[Script] Satilite Limited MK3 Universal Trader, ready for download.

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helias126
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Post by helias126 »

ORIOLE wrote:I did the same last night. I uninstalled it and reinstalled it. However, when I loaded up a saved game, there was no SatBasedTrader commands under the Trade Menu.

So I made a NEW save, EXITED and RELOADED this new saved game. I checked and all the commands are now in the Trade Menu.

Try it, it worked for me :D
Sorry , don't understand what u mean.
You quited your current game and started a new game from scratch?

Edit : think i got it, you mean that for the script to work u need to install script, save game , exit and reload this game?
But if you load a game before you exit , the game loaded didnt know about the installed script so it will not be available?
ORIOLE
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Post by ORIOLE »

Here goes.

I installed the SatBasedMK3.spk with Cycrow's X-Script installer. But I only got ReadmeText files instead of the proper commands. After playing for a while it suddenly hit me like a wet fish: the SatBasedMK3.spk could have installed its text files in the script directory instead of the t directory.

I then extracted SatBasedMK3.spk with Cycrow's Compiler and re-compiled it with the correct directories.

- I uninstalled the old SatBasedMK3.spk and installed the new one I compiled.
- I fired up X3 and loaded my last saved game. But the commands didn't show.
- So I selected SAVE from the options menu and saved a new save in a new slot not to overwrite my previous saved game (just incase).
- If you have used up all 19 of your available slots use number 01 instead.
- I exited X3.
- Restarted X3, selected CONTINUE and loaded the LATEST saved game (the saved game I mentioned above after I installed the new compiled SatBasedMK3.spk).
- After reloading the saved game I checked the trade menu and all the commands were there.

I hope this is better sorry :wink:
Zaphoid
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Joined: Fri, 8. Sep 06, 19:43

Post by Zaphoid »

In general this script seems to do the job but there is definitly some glitch(es) in it. Every now and then some of my freighters show up in sectors that they shouldn't be in and it's not the case that they are just passing through off-limits sector, there just aren't any sectors to pass through to sometimes, at least not sectors with trading beacons and sometimes not at all. I've seen them both in sectors with regular named satellites and in sectors without any satellites.

Someone mentioned that they may view the player ship as a trading beacon and sure, I've seen them in sectors that I'm in but I've also seen cases where that's not the case.

The idea behind this script is good, seems natural that I should be able to instruct my pilots to avoid certain sectors. The script is also easy to use.

I will keep an eye out for any updates of this script where maybe the glitches has been solved.

Regards

Edit: I haven't been able to see any pattern yet in what or what type of sectors they visit when they shouldn't but if I'll find any I'll report back here. In my game so far (half-explored universe) I've seen them in these unallowed sectors (in my game):

Thuruk's Beard
Montalaar
Scale Plate green
Atreus Clouds
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YBnorml
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Post by YBnorml »

Ahh yes I saw this happen over the weekend myself

I had all my sats in and around argon prime as ut trader sats basicly the 3*5 area of argon.

I was placing new sats outside of argon area. But none of these new sats I was placing were tied into the UT system

I wasn't even in argon sectors I was going to be opening up trading to the Paranid sectors. So I was using the , command to bring up the unvirse map and I started looking in each of the Paranid sectors to see what one I have placed and not.

And I looked in Emperor Mine and there was my UT in the sector. nor is there a sat in that sector and I myself was in Dukes Vision at the time.

The UT should never have been in that sector nor would it have had a reason to pass thru those sectors. I didn't think much of it at the time but did note the oddity of it being there.

My current game only has cockpit callback and the ut sat trader scripts in it. Oh it aslo has the bonus pack put out by Egosoft. Had hoped to see this SAt based UT trader in the bonus pack too :(

guess we will have to wait and see would be very useful. I love the scripts

I will keep my eyes on the UT's to see if they are going out of sector more and more. just training up my 3rd one now. If ya want to follow my adventrues in this game just look at my web link :D
Virtual is reality...
Y B Nor M/L
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YBnorml
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Post by YBnorml »

Well Last Night I did confirm there is something wrong with this script.

my first UT trader I had made had been under the sat trading the whole time.
then Last night out of the blue it died.

