[Bonus Plugin] Commercial Agent

The place to discuss scripting and game modifications for X³: Reunion.

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Aesir
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Post by Aesir »

Lucike wrote:@Storm666

I got your mail. Thanks for your save. 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.
I have current X3 2.0.02 and Bonus Pack 3.1.06 installed in my game. I am about to start my first factory, and am thinking of using CAG to do the supply buy and product sell runs.

I cannot read German, but it looks like Lucike has updated CAG to a version newer than what is in 3.1.0.6.

[S] [11.08.07] [X3 3.3.01] Handelsvertreter

Can anyone translate the changelog for English speakers and (most importantly) confirm that the latest version in that thread is signed so that the game does not become *** modified ***. Have any command parameters changed? Is there any new or modified functionality compared with the 3.1.0.6 version?

Thank you!
-æsir
Storm666
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Post by Storm666 »

@Aesir
I can confirm that file is signed and wont modify your game. it fixes a problem that allowed CAG's to trade with your stations when you told them not to. it may not affect your first station but in time you might want it installed?
Arrak
Posts: 23
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Post by Arrak »

Um, sure about that?
Handelsvertreter
(Version 3.3.01 - 11. August 2007)
Voraussetzung: X³ Reunion ab 1.4.03 inklusive X³ Reunion Bonuspaket ab 3.1.06 !!
Wichtig: Diese Version der Handelsvertreter kann über die signierte Bonuspaketversion kopiert werden. Der Spielstand wird allerdings modifiziert und man bekommt ein so genanntes "Modified" ins Spielprofil, da der Script Editor aktiviert werden muss. !!
Meaning:
Commercial Agent
(3.3.01 - 11.8.07)
Requirements: X³, Bonus Pack 3.1.06
Important: This version of the commercial agent can be installed on top of the version from the bonus pack. However, the saved game will become modified and you will get a so-called "modified" in your player profile, as the script editor has to be activated!


As for the changelog:
24.06.2007 (Version 3.3.00)
* Der Fehler in der Funktion 2-0-X wurde behoben.
* Der Sprungenergievorrat ist nun frei wählbar.
* Versteckter Bonus. Stichwort: FP NB MK1
11.08.2007 (Version 3.3.01)
* Nicht gravierender aber unschöner Fehler in der Kollegenabsprache korrigiert.
24.6. (3.3.00)
- Fixed the bug concerning function 2-0-X. (trading with player-owned stations)
- Jump energy reserve can be chosen at will.
- Hidden bonus. Keyword: FP NB MK1 (not completely sure about this one, I think it ought to be FP AB MK1 in English)
11.8. (3.3.01)
- Fixed a small bug with the coordination of CAGs
Storm666
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Post by Storm666 »

@Arrak

Not sure what is on the german forum... but i can confirm that the file posted in reply to my problem is 'signed' and does NOT 'Modify' your game (i am using it)
jlehtone
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Post by jlehtone »

Yes, Bonuspack 3.1.06 includes CAG version 3.2.17.
The hotfix of 'plugin.com.agent.list.station.pck' for 3.2.17 is signed too.

At the time of hotfix, unsigned CAG version 3.3.00 was already around. It included the same fix and those new features. So Lucike "back-ported" the fix for 3.2.17 and got that file signed.
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Arrak
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Post by Arrak »

Ah, ok, didn't notice you were talking only about the fix.
But Aesir asked specifically if the version in the German thread was signed and would make his game modified (which it does, according to Lucike's statement there).
ouch
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Post by ouch »

I don't think CAG's can detect or sell secondary resources.

I have a teladium factory in kingdom end with a frighter pilot CAG. there are 5 bio gas factories in the same sector all sitting empty on teladium.

and the CAG just sits there. the factory has full ecells and teladium.
Please fix the AI Egosoft! I'm sick of losing ships(doesn't matter what class) when they fly into what they are attacking! This occurs even if the object is stationary and doesn't have any protrusions.(Like a pirate base) It's just sad, and it totally ruins the entire concept of the series!
jlehtone
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Post by jlehtone »

ouch wrote:I don't think CAG's can detect or sell secondary resources
But they do. They look for stations that do consume ware, and the game engine does return both primary and secondary consumers for that call.
Goner Pancake Protector X
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ouch
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Post by ouch »

well what could it be then?

he is in a dolphin hauler and has all the legal software in the game. (except goggles which kill the jumpdrive)

the selling price is just above average, and the empty factories are paying one notch from the highest allowed.
Please fix the AI Egosoft! I'm sick of losing ships(doesn't matter what class) when they fly into what they are attacking! This occurs even if the object is stationary and doesn't have any protrusions.(Like a pirate base) It's just sad, and it totally ruins the entire concept of the series!
Aesir
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Post by Aesir »

Storm, Jlehtone, and Arrack, thanks for the responses. Yes, I was asking about the version in the German topic from 11 August 2007. In fairness though, I did quote the response to Storm's issue - because I wanted to cover the bases since it looks like 2 versions of CAG were published after the 3.1.06 update.

The hotfix Storm has is prior to the latest version and I think I am confused as to which version I should use. I think what everyone is saying is that the Bonus Pack version is signed, as is the one linked for Storm on page 14 of this topic. But the latest version from August 11 is not signed and will modify the game. I will wait for a bonus pack update or a final signed version "hotfix" I think.

