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

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TestingTesting
Posts: 46
Joined: Sun, 8. Aug 04, 03:05

Post by TestingTesting »

i'm now using 3.4.01

started fresh game, same setup.

got to the same thing, i have determined that the CAG always gets stuck in "Predition's End"

Code: Select all

Commercial Agent

Script version: 3401
Script version: 3401 (on ship)
Libraries version: 3700
Pilot Union version: 3405

Pilot: Ulla Giorno
Pilot rank: Supplier
Social security number: Ulla Giorno.1968.8

Flight time: 1:10 hour
Employ time: 2:32 hour
Payment: 1,725 credits
Profit: 145,530 credits
Expenses: 0 credits

Promotion: Yes
Payment: Station account
Agreement with colleagues: Yes

Ship name: CAG Your Mistral S
Ship class: TS
Ship type: Mistral
Transport class: Extra Large Containers XL
Cargo bay size: 4000 units
Cargo bay volume: 918 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Foe
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral

Detected enemy ship: Pirate Brigantine in Perdition's End (X 12689 Y 5090 Z -20249)

Fight Command Software MK1: installed
Fight Command Software MK2: installed

Supply Command Software: installed

Landing Computer: installed
Landing Computer: disabled
Landing Computer: allowed

Jump Drive: installed
Jump Drive: activated
Jump Drive: not allowed
Jump Drive energy: 400 energy cells
Jump Drive minimum jumps: 1 jumps

Special equipment Fighter Drone: Fighter Drone MKII

Home base: Complex Hub 01 (Unknown Sector)
Home base class: Complex Hub
Home base type: Argon Complex Hub
Trade jumps: 10 jumps
Station account: 99,575 credits
Global account: 503,588 credits

Black list stations: -
Black list sectors: -

Only trade with satellite network sectors: No
Only trade in sectors with a jumpgate: No
Only trade with non-player bases: No

Trader job: Salesman
Purchase resources: 80 %
Sell products: 20 %
Sell products freighter cargo bay: 30 %
Purchase intermediate products: 10 %
Sell intermediate products: 80 %
Free freighter cargo bay: 0 %
Purchase stations credit balance: 30,000 credits

Home sector: Unknown Sector
Home jumps: 10 jumps

Ware list type: Blacklist
Ware list: -

Tradeable ware from home base:
     P Silicon Wafers: price 428 credits, cargo bay 1,033 units, cargo bay 99 %
     P Ore: price 108 credits, cargo bay 4,053 units, cargo bay 97 %

Silicon Wafers (Product (Standard search engine))
     Crystal Fab M alpha (Clarity's End): price 489 credits, cargo bay 216 units, cargo bay 51 % ( Free )

Silicon Wafers (Product (CAG search engine))
     Crystal Fab M alpha (Clarity's End): price 489 credits, cargo bay 216 units, cargo bay 51 % ( Free )

Ore (Product (CAG search engine))
     Tractor Beam Factory beta (Third Redemption): price 116 credits, cargo bay 920 units, cargo bay 55 % ( Busy )
     Tractor Beam Factory alpha (Third Redemption): price 112 credits, cargo bay 951 units, cargo bay 57 % ( Free )

-----------------------------------------------------------

com.agent.auto.rename (1)
com.agent.auto.rename.name (Your Mistral)
com.agent.equipment.fight.drone.type (Fighter Drone MKII)
com.agent.homebase (Complex Hub 01(Unknown Sector))
com.agent.install.version (3401)
com.agent.message.modus (3)
com.agent.payment (1)
com.agent.ware.buy.or.sell (2)
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Saetan
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Post by Saetan »

And here's the reason why, as I already though of. You CAG is simply scared to death ...
TestingTesting wrote:

Code: Select all

Commercial Agent

[...]

Detected enemy ship: Pirate Brigantine in Perdition's End (X 12689 Y 5090 Z -20249)

[...]
TestingTesting
Posts: 46
Joined: Sun, 8. Aug 04, 03:05

Post by TestingTesting »

there's no satellite coverage in that area, still not got that far yet.

so the ship isn't moving because of possible threat detected..... then why doesn't it say that instead of IDLE

"Threat Detected, Waiting" something like that......

