[SCR] Commercial Agent [2010-04-28 X3TC 3.3.03]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Bennyhill1980
Posts: 46
Joined: Sun, 23. Nov 08, 12:18

Post by Bennyhill1980 »

does anyone know how to use this script with v 1.3 of the game I am getting complaints about needing v3.2 to run libaries
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TheElix
Posts: 51
Joined: Sat, 26. Jan 08, 07:46

Post by TheElix »

Vicrry06 wrote:Whoops - maybe I should keep to answering questions at Anyway, simple question.. which mode is your warelist in? If it says blacklist when you open the menu, change it.
It's "trade list", I've written it earlier.
Vicrry06 wrote:Also, what rank are these pilots at? CAG can't sell products until Courier (second rank), so if he's still an Apprentice have your seller Mistral run around as an EST for a short while for that new rank - Lucike's trade scripts have interchangeable pilots.
That's a possibility! I'll try and follow your advice. Thanks!
954flyer
Posts: 329
Joined: Wed, 9. Nov 05, 20:24
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Post by 954flyer »

Has anyone seen their agents reset themselves? Several times now I've caught one of my agents selling off my microchips I need for the hub when he should only be selling 2 other products. He periodically resets to default and keeps right on selling 'all' products instead of what I set.
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Seathal
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Post by Seathal »

Despite all the explanations I'm still confused about how different the CAG and the CLS are...

For example, I got myself a script whcih I can purchase Terran factories and Trading Docks, so if I want a smooth production chain for self-supply of my fleet which one should I be using?

I have a Trading Dock for storage and as base of operations, then I have a Solar Power Plant fed with Crystals, that feeds all other factories which are 2 food production plants and 10 weapon/ammunition factories. Again, I want to use the smallest number of ships possible to compensate the fact I can't use pipes. Which script should I sue in this case? CAG or CSL?

Cheers.
Kadatherion
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Joined: Fri, 25. Nov 05, 16:05
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Post by Kadatherion »

The CAG main feature is to be automatic, you set one or two CAG freighters to a complex and they do all the dirty work by themselves. CLS is probably more suited for your need though, since it's more like an "advanced manual trade", so you can better specify the trade route your freighter should make to keep your unconnected factories alive.

But, imho, the best solution would be to connect the terran factories through the Complex Cleaner by Gazz (when you crunch a complex with it, it doesn't matter anymore which were the fabs originally, and as such terran fabs don't cause anymore issues), and then assign a couple of CAGs to the new complex. Cleaner, neater, cheaper and more effective. Not to mention that you'll not have those ridiculously huge fabs cluttering the space lanes or killing your framerate.
fsa_smartbomb
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Joined: Wed, 28. May 08, 20:48

Post by fsa_smartbomb »

Does this work with the steam version ? I've installed the script and it does not appeared in the trade menu ! please help ! thank's
andrewas
Posts: 1498
Joined: Thu, 10. Mar 05, 21:04
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Post by andrewas »

If you installed it right, then it will work with Steam. Be sure that the script files from the archive are in /x3 terran conflict/scripts. Also, be sure to install the libraries package.

Also, the command wont appear unless the ship has a homebase set to a valid station.
Pijang
Posts: 5
Joined: Sun, 23. Nov 03, 13:19

Post by Pijang »

how bout adding an option to set your TL as a homebase so we can all sell stuff our miners drop on it? would be so awsome to have CAG on TL
a mobile harvesting/selling mining factory ftw :)
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Seathal
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Post by Seathal »

Kadatherion wrote:The CAG main feature is to be automatic, you set one or two CAG freighters to a complex and they do all the dirty work by themselves. CLS is probably more suited for your need though, since it's more like an "advanced manual trade", so you can better specify the trade route your freighter should make to keep your unconnected factories alive.

But, imho, the best solution would be to connect the terran factories through the Complex Cleaner by Gazz (when you crunch a complex with it, it doesn't matter anymore which were the fabs originally, and as such terran fabs don't cause anymore issues), and then assign a couple of CAGs to the new complex. Cleaner, neater, cheaper and more effective. Not to mention that you'll not have those ridiculously huge fabs cluttering the space lanes or killing your framerate.
Does this work even if the stations can't accept pipes and stuff since they have no nodes?

Thanks you for the info.
Kadatherion
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Post by Kadatherion »

Yup, they do work perfectly fine. That mod primary objective is to address major slowdowns when building big complexes (a slowdown that comes both from the fabs model themselves and our old, beloved, absolutely idiotic complex tubes :P). To do that it "crunches" your fabs (whatever they are, even modded ones, it just takes into account what they are producing and what resources they need) in new "factory modules" contained in a clean and performance friendly... well... box (it still looks far better than those brainteaser complexes :lol: ). Since there are no actual models to connect with tubes, the nodeless terran fabs do not pose any issues whatsoever.
Dave242
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Joined: Mon, 29. Oct 07, 06:28
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Post by Dave242 »

@ Lucike

Simple question: Why do apprentices have to buy before they can sell? I always thought it should be the other way around.

