[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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ThalonMook
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Post by ThalonMook »

Hi,

have you read the first topic ?

He supplies only one of your factory. He needs this factory as his homebase.

When you need to supply npc factories then you need the economy trader.

The "quit working in station" let him stop after his last run. This you can use if you need to change his ship or give him new commands.

Please read the guide complete then ask :D

CU Thalon
Elucca
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Post by Elucca »

Since the update to 3.0 I'm having trouble with my CAGs. They go "idle". There's no enemies in the sectors, plenty to buy and sell, but they just idle. Sometimes they fly out to a power plant, buy e-cells and go idle instead of flying home. All of these are major dealers that have been running with the same settings for a while and had no trouble before.

Tried stopping and restarting the command for all my traders but it didn't work.
Aesir
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Post by Aesir »

Elucca wrote:Since the update to 3.0...
Possible cause?
Steam Update breaks lib.move.jumptostation.pck from Bonus Pack
-æsir
Elucca
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Post by Elucca »

Maybe... but my freighters don't have jumpdrives. I tried reinstalling the bonus pack but it didn't fix it.

It's a huge pain since my save is pretty much unplayable now.

Edit: Hm, it does indeed have to do with the CAG trying to fly to a station. Most of the time when they go Idle they have a set destination. For example, one of my freighters loaded up cargo, set a destination and then went idle before undocking. Another one tried to buy e-cells, set a power plant for its destination and went idle.
mmsiege
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Post by mmsiege »

Having the exact same problem, without the bonus pack and with the steam version.
Has destination but stays on standby in home station.
Elucca
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Post by Elucca »

So, no fix or workaround yet? I'd love to get back to the game...

Edit: Well, I found a workaround but it ain't pretty. You have to fire all your traders and have them start over.
Elucca
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Post by Elucca »

Aha, that isn't a workaround. I think this affects high level CAGs in particular. One of my new apprentices leveled up to dealer and... Idle. Won't budge.

I'm surprised at the lack of response considering this is a prominent must-have bonus pack script. Are others besides me and mmsiege not having this issue or are people not using CAGs anymore?

Could anyone please report whether CAG is working for them under 3.0?
Aesir
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Post by Aesir »

It's just going to be CAGs that have jump drive training, as far as I can guess - based on the file that is in conflict with the 3.0 patch.

I'm trying to get some response to that issue here:
Steam Update breaks lib.move.jumptostation.pck from Bonus Pack
-æsir
paz3r
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Post by paz3r »

Hi, I have a small feature request. I use CLS to supply my cahoona bakery with argnu beef I produce for free (0cr price). Since I don't have energy production chain yet my cattle ranch is basically a money sink. CAG seems to transfer money only from station to player so I'm using another script by XGamer to keep station balance. Would it be a problem to make money transfer feature work both ways (or perhaps it already does and I'm doing something wrong) ?
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Simoom
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Problem with Intermediate Products

Post by Simoom »

Hello! I would like to say this is an awesome script, and has saved me a lot of trouble.

However, I am having trouble with my CAGs keep selling intermediate products even though I set it so they aren't supposed to sell them unless they reach 80% full.

I set my CAGs to buy intermediate products if they drop below 10%, and sell them if they exceed 80%. But they seem to just keep the factories' intermediate products at 10%, selling all intermediate products that exceed 10% instead of letting it reach 80% (I was hoping they would keep a healthy number in stash for the Hub)

No, I did not get the two values reversed. In fact, I tried inverting the value as well, thinking it might be a scripting error, but when I reversed the values the CAGs immediately started selling all the intermediate resources, so I switched them back.

Can someone look into this?
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Saetan
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Re: Problem with Intermediate Products

Post by Saetan »

Simoom wrote:Can someone look into this?
If you use the "Analysis to Log"-feature to post a log, sure ^^ (logs can be found, just beneath your savegame directory after creation)


But I've already an idea: Check the setting which tells your CAG's to sell wares dependend on the cargo bay of the CAG. I guess, it's set to something under 100% (as standard).

Try to set it to 101% and see, if your CAG still sell wares under your set limits.
yogs
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Post by yogs »

Hi everyone. I am having some trouble with my CAGS and I hope someone can help. I have a bunch of CAGS that are all master dealers homebased to a complex that pretty much has one of each of the common factorys. The complex is set to buy and sell intermediates. The idea is that the CAGs buy from all other factories in the universe at average rates and sell to other factories at the best deal they can get.

Everything in the complex is an intermediate product and its price is set to the average.

My CAGs were working properly for a while but now they have stopped and are sitting on standby with a full complex and factories within jump range begging for the resources that I have.

I have tried a number of different trader settings. When they were working they were set on the defaults which they are set at now.