NOTE...... the pirate that was there left a LONG time ago, but i don't have sector coverage in that area yet with SATS (not sure if that makes a difference, hope it does, otherwise the pilot was so scared he must of died as he didn't wake back up and it has been quite sometime since the threat left)
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Saetan
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Post by Saetan »

If there are dangerous hostiles on path (that means, in a sector, even if they are far away) Lucikes trading scripts will idle. Just translate idle as "Threat Detected, Waiting" for yourself.

After detecting an enemy they'll idle for some time, to check again if there is still a tread. If it's gone, they start their duties again, if it's not, they'll idle once more.

What's dangerous, depends from the equipment of a freighter. With fight command software installed, they'll be less often scared. But they will always idle for a hostile that big as a M7 or bigger.

Hostiles even don't need to be in scanner range, also the coords in the log should be always correct for the moment, it was created. Maybe the brigatine already left for another place until you got there, but's still in the same sector.
TestingTesting
Posts: 46
Joined: Sun, 8. Aug 04, 03:05

Post by TestingTesting »

yeah, been looking at it, i think your absolutely right, i think that a threat has been detected somewhere, even if i can't see it, perhaps like you said, along the path.

fact is the Script is very mature now (3.4.01), so i will not be so hasty in the future....... at he beginning of the game when you only have two TS running every credit counts.....

things seem to get better the more i lay down the SAT network, probably because i can see more, so i see the threats now!

Question, does a SAT network influence the script in anyway, or is the SAT network just for player use?
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Saetan
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Post by Saetan »

Satellites aren't necessary for the script itself as it find's possible traderuns completly without them, but players have the possibility to only allow trading in sectors with satellites in it.

You also have the possibility to white- or blacklist whole sectors. So you could blacklist any sector which has often hostile forces in it to keep the CAG's running with much less idle-times.
TestingTesting
Posts: 46
Joined: Sun, 8. Aug 04, 03:05

Post by TestingTesting »

different game, different location, getting same problem though, have a look.

can someone help i have tried to restart, but nothing all it does is just sit there.

Code: Select all

Commercial Agent

Script version: 3401
Script version: 3401 (on ship)
Libraries version: 3700
Pilot Union version: 3405

Pilot: Halen Braks
Pilot rank: Trader
Social security number: Halen Braks.2412.7

Flight time: 1:41 hour
Employ time: 2:19 hour
Payment: 2,790 credits
Profit: 818,112 credits
Expenses: 0 credits

Promotion: Yes
Payment: Station account
Agreement with colleagues: Yes

Ship name: CAG Your Mistral T-JN
Ship class: TS
Ship type: Mistral
Transport class: Extra Large Containers XL
Cargo bay size: 3500 units
Cargo bay volume: 127 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Foe
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral

Fight Command Software MK1: installed
Fight Command Software MK2: installed

Supply Command Software: installed

Landing Computer: not installed
Landing Computer: disabled
Landing Computer: allowed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 350 energy cells
Jump Drive minimum jumps: 1 jumps

Special equipment Fighter Drone: Fighter Drone MKII

Home base: Complex Hub 01 (Atreus' Delta)
Home base class: Complex Hub
Home base type: Argon Complex Hub
Trade jumps: 10 jumps
Station account: 1,930,890 credits
Global account: 2,560,615 credits

Black list stations: -
Black list sectors: -

Only trade with satellite network sectors: No
Only trade in sectors with a jumpgate: No
Only trade with non-player bases: No

Trader job: Trader
Purchase resources: 80 %
Sell products: 20 %
Sell products freighter cargo bay: 30 %
Purchase intermediate products: 10 %
Sell intermediate products: 80 %
Free freighter cargo bay: 0 %
Purchase stations credit balance: 30,000 credits

Home sector: Atreus' Delta
Home jumps: 10 jumps

Ware list type: Blacklist
Ware list: -

Tradeable ware from home base:
     P Silicon Wafers: price 504 credits, cargo bay 1,001 units, cargo bay 96 %
     P Ore: price 128 credits, cargo bay 4,058 units, cargo bay 97 %

Silicon Wafers (Product (Standard search engine))
     Crystal Fab M Alpha (Waverider Corp. Headquarters): price 775 credits, cargo bay 2 units, cargo bay 0 % ( Free )

