[Mod] UT CaC v0.20 ( Old Name: Not Another Trader ) - Architect integrated
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I'm not sure if this has been mentioned but once you Convert a manager to UT CAC you later lose the construction ship in the menu. I got a little worried because I still need to upgrade my station but the Construction ship is still there. I can still upgrade but I now have to fly to the station and com the construction ship. I've been upgrading my stations from the list as it is easier when you have quite a few stations to manage.
Edit: Ah the construction ship has moved to the Albion Skunk menu for some reason as if it is not part of the station.
Edit: Ah the construction ship has moved to the Albion Skunk menu for some reason as if it is not part of the station.
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Just made a quick check and CV did not disappear anywhere i could find. Could be that i am using a newer version where i fixed some oversight without really noticing though. could you clarify which Window you mean so i can check?
also as alternative you can call the Manager and tell him to give you the related Architect ( 3 - 3 ) - has the same effect as calling him directly
also as alternative you can call the Manager and tell him to give you the related Architect ( 3 - 3 ) - has the same effect as calling him directly

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Tue, 13. Oct 15, 11:52
When you Shift+P and click the + symbol next to the station it should have the construction vessel in there and any subordinates to the station.
The 2 Construction Vessel have moved to the Albion Skunk sub list now.
link to my steam screen shot http://images.akamai.steamusercontent.c ... 61C4B8BED/
Food Complex is one of them.
The 2 Construction Vessel have moved to the Albion Skunk sub list now.
link to my steam screen shot http://images.akamai.steamusercontent.c ... 61C4B8BED/
Food Complex is one of them.
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I am wondering if you have any plans to add your own auto trading like autotrader and yat mods that are out atm. I'm sure this was asked in this thread but I cannot seem to find your answer.
If yes what is your plan for it? Have a station set as a hub for traders and if they struggle to sell wares they can be off loaded to the hub to sell later when a buyer is found? Although I don't think there are any hub stations in the game though.
If yes what is your plan for it? Have a station set as a hub for traders and if they struggle to sell wares they can be off loaded to the hub to sell later when a buyer is found? Although I don't think there are any hub stations in the game though.
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it is somewhere in the far future of my current road map, but things tend to change quickly.. also my Manager can (in theory) also handle Trading Stations which do not produce but only buy and sell Wares - i havent tested this part yet though, and the function of defining Tradewares is missing, but if a Station has them defined my Manager will recognize them properly and act accordingly.
my current Plans for the near future are following:
0. Improve usability by smoothing some edges i dont like (almost done)
1. Add Handling of automatically equipping/Restocking Drones of Managed Ships and Stations if the Budget allows it
2. Implement handling of Fight Ships for Station Defense, Trade Ship escorts, Patrolling the Range of the Station and react to Attacks
not thinking further ahead atm but your suggestion may come after this.. or not, depends on if i see needs for additions/improvements in other areas first
Regarding your problem with the CV in the Player Squad: could it be that you used the function to Assign all Manager Ships to the Player? (this Function works, but it is currently greyed out if you didnt change that because there is no need for it so far.. and it transfers all subordinates of the Station, including the CV)
my current Plans for the near future are following:
0. Improve usability by smoothing some edges i dont like (almost done)
1. Add Handling of automatically equipping/Restocking Drones of Managed Ships and Stations if the Budget allows it
2. Implement handling of Fight Ships for Station Defense, Trade Ship escorts, Patrolling the Range of the Station and react to Attacks
not thinking further ahead atm but your suggestion may come after this.. or not, depends on if i see needs for additions/improvements in other areas first
Regarding your problem with the CV in the Player Squad: could it be that you used the function to Assign all Manager Ships to the Player? (this Function works, but it is currently greyed out if you didnt change that because there is no need for it so far.. and it transfers all subordinates of the Station, including the CV)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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@Sparky
i know about them, but regular Stations can also use Tradewares and they are not available to the Player. My current "problem" with this feature is how to set up Tradewares without presenting the Player a long List of wares.. my current idea is to make a selection for a Station/Zone/Sector/Cluster and use all the Wares which are Trades there as Tradewares (or possibly make a Selection to use only Products, Primary Ressources and/or Secondary Ressources.
@Frank Johnson
nope, and since i am a Level 0 user on Steam this wont change except someone would keep it updated. i dislike the Workshop Upload anyway because it does not allow User Customisation of parameters in an easy manner by changing some text / texture files. (you have to extract the relevant mod files with EGOs Cat Tool, remove the original File from the Cat to stop it from interferring, deactivate the auto update from the Workshop to avoid Steam overriding your customisations and as last change the related file to your liking.)
this point may not be so relevant for this extension yet, but i am thinking about re-viewing my Logo Mod for compatibility and/or integration (think i found a new, less intrusive method to add the Logos to the Ships which does not make the upgrade system unuseable)
i know about them, but regular Stations can also use Tradewares and they are not available to the Player. My current "problem" with this feature is how to set up Tradewares without presenting the Player a long List of wares.. my current idea is to make a selection for a Station/Zone/Sector/Cluster and use all the Wares which are Trades there as Tradewares (or possibly make a Selection to use only Products, Primary Ressources and/or Secondary Ressources.
@Frank Johnson
nope, and since i am a Level 0 user on Steam this wont change except someone would keep it updated. i dislike the Workshop Upload anyway because it does not allow User Customisation of parameters in an easy manner by changing some text / texture files. (you have to extract the relevant mod files with EGOs Cat Tool, remove the original File from the Cat to stop it from interferring, deactivate the auto update from the Workshop to avoid Steam overriding your customisations and as last change the related file to your liking.)
this point may not be so relevant for this extension yet, but i am thinking about re-viewing my Logo Mod for compatibility and/or integration (think i found a new, less intrusive method to add the Logos to the Ships which does not make the upgrade system unuseable)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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ok, Update time again - this time nothing major - just smoothing some Edges i didnt like and adding some minor functionality
UE improvements Changelog:
=> Moved Optional Changes to a folder with batch files
(alternative to creating multiple, optional, packages - Downloaded Version is the one representing how i want everything, but some things can be added or removed from this)
=> Fixed Issue with refueling when using my Navigation Scripts for all Bigships in the Universe
=> Also Updated Standalone Version of Nav Scripts replacement
=> removed some debug stuff I dont need
=> added Logging of activities to Playerlog (Feedback wanted!!!)
=> Changed: emptycargo routine now prioritzes Homebase
=> Changed: minimum Trade amount now 10% of Cargo bay (as before) or 1/4 of Ship Value for the base price of the Ware (whichever is less)
=> Added: Restrict Trading to Player Stations only (for whoever needs this)
=> Removed some stuff i dont need
=> Externalized all Text to Language Files - have fun translating
=> Added Compatibility for Vim Razz' Human ressources by setting the $actor.$InUse-Var
=> Added some missing Spoken Lines in Dialogue Tree
(feedback wanted! can some Lines be improved? are there logical mistakes with the used line? etc.)
=> Made all Spoken Text Optional (just tell your employees to never. say. a. word.)
=> Added Conversation Flow Control - the Workaround from the Previous Version is now unnecesary
=> Improved some stuff for re-usability
=> Removed Fuelcells Tradeware which was added in previous Versions (if present)
Note: Manual/Wiki not updated yet (some new Items in the Dialogue treee are missing)
UE improvements Changelog:
=> Moved Optional Changes to a folder with batch files
(alternative to creating multiple, optional, packages - Downloaded Version is the one representing how i want everything, but some things can be added or removed from this)
=> Fixed Issue with refueling when using my Navigation Scripts for all Bigships in the Universe
=> Also Updated Standalone Version of Nav Scripts replacement
=> removed some debug stuff I dont need
=> added Logging of activities to Playerlog (Feedback wanted!!!)
=> Changed: emptycargo routine now prioritzes Homebase
=> Changed: minimum Trade amount now 10% of Cargo bay (as before) or 1/4 of Ship Value for the base price of the Ware (whichever is less)
=> Added: Restrict Trading to Player Stations only (for whoever needs this)
=> Removed some stuff i dont need
=> Externalized all Text to Language Files - have fun translating

