This is true, but it seems to me this option would have been better as a configuration setting rather than using VEG's. It's simply not intuitive, or even logical, that having VEG's on board prevent jumping. And it confuses a lot of players, as we can see.jlehtone wrote:Really? I do not see "Video Enhancement Goggles" (VEG) in OP, which is outdated anyway. Perhaps you used the list in the "Bonuspack Readme" that is installed on your own computer? (As that is up to date.)Naughtulus wrote:... with all of the items listed in the OP.
And that Readme says: "jump only in emergency". Yes, if the ship has VEG, then it will not jump for trade, but is able to do a short (40 ecells == 3 sectors for TS) jump when attacked. Some may consider a jumping trader an "unfair advantage", but accept the life-saving use of the jumpdrive. Or the continuous consumption of fuel is worse for profits than the lack of speed on long routes, and the loss of cargobay to fuel tanks ... For those players the "VEG disables jumping" is a gift.
[Bonus Plugin] Commercial Agent
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Re: CT Won't Jump
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First, sorry for my english....
I got a Khaak sector, I take it with some Phoenix... Now it's quite mine... I have placed a Silicon Mine an tractorbeaning to the center of the sector, in the middle of the Phoenix Patrol squad... Now I have assigned that station as hombase to a Freight Pilot commercial agent, and start the commercial agent command... My Ts landing to he's homebase (which is setting at max jump 50) and stop, the Ts don't move anymore...
Some ideas?
Oh, the silicon mine got the money ofcourse....
Thank you,
a.
I got a Khaak sector, I take it with some Phoenix... Now it's quite mine... I have placed a Silicon Mine an tractorbeaning to the center of the sector, in the middle of the Phoenix Patrol squad... Now I have assigned that station as hombase to a Freight Pilot commercial agent, and start the commercial agent command... My Ts landing to he's homebase (which is setting at max jump 50) and stop, the Ts don't move anymore...
Some ideas?

Oh, the silicon mine got the money ofcourse....
Thank you,
a.
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Kha'ak sector? One without any Gate? Why I have a feeling that a sector with no Gate connection is so isolated that "list sectors within 50 jumps" returns the same as "list sectors within 0 jumps"?
You could try the CLS with a proxy station in regular space. CLS does not look for customers, it "follows orders". Then have CAG on the proxy.
You could try the CLS with a proxy station in regular space. CLS does not look for customers, it "follows orders". Then have CAG on the proxy.
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Uops, CLS don't works.... The ship stand by out the station, and with "delivery products at..." (or what say in english, it's my free translation). And it's the same... if the base is my mine in unknow enemy sector or my spp in regular sectors...
a.
P.S.


a.
P.S.
I've seen some Yaki round about in the Khaak sector, do you mean there are Khaak sectors with some gates?One without any Gate?

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Game spawns some NPC ships (like Yaki) in totally random sectors. Vanilla Kha'ak sectors have no Gates. Modded games, no idea.aska wrote:I've seen some Yaki round about in the Khaak sector, do you mean there are Khaak sectors with some gates?
It may be that even the "jump to destination" used by CLS depends on connection (to figure out proper fuel consumption).

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I think I have the idea. Admirable feat.aska wrote:Have you an idea about the pain for tractorbean the mine to the center of a Khaak sector.

Cycrow and others have written Jumpdrive enhancements. Perhaps they could advice? And I think Gazz has in his Complex Cleaner some ware transfer logic. Others too. It is probably quite simple script; decrease ware in one station and increase in another, with suitable charge of course.
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Commercial Agent Questions
hi all
1.) is there any way to stop the Commercial Agent from buying fighter drones ?? as my freighters are flying with escorts so fighter drones are an unnecessary waste of credits and valuable cargo space
2.) how do i set up the Commercial Agent to act as a relay transferring goods from one station to another station
for example I have a wheat farm and a space fuel distillery in the same sector and id like set up one of my transport ships to act as a relay between these 2 stations taking wheat from the wheat farm and delivering it to the space fuel distillery
1.) is there any way to stop the Commercial Agent from buying fighter drones ?? as my freighters are flying with escorts so fighter drones are an unnecessary waste of credits and valuable cargo space
2.) how do i set up the Commercial Agent to act as a relay transferring goods from one station to another station
for example I have a wheat farm and a space fuel distillery in the same sector and id like set up one of my transport ships to act as a relay between these 2 stations taking wheat from the wheat farm and delivering it to the space fuel distillery
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err OK isn't that a bit bone headed if he don't have the fight software installed then he looses the laser auto aim on the turret making the turret uselessDon't install fight software (this is in the readme, btw).
my ships might have escorts but the ship still needs to be able to defend its self in the event that the escorts are tied up with other attacking vessels
so next question how do I stop him buying fighter drones when the fight software is still installed
and while I'm on the subject of stopping the Commercial Agent buying things I don't want him to how do I also stop him from buying missiles with out removing the fight software
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Will CAG's purchase resources from player owned factories?
I notice there is a way to turn it off ala OP, but I wanted someone to confirm.
I plan on putting a SPPXL into the same sector as my biogas factory, but want to know if the CAG's representing the biogas factory will buy[transfer] energy from my SPPXL rather than jumping to another sector to buy ecells.
I notice there is a way to turn it off ala OP, but I wanted someone to confirm.
I plan on putting a SPPXL into the same sector as my biogas factory, but want to know if the CAG's representing the biogas factory will buy[transfer] energy from my SPPXL rather than jumping to another sector to buy ecells.
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Yes, if:Cedric_FP wrote:Will CAG's purchase resources from player owned factories?
1. it is the "best offer"
2. the destination station does not run "Trader Barrier" command
3. you have not set the "don't trade" flag: {2} {0} {1} on the CAG
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Commercial Agent training. . .
I've read through the CA thread and the "LUC IKE" tutorial / reference sheets, which I have printed out next to me. I have 3 Jaguar Raiders equipped with:
One of these ships has been going, now, for 6:03 Stazuras, and it's still Apprentice. Do I need to give them Trading System Extension in order to get them past Apprentice level? If not, what do I need to give them? I see nothing special in the orders of my Flower Farm.
Thanks for the info!
- Boost Extension
Navigation Command SW
Trade Cmd SW 1 and 2
Special Cmd SW
Singularity Time Accelerator
Triplex Scanner (Built-In)
Fight Cmd SW 1 & 2 (Built-In)
One of these ships has been going, now, for 6:03 Stazuras, and it's still Apprentice. Do I need to give them Trading System Extension in order to get them past Apprentice level? If not, what do I need to give them? I see nothing special in the orders of my Flower Farm.
Thanks for the info!
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Re: Commercial Agent training. . .
Yes.J Cubed wrote:Do I need to give them Trading System Extension in order to get them past Apprentice level?
Once you add TSE they'll advance to the appropriate level next time they dock.
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