Silicon Wafers (Product (CAG search engine))
     Crystal Fab M Alpha (Waverider Corp. Headquarters): price 775 credits, cargo bay 2 units, cargo bay 0 % ( Free )
     Seeker Missile Production Complex Alpha (Depths of Silence): price 744 credits, cargo bay 27 units, cargo bay 12 % ( Free )
     Image Recognition Production Complex Alpha (Depths of Silence): price 733 credits, cargo bay 129 units, cargo bay 15 % ( Free )
     Image Recognition Production Complex Alpha (Argon Prime): price 681 credits, cargo bay 211 units, cargo bay 25 % ( Free )
     Hammer Torpedo Fabrication Facility Alpha (Depths of Silence): price 653 credits, cargo bay 62 units, cargo bay 29 % ( Free )
     Chip Plant Alpha (Waverider Corp. Headquarters): price 649 credits, cargo bay 63 units, cargo bay 30 % ( Free )
     Advanced Satellite Factory Alpha (Argon Prime): price 623 credits, cargo bay 71 units, cargo bay 34 % ( Free )
     Crystal Fab M Alpha (Emperor's Pride): price 616 credits, cargo bay 146 units, cargo bay 35 % ( Free )
     Computer Plant Beta (Rolk's Drift): price 595 credits, cargo bay 79 units, cargo bay 37 % ( Free )
     Crystal Fab M Alpha (Rolk's Drift): price 574 credits, cargo bay 170 units, cargo bay 40 % ( Free )
     Cyclone Missile Factory Alpha (Barren Shores): price 544 credits, cargo bay 93 units, cargo bay 44 % ( Free )
     Chip Plant Alpha (Kingdom End): price 530 credits, cargo bay 97 units, cargo bay 46 % ( Free )
     Crystal Fab M Alpha (Priest Refuge): price 505 credits, cargo bay 207 units, cargo bay 49 % ( Free )
     Swarm Missile Production Complex Alpha (Argon Prime): price 504 credits, cargo bay 104 units, cargo bay 50 % ( Free )

Ore (Product (Standard search engine))
     Ion Disruptor Forge Alpha (Waverider Corp. Headquarters): price 198 credits, cargo bay 93 units, cargo bay 11 % ( Free )

Ore (Product (CAG search engine))
     Ion Disruptor Forge Alpha (Waverider Corp. Headquarters): price 198 credits, cargo bay 93 units, cargo bay 11 % ( Free )
     Weapon Component Factory Alpha (Great Reef): price 195 credits, cargo bay 115 units, cargo bay 13 % ( Free )
     Weapon Component Factory Alpha (Argon Prime): price 185 credits, cargo bay 175 units, cargo bay 21 % ( Free )
     Weapon Component Factory Alpha (Kingdom End): price 180 credits, cargo bay 201 units, cargo bay 24 % ( Free )
     Image Recognition Production Complex Alpha (Argon Prime): price 177 credits, cargo bay 871 units, cargo bay 26 % ( Free )
     Quantum Tube Fab Alpha (Kingdom End): price 175 credits, cargo bay 226 units, cargo bay 27 % ( Free )
     Impulse Ray Emitter Forge Alpha (Depths of Silence): price 173 credits, cargo bay 235 units, cargo bay 28 % ( Free )
     Light Weapons Complex Alpha (Argon Prime): price 161 credits, cargo bay 287 units, cargo bay 34 % ( Free )
     Swarm Missile Production Complex Alpha (Argon Prime): price 160 credits, cargo bay 290 units, cargo bay 34 % ( Free )
     Quantum Tube Fab Alpha (Blue Storm): price 158 credits, cargo bay 298 units, cargo bay 35 % ( Free )
     Quantum Tube Fab Alpha (Argon Prime): price 151 credits, cargo bay 325 units, cargo bay 39 % ( Free )
     Light shield Production Complex Alpha (Waverider Corp. Headquarters): price 150 credits, cargo bay 329 units, cargo bay 39 % ( Free 

