for ranks and profits, but I personally prefer CLS.
What I meant with CLS Mk2 was to use that to train a pilot. That ship will not "serve" any complex. Thus, "taking it out" harms no complex. For immediate need, I have actually used Trade Mk1.
For example, SPP is not a good place to train a CAG in. Already full of ECells and Crystals, and still Apprentice. Fat chance that NPC would by enough. So I assign temporarily one of my manual traders to "Sell ECells for best price". Eventually, the CAG will level and I can detach the manual trader.
Goner Pancake Protector X
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Insanity included at no extra charge.
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CA Failing
My CA seem to want to wander through paranid space continually, even though I set Paranid as an enemy. They die as a result. Any Ideas why they refuse to use better judgement?
1) global has paranid set to friend
2) I set paranid to enemy on the freighters to try to keep them out of paranid sectors.
3) hombase station has paranid set to friend to allow them to trade if they arent "red"
4) no jumpdrive on the freighter
5) freighter level is maxed
I am trying to gain rank with the paranid, but at the same time if my freighters enter thier space, they will get destroyed on sight. I'd like them to be smart enough to know that.
1) global has paranid set to friend
2) I set paranid to enemy on the freighters to try to keep them out of paranid sectors.
3) hombase station has paranid set to friend to allow them to trade if they arent "red"
4) no jumpdrive on the freighter
5) freighter level is maxed
I am trying to gain rank with the paranid, but at the same time if my freighters enter thier space, they will get destroyed on sight. I'd like them to be smart enough to know that.
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Re: CA Failing
That should do it. At least the code looks like it would obey that setting.brekehan wrote:2) I set paranid to enemy on the freighters to try to keep them out of paranid sectors.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
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Anyone else having an issue where your pilots don't go to YOUR stations for resources?
Currenlty I have a complex for developing Meat Cahoony's and every other food product needed for weapons and other factories, and then I have another complex for weapons.
Well, the complex for food is constantly full, but my pilots keep going clear across the map to Argon space to grab Meat Cahoonas, or to Paranid, Teladi and Boron for their respective foods...
I thought perhaps lowering the prices would help, but it didn't =\
So why are my pilots ignoring my own factories? (This happens also with Station Manager, but I haven't used that since getting this script
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Currenlty I have a complex for developing Meat Cahoony's and every other food product needed for weapons and other factories, and then I have another complex for weapons.
Well, the complex for food is constantly full, but my pilots keep going clear across the map to Argon space to grab Meat Cahoonas, or to Paranid, Teladi and Boron for their respective foods...
I thought perhaps lowering the prices would help, but it didn't =\
So why are my pilots ignoring my own factories? (This happens also with Station Manager, but I haven't used that since getting this script

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@Sahvion: Storm666 had quite the opposite problem (page 14 of this thread), CAG visiting player stations even if told no. For that
You haven't started "Trade Barrier" on your stations nor on the CAG? Maybe stop CAG, reset its configuration, and restart. Probably makes no difference, but ...
IIRC, the CAG first creates a list of sectors and sorts it by distance. Then it picks stations from each sector and sorts by price and/or amount. So I would guess that the lowest price wins, and if there are two, the near one wins. Not 100% sure. What is the price at NPC sources, when CAG starts its joyrney?
If you want to make sure that food complex delivers, CLS Mk1 is the tool. But that is less profitsss.
@brehekan: There is the "limit trade to sectors with Advanced Satellite (with special name)" option for CAG. Might be feasible.
Obviously that should not affect your problem, but ...Lucike wrote:@Storm666
I have found a bug.
http://www.lucike.info/x3_reunion/work/ ... tation.pck
Copy this file in your script folder (..\scripts\..). This file is signed.
You haven't started "Trade Barrier" on your stations nor on the CAG? Maybe stop CAG, reset its configuration, and restart. Probably makes no difference, but ...
IIRC, the CAG first creates a list of sectors and sorts it by distance. Then it picks stations from each sector and sorts by price and/or amount. So I would guess that the lowest price wins, and if there are two, the near one wins. Not 100% sure. What is the price at NPC sources, when CAG starts its joyrney?
If you want to make sure that food complex delivers, CLS Mk1 is the tool. But that is less profitsss.
@brehekan: There is the "limit trade to sectors with Advanced Satellite (with special name)" option for CAG. Might be feasible.
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I just want to uninstall this script. I have messed with it for days and none of my stations are getting me anything but negative income, if the ships move at all. How can I safely uninstall this when the bonus pack installer put it in?
I tryed unchecking it with the bonus pack installer, but it remains.
I tryed unchecking it with the bonus pack installer, but it remains.
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i have a question for lucike about commercial agent. back in june you posted a fix for storm666 problem. is that fix going to be including in the next release of the bonus pack or was that a specific fix only for storm666's problem?
also would it be possible to hide the start external commodity logistics command if the player is in control of the ship?
also would it be possible to hide the start external commodity logistics command if the player is in control of the ship?
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Re: [Bonus Plugin] Commercial Agent
this command is useable to M7 class even thou it does not make the prerequisitesmoggy2 wrote: Scripter: Lucike
Equipment and Prerequisites:
- A small class ship (M5, M4, M3, TS, TP) or a ship of the corvette class (M6)
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Is the CAG script broken?
They work fine out of HQ's but just sit in any other station I assign them to, they do absolutely NOTHING.