It died in Ocean of Fantasy. I had no sat in that sector at all and I hadn't even been in the sector for along time. I had only been there early in my game while maping out sectors. at the time this UT died I was in Ringo Moon.

I only have the sat network setup in the argon prime area basicly from 0,0 to 0,3 along the top to 9,1 to 9,3 so not all over Paranid sectors just about 5 of them. but basicly I'm only in the far west of the Uni

There is no way the Ut should have been that far east. It's like the UT forgot it was under the SAT network and went back to the standard UT trading.

So is it possiable that is what is happening? instead of going back to the sat network trading it's switcing back to the standard Ut scripts after some event or something?
Virtual is reality...
Y B Nor M/L
CanadianBrit
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Post by CanadianBrit »

Just installed your script, the idea appeals to me, and all i have under trade commands is "readtext1231-123". For all three commands.
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YBnorml
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Post by YBnorml »

CanadianBrit wrote:Just installed your script, the idea appeals to me, and all i have under trade commands is "readtext1231-123". For all three commands.
From an Eariler post in here from Moggle

the spk's broken. It's putting the textfiles in the scripts directory.

look for 447767.xml,447768.xml and 447769.xml in the scripts directory and move them to the t directory

that should fix the problem :D

I hope .. thats all I had to do was to move the text files
Virtual is reality...
Y B Nor M/L
CanadianBrit
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Post by CanadianBrit »

Ok I'll give that a go.

Edit: Working now thanks.

BTW: How do I go about telling the system that I've named all my satellites ASAT?
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YBnorml
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Post by YBnorml »

CanadianBrit wrote:
BTW: How do I go about telling the system that I've named all my satellites ASAT?

go into the command console, go into the 'trade' option, select 'activate trading beacon'. This will pop up the universe map. Go to the sector of your choice, and select the nav sat. It will be renamed for you . there is also a command to turn a trade beacon off as well once you have your sats all ready then select 'start sat trader'or something like that, as long as the tanker/pilot is of the right level and have the correct software installed the tanker should start on it's merry way.

if anything isn't right it should send youo a notice in your log

PS if you have renamed the sats to something else by hand you will need to go back and rename them back to the org name and then let the system rename them. not sure if naming them by hand to Trade Beacon works. I did that once and it didn't seem to know the sat was a trade beacon. I could be wrong here. I've just always used the built in commands to activate them as trade beacons.
Virtual is reality...
Y B Nor M/L
CanadianBrit
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Post by CanadianBrit »

Well I'm buggered then! I've renamed over 100 sats, and going in and changing them back isn't going to happen!

guess i'm uninstalling this script. unless some how the creator can rewrite the script and include some form of line that instructs the script to accept the new names, on the proviso it reckonises that the item you have selected is a nav sat
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YBnorml
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Post by YBnorml »

CanadianBrit wrote:Well I'm buggered then! I've renamed over 100 sats, and going in and changing them back isn't going to happen!

guess i'm uninstalling this script. unless some how the creator can rewrite the script and include some form of line that instructs the script to accept the new names, on the proviso it reckonises that the item you have selected is a nav sat
OUCH thats got to hurt honestly though it is worth it to go back and fix them. this system will save you mil's of credits for all the ships you would have to replace and re-train up to be UT traders. you can make alot of money this way and it's great to have them making money for you this way while your trying to build up your stations and get them running. nothing says you have to do them all at one time. you can say pick one area to start trading in and just change them to get your ut working. and then slowly re do the others as your ut grows in level.

I don't know enough yet about scripting to be able to tell you where and what script to go to to make your version of the scripts to accept the name you have named your sats to. I wouldn't think it's that hard just would take time to find it.

I'm still a puppy when it comes to this scripting lanuage but I'm learning.
Virtual is reality...
Y B Nor M/L
nrich61
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Joined: Tue, 12. Sep 06, 05:13

Post by nrich61 »

i too have had the same issue where my UT died in a sector it should never for any reason have been in.


i have most of the argon sectors with trade satelites, and left it running, i came back and one of my two UT's went belly up in a sector on the other side of the universe ...... ;_; (nothing of mine was in that sector)
Dungeoncrawler
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Post by Dungeoncrawler »

Weird...I've been running this script for some time now with no wandering UT's. I routinely let my Universe run overnight and with the exception of a random spawn entering the core sectors, I never loose a ship. I do have Race Response running, so this might account for my rather boring Universe at the moment. Hope you can work it out.