)
     Image Recognition Production Complex Alpha (Depths of Silence): price 148 credits, cargo bay 1,348 units, cargo bay 40 % ( Free )
     Bio Gas Factory M Beta (Menelaus' Frontier): price 145 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Bio Gas Factory M Alpha (Menelaus' Frontier): price 145 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Bio Gas Factory M Beta (Shining Currents): price 144 credits, cargo bay 8 units, cargo bay 0 % ( Free )
     Heavy shield Production Complex Alpha (Depths of Silence): price 146 credits, cargo bay 690 units, cargo bay 41 % ( Free )
     Bio Gas Factory M Beta (Dark Waters): price 144 credits, cargo bay 32 units, cargo bay 3 % ( Free )
     Bio Gas Factory M Alpha (Kingdom End): price 144 credits, cargo bay 24 units, cargo bay 2 % ( Free )
     Bio Gas Factory L Beta (Mists of Elysium): price 143 credits, cargo bay 255 units, cargo bay 12 % ( Free )

-----------------------------------------------------------

com.agent.auto.rename (2)
com.agent.auto.rename.name (Your Mistral)
com.agent.equipment.fight.drone.type (Fighter Drone MKII)
com.agent.homebase (Complex Hub 01(Atreus' Delta))
com.agent.install.version (3401)
com.agent.message.modus (3)
com.agent.payment (1)
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Saetan
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Post by Saetan »

TestingTesting wrote:

Code: Select all

Ship name: CAG Your Mistral T-JN
Ship class: TS
Ship type: Mistral
Transport class: Extra Large Containers XL
Cargo bay size: 3500 units
Cargo bay volume: 127 units[/quote]

I'm never sure, if I mix that up, but doesn't that mean, that your TS is already filled with cargo, so there is (to less) space left for profitable trading?

If the TS is filled with cargo, you could try to empty it even if the loaded cargo is already silicia or ore (although, I meant it should be able to sell previos loaded wares too).
TestingTesting
Posts: 46
Joined: Sun, 8. Aug 04, 03:05

Post by TestingTesting »

i'll have a look, see if i can slim some fat of the ship, of work for a few weeks now, thought i'll get some AP in getting ready for Rebirth, i'll mess around a bit, first i'll see about slimming down these TS, i do have a tendency off outrigging them with the best stuff.

thanks.
veris
Posts: 28
Joined: Mon, 9. Jul 07, 03:49
xr

Post by veris »

Hey, what about Docking Computer that is probably never used by CAG's even in the latest version from Lucike's website?
I'm no mod dev, but after analysing the scripts i found that Docking Computer is installed and available for 5 lvl pilots, but never gets enabled because probably com.agent.equipment.landing.computer is nowhere set to enabled.
Can anyone confirm that and maybe contact Lucike to get his confirmation and find the solution?
I found that the scripts use !move function to get CAG's to work, does that function use Docking Computer automaticaly?
veris
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Post by veris »

Also found a bug when some of my pilots that are CAGs are on the list of CLS and are not clickable and configurable.
Is that because the former CLS1/2 was set to be a CAG? Has anyone found a proper solution to remove CAGs from CLS1/2 list?.
Scoob
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Post by Scoob »

Here's a frustrating issue...

I have a CAG buying Crystals for my SPP. Some are availble 4 jumps away but the CAG would need to pass through an Unknown sector where there's currently a Kha'ak M6 on the prowl. Quite rightly it stays at home.

However, 4 jumps away in the other direction - though friendly space - there are also some Crystals available. Problem is my CAG seems to be locked as it cannot go and buy the ones it initially targeted.

Note: I have NO sectors blacklisted or anything and I'd hoped the CAG would be smart here. Does this smartness possibly come as the CAG levels up? My CAG is an Apprentice at the moment.

Cheers,

Scoob.
kurush
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Post by kurush »

I wonder if there is a version of this script that can use jump beacons from AP?
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Litcube
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Post by Litcube »

Perditions End is not adjacent to existing sectors, causing problematic returns on several script and script commands.
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Saetan
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Post by Saetan »

Jump Beacons from Lucike and that one from AP are the same ... that means, CAG and any other script by Lucike can use that jump beacons. But that also means, they need to have navigators on board to do that.
kurush
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Post by kurush »

Saetan wrote:Jump Beacons from Lucike and that one from AP are the same ... that means, CAG and any other script by Lucike can use that jump beacons. But that also means, they need to have navigators on board to do that.
The reason I asked is that the version from Bonus Pack apparently doesn't use them. I wanted to check whether it makes sense to upgrade otherwise perfectly functioning script to what we have on the download link in this thread.
EDIT: Just checked the version from beta bonus pack and apparently it does use JB.
noname159
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x3ap

Any way to sell resources if I have too many of them?