Thanks for your many fixits btw


Dave
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BugMeister
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Joined: Thu, 15. Jul 04, 04:41
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Post by BugMeister »

Bennyhill1980 wrote:does anyone know how to use this script with v 1.3 of the game I am getting complaints about needing v3.2 to run libaries
- that may be referring to the Bibliotheque, which accompanies all of Lucike's scripts
- you need the latest version of this installed for the scripts to work correctly..

NB:- at the time of posting, the CAG (- Handelsvertretung in German) is at v3.2.01 over on the German S&M forum
- and the Bibliotheque is currently at v3.2.06 - seems Lucike has been busy over the Chrissie hols :)

- you need to have both installed.. the Bibliotheque contains all the menu dialogues and language files
- so downloading from the German forum won't make any difference to the scripts, they will work on English machines OK
- the very latest Instruction "manual" will require an English update, though - which is yet to be completed..
- the whole universe is running in BETA mode - we're working on it.. beep..!! :D :thumb_up:
Tyrant597
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Joined: Wed, 9. Apr 08, 05:52
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Post by Tyrant597 »

Having trouble with my CAG's (since patch 1.4??) anyhow, they're tending a complex making 25mj shields and other random ore/silicon. Anyhow, they are set to sell intermediates over 80% but are selling like.. almost all of them, so the complex basically stays flashing since it's almost always low on some resource. Any ideas? running version 3.1.0.3.. cant find a newer one...
Last edited by Tyrant597 on Sat, 27. Dec 08, 18:20, edited 1 time in total.
Engriffi
Posts: 60
Joined: Sun, 16. Mar 03, 05:15
x3

Post by Engriffi »

Can I have all 4 scripts installed, or do I have to pick between CAG, or the other 3? CAG vs. CLS1, CLS2, EST. Game version 1.4. thanks, guys. And thanks to Lucike, for putting some fun into empire-building.
andrewas
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Post by andrewas »

You can have them all installed at the same time, they are designed to be compatible.
LordArconius
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Joined: Wed, 2. Jun 04, 00:56
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Post by LordArconius »

Warning Do not use this script with 1.3 or higher! I do not know why but terran ships will jump in and attack your ships. I start humble merchant and was attacked 30 sec in to the game.
LordArconius
Posts: 97
Joined: Wed, 2. Jun 04, 00:56
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Post by LordArconius »

I also turned the this scripts into .skp file after I found the problem and installed it that way too. The Plugin Manager said they are X3:R files not X3:TC files.
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BugMeister
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Post by BugMeister »

Tyrant597 wrote:Having trouble with my CAG's (since patch 1.4??) anyhow, they're tending a complex making 25mj shields and other random ore/silicon. Anyhow, they are set to sell intermediates over 80% but are selling like.. almost all of them, so the complex basically stays flashing since it's almost always low on some resource. Any ideas? running version 3.1.0.3.. cant find a newer one...
are you sure it's the CAG's - it might be the game's NPC traders..
have you set the station's "Trade with other races" option..??
- the whole universe is running in BETA mode - we're working on it.. beep..!! :D :thumb_up:
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Krewzur
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Joined: Mon, 16. Jun 08, 20:14
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Post by Krewzur »

i'm running 1.04 and the command is blacked out. I'm trying to use it on a mercury, it has a homebase set and has Nav Mk1, Trade Mk1/Mk2 installed but its still not working.

Trade Mk1 one is built into the ship, can the script detect built in components?

I also have Economy and Supply Trader installed, is it compatible?

EDIT: I just tried this on a Zephyrus and the command was available, so i'm guessing that this script does not detect built in software
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Lucike
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Post by Lucike »

LordArconius wrote:Warning Do not use this script with 1.3 or higher! I do not know why but terran ships will jump in and attack your ships. I start humble merchant and was attacked 30 sec in to the game.
What? Are you sure, that the CAG is the problem? I play 1.3 and have over 80 CAGs, also in the Terran area.
amurph0 wrote:i'm running 1.04 and the command is blacked out. I'm trying to use it on a mercury, it has a homebase set and has Nav Mk1, Trade Mk1/Mk2 installed but its still not working.

Trade Mk1 one is built into the ship, can the script detect built in components?

I also have Economy and Supply Trader installed, is it compatible?

EDIT: I just tried this on a Zephyrus and the command was available, so i'm guessing that this script does not detect built in software
The description say: "The command is available only on ships that already do have a pilot, and on ships that are docked at a station." ;)
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