=> Added Compatibility for Vim Razz' Human ressources by setting the $actor.$InUse-Var
=> Added some missing Spoken Lines in Dialogue Tree
(feedback wanted! can some Lines be improved? are there logical mistakes with the used line? etc.)
=> Made all Spoken Text Optional (just tell your employees to never. say. a. word.)
=> Added Conversation Flow Control - the Workaround from the Previous Version is now unnecesary
=> Improved some stuff for re-usability
=> Removed Fuelcells Tradeware which was added in previous Versions (if present)
Note: Manual/Wiki not updated yet (some new Items in the Dialogue treee are missing)
Last edited by UniTrader on Sun, 18. Oct 15, 16:09, edited 1 time in total.
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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thx for the hint, will change this immediately.. although it doesnt matter since this file is not recognized by the game, its just for myself to find fitting spoken text more quickly..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Sat, 23. Nov 13, 15:50
The Technocore Parts stations? Thought they produced items. Exchange does not.Sparky Sparkycorp wrote:Intriguing stuff as always
Did you know (IIRC!) that there are two unique NPC faction stations that buy and sell the same items? Probably, but worth mentioning On the off chance they could be testbed for you.
Aerodrome in OL and Plutarch Exchange in Far Out.
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Sorry, thanks for mentioning that. Going from memory, I was mixing up a Zone name with the name of the station... I should have said Escape Velocity station (Aspiring Champion Zone)Baconnaise wrote:The Technocore Parts stations? Thought they produced items. Exchange does not.Sparky Sparkycorp wrote:Intriguing stuff as always
Did you know (IIRC!) that there are two unique NPC faction stations that buy and sell the same items? Probably, but worth mentioning On the off chance they could be testbed for you.
Aerodrome in OL and Plutarch Exchange in Far Out.