I really want them working for my EQ's & Trading Stations, but they won't budge out the hangar bay. Even in SPP's, Ore Mines, nothing. They ONLY work from my HQ. I trained most of them up to Courier in the HQ, then assign them to my EQ, where they grow old sitting in the Hangar Bay.
Any help appreciated.
They work fine out of HQ's but just sit in any other station I assign them to, they do absolutely NOTHING.
I really want them working for my EQ's & Trading Stations, but they won't budge out the hangar bay. Even in SPP's, Ore Mines, nothing. They ONLY work from my HQ. I trained most of them up to Courier in the HQ, then assign them to my EQ, where they grow old sitting in the Hangar Bay.
Any help appreciated.
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I have a couple of complexes that I use to supply my PHQ. However, they tend to produce more resources than the HQ needs.
What I'd like to do is have a CAG sell off the excess. BUT, I want to keep a certain amount around in the stations for when I need it... i.e. I'd like my complexes to stay 75% full.
I can set my CAG to only sell when the station is >75% full, but the problem is that it can fit the entire stock of some wares into it's cargobay... So, it waits until it gets up to 75% full, then clears out the stock. This is not what I want.
Is there any way to configure the script to make sure a certain quantity of stock is always maintained? (I don't really understand what {3}{4}{x} does, can this be used for that?)
What I'd like to do is have a CAG sell off the excess. BUT, I want to keep a certain amount around in the stations for when I need it... i.e. I'd like my complexes to stay 75% full.
I can set my CAG to only sell when the station is >75% full, but the problem is that it can fit the entire stock of some wares into it's cargobay... So, it waits until it gets up to 75% full, then clears out the stock. This is not what I want.
Is there any way to configure the script to make sure a certain quantity of stock is always maintained? (I don't really understand what {3}{4}{x} does, can this be used for that?)
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moon-monster:moon-monster wrote:I have a couple of complexes that I use to supply my PHQ. However, they tend to produce more resources than the HQ needs.
What I'd like to do is have a CAG sell off the excess. BUT, I want to keep a certain amount around in the stations for when I need it... i.e. I'd like my complexes to stay 75% full.
I can set my CAG to only sell when the station is >75% full, but the problem is that it can fit the entire stock of some wares into it's cargobay... So, it waits until it gets up to 75% full, then clears out the stock. This is not what I want.
Is there any way to configure the script to make sure a certain quantity of stock is always maintained? (I don't really understand what {3}{4}{x} does, can this be used for that?)
I can think of a couple of ways you can sell off your excess wares:
1) assign your pilot to a ship with a smaller cargo bay
2) use CLSMk1 to transfer all of your wares to the PHQ, set a very high ware limit, then tell a CAG assigned to the PHQ to sell only when the ware limit (you specify) is reached. Make sure you have enough left over in the PHQ - subtract the amount of produce the CAG will take from the upper ware limit to make sure. I'm thinking of using this method when all of my complexes are built.
Note: {3}{4}{x} not sure this will work the way we need it to, but play around with it just to be sure.
EDIT: yeah moon, just pushed the 2 instead of the 3.

Last edited by mrkdhrvy on Thu, 16. Aug 07, 22:02, edited 1 time in total.
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If I were you I would check the code of CAG to make sure it actually obeys its own configuration options ("conditions") when it works for a HQ or Dock.mrkdhrvy wrote:2) use CLSMk1 to transfer all of your wares to the PHQ, set a very high ware limit, then tell a CAG assigned to the PHQ to sell only when the ware limit (you specify) is reached.
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EDIT: Oups nevermind I didn't notice the fact that they don't move until there is 80% resources left.
I've a problem with one of my CAG M3; he's staying on Stand By mode.
He's assigned to a Crystal Fab, I dismiss all the freighters assign to the station to see if he'll react to the lack of ressource but he does nothing.
What's wrong?
I've a problem with one of my CAG M3; he's staying on Stand By mode.
He's assigned to a Crystal Fab, I dismiss all the freighters assign to the station to see if he'll react to the lack of ressource but he does nothing.
What's wrong?
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Trouble is, I want to sell mixed resources, so that's fine when I want to sell off my excess AHEPTs, but not for my excess rastar oil.mrkdhrvy wrote: moon-monster:
I can think of a couple of ways you can sell off your excess wares:
1) assign your pilot to a ship with a smaller cargo bay
Yeah, this sounds better. I think really I'm going to need a few different sized ships to make this work the way I want, due to the different sizes and quantities of the items involved. It's a shame I can't do it easily with the software, though.mrkdhrvy wrote: 2) use CLSMk1 to transfer all of your wares to the PHQ, set a very high ware limit, then tell a CAG assigned to the PHQ to sell only when the ware limit (you specify) is reached. Make sure you have enough left over in the PHQ - subtract the amount of produce the CAG will take from the upper ware limit to make sure. I'm thinking of using this method when all of my complexes are built.
There isn't a {2}{4}{x} as far as I can see... You mean {3}{4}{x}? Yeah, I don't really understand what this is for.mrkdhrvy wrote: Note: {2}{4}{x} not sure this will work the way we need it to, but play around with it just to be sure.
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Code looks like mrkdhrvy's idea about CAG on PHQ might work as expected.
Thus, even if station does not yet have C% in stock, a small ship might be able to haul some. The only case where this might be useful is when one ware has large stock and another has small, and one ship has to haul both.
moon-monster wrote:You mean {3}{4}{x}? Yeah, I don't really understand what this is for.
Code: Select all
ConditionC = {3}{3}{C}
ConditionD = {3}{4}{D}
Sell IF ConditionC OR ConditionD