Part of my goal in X3 this time around is to avoid using STs, UTs, SETA and just focus on building an industrial empire and military fleet in real-time. To do this without growing old and dying before I earn enough for a small fleet and factory infrastructure requires factory automation.

Station Manager might suit my needs, but I am concerned that it is no longer updated/fixed/supported by it's scripters, so I was thinking of using Commercial Agents (supply/sales) and Commodity Logistics (internal routes) to manage production and supply

Thank you for the responses.
-æsir
jlehtone
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Post by jlehtone »

Aesir wrote:I will wait for a bonus pack update or a final signed version "hotfix" I think.
Don't wait. Apply that page 14 "hotfix". It simply replaces one file. You will still have a signed CAG in use. The version that the 3.2.17 was supposed to be all along.

There is a chance that one day there will be yet another version of Bonuspack, but what shall it have and when are way too open questions, that waiting for it makes you old and grey.


Station Manager is indeed lacking support, although any obvious bugs are bound to be fixed by the team that handles the bonuspack signing. But how many bugs are there left? I hope most have been squished. It seems to work where I use it, (where I cannot use CAG). They complement each other.
Goner Pancake Protector X
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Horrigan
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Post by Horrigan »

I don't know if it's just me but do you people think that the CAG are somewhat paranoiac sometimes? I've one or two who doesn't stop bothering me about enemy in Ringo Moon (most frequently, but it happen less frequently in others sectors too).. I checked my satellite and there is nothing there.. Could this be because of unmasked pirate dealer? If so is there a way to ajust the "risk meter" of a CAG?
Storm666
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Post by Storm666 »

one or two who doesn't stop bothering me about enemy in Ringo Moon
you'll find theres a khaak or pirate out of scanner range somewhere in sector, kill it and everything will be quiet again
Horrigan
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Post by Horrigan »

Another answer please :) :

Is the CAG are smart enough to not sell his own shields when he's assigned to a shield facility ?
Last edited by Horrigan on Fri, 17. Aug 07, 05:37, edited 1 time in total.
Cedric_FP
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Post by Cedric_FP »

Apart from the Video Enhancement Goggles, does anything else break the jump drive?

Because I have removed them from my CAG's, but they still don't jump! All of them are FP1st.
Storm666
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Post by Storm666 »

Horrigan wrote:Another answer please :) :

Is the CAG smart enough to not sell his own shields when he's assigned to a shield facility ?
Yes they smart :)
Horrigan
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Post by Horrigan »

The annoying noob is back and need a tip! :) Sorry to bother again.

One of my CAG is in Idle mode (didn't even sent me a message don't know why)-> I bet it's because there is enemies at his destination. Problem is because of the wonderful interface of X3 I only see in the destination column Split Trading Station (Family *missing part*) . Well huh there is like 344324 sectors with Family in the name.

[ external image ]

Is there a way to strench the windows or seeing the complete destination name?

Thanks!
ouch
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Post by ouch »

try viewing him through the sector map and then scroll down to see his destination.
Please fix the AI Egosoft! I'm sick of losing ships(doesn't matter what class) when they fly into what they are attacking! This occurs even if the object is stationary and doesn't have any protrusions.(Like a pirate base) It's just sad, and it totally ruins the entire concept of the series!
Aesir
Posts: 68
Joined: Sun, 7. Jan 07, 15:04
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Post by Aesir »

jumbled wrote:On the satellite limited feature, the docs say to rename sats to either "Advanced Satellite" or "Advanced Satellite - (homebase)".

<snip>
For that matter, it's not working anyway... When I was renaming, I was just going sector-to-sector with my ships and renaming the sats using the new ship cmd, giving the name of the sector that sat is in (so one sat might say "Home of Light", another might say "Argon Prime", etc.). Then I tried running a CAG with the option turned on, and it wouldn't go anywhere unless ALL the sats have ONE homebase name on it. Is this correct? Kinda pointless if you have factories in more than one sector.
<snip>
I'd like to confirm whether this is an issue or not.
[Edit: Nevermind, I tested this scenario out - all ASATs must be named Advanced Satellite or after the home base of a given CA.... no wonder the scripts just won't work for some people.]

I've used the Rename Satellite script installed with vanilla + Bonus Pack. I used it to rename from "Julian's Satellite" (or whatever the default name was) to "Advanced Satellite - Argon Prime" for the one in Argon Prime, "Advanced Satellite - Antigone Memorial" for the one there, etc. So each ASAT is named for it's location. Is the reason my CA in Antigone Memorial never leaves Antigone Memorial (and thus, doesn't sell any ore as there are no stations that need ore there in my game) is because I have to rename all of the satellites to "Advanced Satellite - Antigone Memorial" even if they're not located in Antigone Memorial?

If so, can I fly multiple satellites in a given zone, for CAs that have different home bases? So if I end up with 100 CAs can I fly 100 satellites in each sector, each named according to the Home Base of the 100 CAs?


If not... what information should I provide to help diagnose why my single CA in my single station fails to do anything but buy ecells (40 units at a time, now that the station is full of ecells) and never sells any ore?
-æsir
jlehtone
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Post by jlehtone »

Input {0}{4}{1} makes the ship write every transaction into file 'log1502.txt' in your X3 folder. May or may not help.

Any satellite-limited CAG should be able to trade in sector that has "Advanced Satellite".
Only those CAG with home in Seizewell would trade in sectors, which have only the "Advanced Satellite - Seizewell". Thus, adding a sector name into the satellite name is a more strict limitation.

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