Any ideas what would have gone wrong? Any help is appreciated.

**edit** Everything seems to have started up again and the CAGs are going at it hammer and tongs. Miht have been a glitch in the economy.
sputax
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Post by sputax »

Trying to set a cag up for my contraband complex. set it to a seller. set the sell reources at 0%. set sell freighetr cargo to 50%. set everything that say purchase to 0%.

Unfortunately my complex is filling up and its on stand by. How do i get it to actually sell without buying freighters for each resource?

Thank you
Snafu_X3
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Post by Snafu_X3 »

sputax wrote:Unfortunately my complex is filling up and its on stand by. How do i get it to actually sell without buying freighters for each resource?
What's your freighter pilot's rank? CAG won't start selling until at least Courier IIRC
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

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bernoud
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Need help buying at home

Post by bernoud »

Hello :)

I'm in trouble with this script because I can't set the trading job up.

- A freighter attached to a my owned docking bay, buy typhoon missiles (trading / buy at best price)
- As that station can only hold 8 units, I need that another freighter load them in order for the first one to continue buying missiles over and over.

I did a lot of experiment but the second freighter won't load those missiles in its cargo bay.

How can I set this up PLEASE !??
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Saetan
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Re: Need help buying at home

Post by Saetan »

bernoud wrote:I did a lot of experiment but the second freighter won't load those missiles in its cargo bay.
That's no question related to the CAG. Anyway, I read about using the normal vanilla trade commands to get their freighters acting as a cargo bay extension for docks. But I don't remember any further details about.

Also, maybe the CLS MK2 would do the job. You could try to set up a list where the CLS MK2 only loads up to xxx missiles from your dock and nothing else. But I don't know if the freighter would stay docked or would start and land at the dock everytime.

Or as an alternative use a Mod which increases the cargo space of docks. There are some differend ways to do that.
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Simoom
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CAGs not trading in Aldrin weapons... :(

Post by Simoom »

I use the Hub as a weapon storage facility and use CAGs set on "Shopper" setting to purchase wares, and they are doing fine for everything except they won't trade in Aldrin weapons for some reason (eEMPC, pMAML, pSSC). They simply won't go into Aldrin systems for any reason - but I know it's not because there are no jumpgates in Aldrin, because they go into Terran systems to buy EMPC and PSP just fine.

I finished the Aldrin missions so Aldrin 2 and the TUS sectors are all open.

I also noticed one strange behavior - I caught one of the CAGs docking at a Paranid EQ dock (in Spring of Belief I think) - and while it was docked there (without any wares in its cargo), it tried to buy eEMPC, then pMAML, then pSSC - when this was unsuccessful (duh!), it went back to the Hub empty handed.

Does anyone else have trouble with CAGs not picking up Aldrin weapons?


{[url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] says something about where to ask about a script ... Merged. jlehtone}
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em3e3
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Re: CAGs not trading in Aldrin weapons... :(

Post by em3e3 »

Simoom wrote:They simply won't go into Aldrin systems for any reason - but I know it's not because there are no jumpgates in Aldrin, because they go into Terran systems to buy EMPC and PSP just fine.
That may be exactly why. The Aldrin gates are not part of the game files, they are added after the plot. My suggestion is to put a trading station/EQ into Aldrin, and have the CAGs homebased to it.
8^)

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Saetan
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Re: CAGs not trading in Aldrin weapons... :(

Post by Saetan »

Simoom wrote:They simply won't go into Aldrin systems for any reason
Spoiler
Show
Did Aldrin already get joined to the rest of the X-Universe?
If not, that's the answer for your problem as there will be no findable route to aldrin (Terran sectors have their routes through the TOA's).

If already happend, Aldrin should be findable for CAG's as far as I know. Maybe check the allowed distances for CAG or place a Hub-Connection near Aldrin?
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Simoom
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Re: CAGs not trading in Aldrin weapons... :(

Post by Simoom »

Saetan wrote:
Spoiler
Show
Did Aldrin already get joined to the rest of the X-Universe?
If not, that's the answer for your problem as there will be no findable route to aldrin (Terran sectors have their routes through the TOA's).

If already happend, Aldrin should be findable for CAG's as far as I know. Maybe check the allowed distances for CAG or place a Hub-Connection near Aldrin?
I stated that I finished the Aldrin plot so all systems (Aldrin 2, TUS's) are all open. My UTs are finding their way into Aldrin just fine, just not my CAGs. :(

Also, I mentioned in another thread that ever since I connected the Hub to the Aldrin systems, Aldrin ships have been exhibiting strange behavior (dozens and dozens of them would just sit in front of the gates doing nothing, and when you examine them, they wouldn't have a destination listed)

Likely has nothing to do with my CAG issue, but thought I would mention it regardless.

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