Since playing through the plots in TC and observing my single Mk3 trader from birth to level 25 I decided to refresh my memory of how it differs from what I recalled in X3R. Seems for the most part they're both still quite flawed in the base/vanilla game after all this time.
Follwing are problem cases and notable differences among the different Trade Software Mk3 implementations. It's unknown if fixed versions can be expected for existing games but this information might help improve what, if any, Mk3 appears in Rebirth... Might help script/mod authors when writing alternative Mk3 type trader scripts, and lastly can help players better understand some of the things these Mk3 pilots are doing with their stuff.
X3AP: (Game: v2.5 - ST: 36.20 - LT: 24.20 - UT: xx)
(Case 1)
Emergency jump (feature of skilled enough Mk3 pilot) does not function.
(too bad the Mk3 apparently overrides the Advanced Jump feature as a so-so alternative ship work-around..)
(Misc)
- Mk3 will trade in illegal wares, potentially loosing cargo and player money if scanned during delivery route (feature? assumed..) Unsure at this point if player police license at risk in TC/AP due to Mk3 actions (not at risk in X3R).
(Case 1)
The pilot sold some ore at a Tomahawk Heavy Missile factory. Then decided they wanted to buy some of the missiles*. I do not have the rep though.. So the pilot sits there 'buying' the missiles eventhough the station will not sell them because of my rep.
After waiting 5 minutes to see if it was just 'busy' I killed it and restarted the Mk3. Immediatly back trying to buy the Tomahawk missiles.
* It's unclear which deal was primary initially. Selling the ore then finding the missiles or if it saw a buyer for the missiles in argon space, saw the factory could use ore and took some for extra profit.
* However, since I repeatedly killed/restarted the Mk3 software in this sector, and it went for the Tomahawks each time (and hung there), it stands to reason that at this later point the missiles are being considered as the primary deal.
(Case 2)
I don't have top rep for Terran.. Most items are available, I am able to buy a Springblossum, yet some stuff is not available to me.
Level 25 Mk3 pilot hangs trying to buy prototype starburst shockwave cannons.. this ware is red to me. Restarting Mk3 repeatedly some 20 times got it to pick missiles once... made the trade, then back trying to buy PSSC. Stall..
Easily reproduced:
Do TC plot for Aldrin access without maxing terran rep.
Plop a fresh Mk3 (or whatever level you want) into aldrin sector and tell it to work as a 'sector trader' (with a range of 0 if an experienced Mk3).
(Differences)
- Appears to be aware of and avoid pirate, khaak and xenon sectors out of the box. Not so in X3R version.
(Case 1)
I commonly observed the Mk3 going stupid on a ware and price. It found a stalled factory (output bin full) with a best price situation. It bought up all that could be carried and sold them elsewhere in the universe. It immediatly jumpped back to the same factory to buy more and bought none since the price went up after the previous purchase. It then moved on with other trades. Furthermore, the process above will happen even if buying the item a second time -is- a good deal. EG: buy 1 GPPC since that is all the EQ dock it's routed will take. Comes back to a 7 of 8 left factory, still profitable deal, but just docks and decides to move on.
(Case 2)
I have had to break the meatsteak cahoona loop a few times. I've witnessed up to 4 sequential trade runs by a level 25 UT, of buying 3 meatsteaks to sell at the trade station in Treasure Chest. Basically the UT pops into Treasure Chest and becomes a ST for as long as the IS cahoona loop lasts.
(Case 3)
Seems to get sector bound. I have a single level 25 Mk3 and I've watched it hang around a sector doing e-cell runs and other somewhat frivolous trades. There is without question better deals elsewhere in the universe it could be doing. Perhaps this is somehow related to the problem with the meatsteak loop?
(Case 4)
Ware purchase location sometimes illogical. Three SPP in sector, goes to fetch e-cells at the largest, yet furthest SPP. All in sector are at 12cr. In large sectors this can be a real slowdown and even a missed deal. Since it appears to be selecting destination via best buy software this could be just an inherited problem. Appears that intelligent looking 'choices' are just lucky. Assume this sort of thing may be present in TC and AP unless Mk3 does not use BB or the BB software has been changed.
(Differences)
- After locating various similar ware + rep situations as those that caused trouble in X3TC I was unable to observe the Mk3 stall on a rep-disallowed ware or other rep related stall. Tested as noob and low level ST, beginner UT and level 25 UT.
- Will create trades route into any sector with a station player could dock with. I am uncertain anymore, at one time IIRC the Mk3 was tied to a Sat network and could be influenced by the player by sat placement. Perhaps I am thinking of X2..
- Low level UT will begin jumping to closest point, including sector center. Forgot about this one but noticed pretty quickly the center sector jump destinations were not present in TC.
- TS Mk3 ship with level 25 UT pilot selling based on *player* / global F/F setting (?) and not Mk3 ship setting.
UT purchase of spaceweed in legal (teladi) sector with destination route to pirate base in illegal (argon) sector. Mk3 ship is set with Pirates = Foe. Possible results lost money/ware if customs or police scan Mk3, loss of *player* police license for race Mk3 caught (I think), destruction of ship by hostile pirates/laser tower (unwitnessed as in my case I didn't have a recent save when I saw the Mk3 destination and turned the ship F/F to pirate friendly when it got ~15km). Unfortunately the Mk3 didn't get scanned so can't confirm license loss. Seems this could be the cause of unexplained losses of police license though..
Update: Confirmed the goods lost when a Mk3 is scanned but no loss of police license or discernable amount of race rep. Tried a couple F/F things: Left F/F of Mk3 ship, also set global and broadcast and last tried just changing *player* ship to -- Pirate = enemy. No trouble with laser towers or docking. Unsure if existing Mk3 route overrides what I tried or if Mk3 just ignores F/F. (moved to differences as this is probably by design, unsure how it differs in other X games at present)
(Case 1)
Level 13 Mk3 trader assigned with factory homebase. Factory credits were hovering around 100k cr with a 250k flush to player. Total credits from all factory and player was around 500k cr. The trader decided it found a deal on Beta PPC at a Boron PPC forge, which I have satisfied all rep related factors.. The BPPC were selling for just over 1 million. Pilot flew 2 sectors distance (despite e-cells and JD available) and docked realized he was a fool and moved on. I guess it's a plus that the Mk3 didn't just stall at the station though.