Escape Velocity's description says it buys and sells missiles. In my current game, it is only buying missiles but it doesn't have many in storage so that would explain why there are no sell orders.
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Sparky Sparkycorp wrote: Suggestion for considering with Medium Traders/Miners: Since they are fragile and traveling around is risky (especially DV), how about having them be restricted to one setting below rest of station?
...
By way of a small update on M ships, they're getting a boost in speed to help their usability. Doesn't mean they should get special treatment but doesn't hurt to mentionUniTrader wrote:had something else in mind for the Range
...
Restricting certain Spaces to specific Size classes is an idea, too - but all that is more like a long-term addition so i will keep it in mind when implementing this![]()

http://forum.egosoft.com/viewtopic.php? ... 39#4559239
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A log error with current version from Github (redownloaded and ran again immediately before posting to confirm)
Code: Select all
[General] ======================================
[=ERROR=] extensions\UTCommandAndControl\aiscripts\ut.cac.com.manager.findjob.trade.xml(579): Error while parsing expression: ']' expected
* Input: [ $entity.container.cargo.{$ware}.free / 10 , ( $shipvalue / 4 ) / $price
* Pos: ^
[General] ======================================
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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oops.. this was a last-minute addition i have included.. didnt check the sell part properly 
fixed
@Sparky
this is already included in the form of the Highway Range (a subset of the Space Whitelist, as is the Jump Range)
didnt test with small ships myself yet though because they are significantly slower and more difficult to keep track of during testing, but it seems to work according to user Reports
may be worth to look into optimizing them too in the near future though (especially for fixing some navigation mishaps, if possible)

fixed

@Sparky
this is already included in the form of the Highway Range (a subset of the Space Whitelist, as is the Jump Range)


if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Posts: 78
- Joined: Tue, 13. Oct 15, 11:52
Hi Uni, can you explain how the managers funds work?
I currently keep having to manually check my stations to see how they are doing and some of them have high amounts of credits 20 million or so but their budget may only be 1 million. I don't understand why they do not transfer excess funds to my account. Also the opposite applies too, some stations have credits that are less than 100k but have a budget of say 6 million. I always wondered why the station freighter was only buying 4 fusions when the station needed a lot more and so production grinds to a halt. Is the manager supposed to contact you that he needs funds as I don't see anything in the logs to tell me.
Maybe I've not set something in the menus right. Still a cracking mod though.
I currently keep having to manually check my stations to see how they are doing and some of them have high amounts of credits 20 million or so but their budget may only be 1 million. I don't understand why they do not transfer excess funds to my account. Also the opposite applies too, some stations have credits that are less than 100k but have a budget of say 6 million. I always wondered why the station freighter was only buying 4 fusions when the station needed a lot more and so production grinds to a halt. Is the manager supposed to contact you that he needs funds as I don't see anything in the logs to tell me.
Maybe I've not set something in the menus right. Still a cracking mod though.
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Cannot answer all atm because I don't have the code at hand - will look into it when at home.
Points I can answer:
currently there is no message to the player for low funds, forgot somewhere along the way to implement it - noted for next version
not sure atm how max money is set but I think it was double the recommended amount
Points I can answer:
currently there is no message to the player for low funds, forgot somewhere along the way to implement it - noted for next version
not sure atm how max money is set but I think it was double the recommended amount
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Posts: 78
- Joined: Tue, 13. Oct 15, 11:52
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- Joined: Tue, 13. Oct 15, 11:52
I've been running your script for a while now but have run into a few strange problems.
1. Station manager of my cell fab matrix is not telling my 3 liquid miners to mine resources. I have no ions left and I am confussed why my miners just sit there. I have restarted the script to no effect. I then decided to destroy the manager and replace with vanilla manager and then the miners started gathering resources. I then destroyed the captains of the miners added new ones and made them join my squad. Then I converted the manager of the station with your script and gave him the miners back. Again the manager is not telling them to mine for ions, plasma or hydrogen. I sure they was mining ok before when I first started using your script.
2. Gigurum ships have been disappearing inside some of my staions. It seems to happen when they are docking to collect or drop off wares. Only thing I can do is detroy the ship in the debug.
3. Bofu station has given orders to my a gigurum and a titurel to buy water but they both do not move or execute order. I have restarted script on them both which clears the order but a few mins later the same order is given and they do the same thing. My bofu station is desperate for water.
All my other stations seem fine. Very confussed.
1. Station manager of my cell fab matrix is not telling my 3 liquid miners to mine resources. I have no ions left and I am confussed why my miners just sit there. I have restarted the script to no effect. I then decided to destroy the manager and replace with vanilla manager and then the miners started gathering resources. I then destroyed the captains of the miners added new ones and made them join my squad. Then I converted the manager of the station with your script and gave him the miners back. Again the manager is not telling them to mine for ions, plasma or hydrogen. I sure they was mining ok before when I first started using your script.
2. Gigurum ships have been disappearing inside some of my staions. It seems to happen when they are docking to collect or drop off wares. Only thing I can do is detroy the ship in the debug.
3. Bofu station has given orders to my a gigurum and a titurel to buy water but they both do not move or execute order. I have restarted script on them both which clears the order but a few mins later the same order is given and they do the same thing. My bofu station is desperate for water.
All my other stations seem fine. Very confussed.