Post by noname159 »

I have an argon-based complex producing e-cells, crystals, meatsteak cahoonas and beef. The only resource I need is silicon wafers, which is imported from my silicon mines.
The thing is, they are not in same sector so I can't add them to complex. As a result, I don't have any more space for keeping silicon wafers. As a result, transports from silicon mines can't unload them. They have to unload them so they can load e-cells and return to silicon mines. Without e-cells, silicon mines stop.
Probably the best solution would be to tell Agent to sell even resources if you have too much of them in stock, same way you configure when they should sell products.
I can buy another transport and tell it to sell silicon wafers for best money, the problem is I don't know any script that does it and stops if stock is less then X percent, lets say 20. So the most probable outcome is, I sell too few silicon wafers, or too many.
Do you know solution?
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cattafett
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Post by cattafett »

in your place i would
A) one CLSmk1 trader at the complex to deliver E-cells to the mine and one CLSmk1 trader at the mine to deliver silicon to the complex
or
B) one CLSmk2 Trader (one with a large cargo bay) set to fill up to half the cargo bay with silicon and take it to the complex and then to fill up to half the cargo bay with E-cells and take it to the mine
that way even if the complex gets full of silicon it should still continue to take E-cells to the mines and the same the other way
I can buy another transport and tell it to sell silicon wafers for best money, the problem is I don't know any script that does it and stops if stock is less then X percent, lets say 20. So the most probable outcome is, I sell too few silicon wafers, or too many.
CAGs can be set to do that in the trade duties you have buy and sell intermediates
when selling intermediates they will never sell if your intermediate ware is below the buy percent amount.
but i'm not sure that they leave that amount so set it so its at least as much as a two full holds of the ship you have selling that ware
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
noname159
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x3ap

Post by noname159 »

1) I use something similar with CLS MK2 trader, one Mistral, but instead of loading half transport only, I first unload everything and then load it again. Not idiot-proof, you still can get it overloaded with silicon wafers and there wouldn't be space to buy e-cells even for jump back. The idea behind Mistral is to keep the price down, its quite fast for 4k-cargo trader and cheap.

2) I know CAG can sell intermediates, in fact because my complex makes resources for itself, apart silicon wafers, all my products are intermediates. Because silicon mines are in different sectors, they are not connected and complex recognize them purely as resource, not intermediates. I dont know about any station apart silicon mines that can produce silicon wafers, which I could add to complex to change wafers into product for that complex. As far as I know, there isn't any. One bad way to fix this would be to buy another transport for each mine, load CAG in and tell it to sell silicon wafers that are higher then X percent. But that is one transport for each mine, if I could solve it in complex, all CAGs there could sell every type of ware I have there. I take complex, apart from being massive production factory, as big warehouse for everything my buildings make, ready to be sold.
Of course, another option how to fix this would be some script that can connect buildings in different sectors. Not very likely.
ezza84
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Joined: Tue, 24. Aug 04, 18:42
x3tc

Post by ezza84 »

hi guys, I am a returning player to X3 TC. Decided to try out Albion Prelude.

Firstly, can some1 link me the download for this mod? I have tried all Luckie's download links and they keep coming up with Error 404, not sure if links are broken or he no longer has his download servers up.

the CAG from bonus pack does not work for me properly at all. I went with Terran Commander start. I now have a Food supply and Paste production stations in the Saturn system but my CAGs are constantly going onto idle. They will jump to Altheas, buy E-Cells undock from solar power plant and then sit there idle. They will sometimes target Venus as a location to go to for buying e-cells, then just sit there idle. I have banned them from going into Jupiter or Asteroid belt, but they should be able to use their jump drives to go to Mars and fly to other sectors. After all this stress I just want to download Luckie's version and see if it makes a difference.
Last edited by ezza84 on Sun, 3. Jun 12, 11:46, edited 1 time in total.

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