CDc
Gunslinger_000
Posts: 23
Joined: Tue, 8. Aug 06, 09:34

Problem with ecells

Post by Gunslinger_000 »

Hi,

let me start by saying that this is a great script and that I love it.

However, I have encountered two types of problems with it. The first is that my traders often (I don't know exactly how frequent or whether it is always) ignore the SPPs I own. I get messages saying they are out of jump fuel, and can't find any within range, when in fact I own a XL SPP in the same or neighboring sector.

Also, in one case I got the same message, and the trader was actually docked on a SPP (not my SPP this time) that was selling e-cells at 12!

Apart from these minor problems, the script works like a charm!

Thanks!

Gunslinger :P
soRahms
Posts: 300
Joined: Sat, 8. Jul 06, 14:43
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Re: Problem with ecells

Post by soRahms »

Gunslinger_000 wrote:Hi,

let me start by saying that this is a great script and that I love it.

However, I have encountered two types of problems with it. The first is that my traders often (I don't know exactly how frequent or whether it is always) ignore the SPPs I own. I get messages saying they are out of jump fuel, and can't find any within range, when in fact I own a XL SPP in the same or neighboring sector.

Also, in one case I got the same message, and the trader was actually docked on a SPP (not my SPP this time) that was selling e-cells at 12!

Apart from these minor problems, the script works like a charm!

Thanks!

Gunslinger :P
I get that too, and its nothing to do with the script (since I only installed it today and I've been getting it since I started using UTs.

They fixed it in patch 1.4, but that crashes on startup on my PC, so I use 1.3....which ofcourse has the problem. So I'm assuming you aren't using 1.4 for some reason?
Gunslinger_000
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Post by Gunslinger_000 »

I think I am using 1.4. I'm using the Steam version, and what they say is that it should automatically install the latest version. Aprart from that I really don't know.

Gunslinger
Computertech
Posts: 87
Joined: Sun, 21. Mar 04, 23:18

Post by Computertech »

I've tried the software out, doesn't actually do anything. I have a level 10 transport, able to use sector trading no issues, but using this scripts only goes to standby (have all requirements and have trade sat all over the place in argon), click on sector trading again, has well over 6+ things to do in just the sector it's in. This program doesn't actually check for trades, or at least it skips 99.9% of them.
Criminal_Colt
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Joined: Sat, 10. Jul 04, 17:27
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Post by Criminal_Colt »

Hey guys,

Nice idea but I can't use this script, here's why.

Basically all my sats are called "Your Navigation Satallite" OR "Navigational Relay Satallite".

Now I'm not sure WHY there is this difference between them but it's about a 50/50 spread. I have a very strong hunch that the ones I manually placed carry the default name and the Satalite Deployment script I am using is renaming all the sats it drops to the 2nd name.

So basically, does this mean I'm screwed?

I'm quite happy to have them trade in any sector I have a satalite in. I'm not about to rename all the satalites though. I don't really need the on/off functionality this script provides but if it won't trade in half of my listed sectors I'm not really going to be able to use it.

HOWEVER, is there anyway I can add in the 2nd name used by the other script???
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dragonsblade71uk
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Post by dragonsblade71uk »

After the 2.01 update both all the commands in the trrade menu are readtext messages instead of the command names.
This is a total fresh install, with other scritpts running, but I have had them all previously working with this script.

Getting readtext 2010-431/432

Anyone else got this after the update?
eladan
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Post by eladan »

dragonsblade71uk wrote:After the 2.01 update both all the commands in the trrade menu are readtext messages instead of the command names.
This is a total fresh install, with other scritpts running, but I have had them all previously working with this script.

Getting readtext 2010-431/432

Anyone else got this after the update?
Sounds like the old problem of the spk putting the t files in the scripts directory. Check your scripts dir for any files <number>.xml - if there are any in there, move them to the t directory.

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