[X3TC Bonus Plugin] Commercial Agent (CAG)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Posts: 10
- Joined: Wed, 29. Dec 10, 21:37
HELP!
I have a complex (self-sufficient except ecells) set up with 15 crystal for the HUB plot with 12 Super Mistrals keeping it fed with Ecells. I thought that would be plenty, but they can't keep up. Started watching the freighters to see what is going on and realized they aren't using the jump drive. I have the jump drive setting set to yes, 1200 ecells, and 1 minimum jump range, but they still won't jump. When they leave my complex on a run they only have 100 ecells onboard. Any solutions?
Oops!!! Nevermind. Forgot that they won't use Jumpdrive until they reach Trader level.
I have a complex (self-sufficient except ecells) set up with 15 crystal for the HUB plot with 12 Super Mistrals keeping it fed with Ecells. I thought that would be plenty, but they can't keep up. Started watching the freighters to see what is going on and realized they aren't using the jump drive. I have the jump drive setting set to yes, 1200 ecells, and 1 minimum jump range, but they still won't jump. When they leave my complex on a run they only have 100 ecells onboard. Any solutions?
Oops!!! Nevermind. Forgot that they won't use Jumpdrive until they reach Trader level.
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- Posts: 278
- Joined: Wed, 5. Aug 09, 09:00
cause for: CAG pilot sitting in home with destination but wont leave
Subject case involved 4 CAG pilots. all were max level.
They all had the same home base (a complex of ore mines).
All was working well, when suddenly 03 and 04 CAG stopped working. They had destinations but would not leave their home base.
It turned out to be an issue of software upgrades. Without Fight S/W (not sure if it's 1, 2 or both) the CAG will apparently not buy drones and mosquito missiles.
I happened to notice as CAG 01 and 02 were popping in and out of zone with jumpdrive that directly below my complex at the very edge of triplex radar range was a lone kah'ak cluster just sitting there at 0 speed.
Apparently without drones and mosquitoes the script will halt the CAG from leaving the base due to having enemies present in sector - but with the fight s/w and drones/missiles it worked fine.
I didnt see this in the documentation, so i thought i'd share my findings. apologies if this has already been stated on this thread as I didnt read it all.
They all had the same home base (a complex of ore mines).
All was working well, when suddenly 03 and 04 CAG stopped working. They had destinations but would not leave their home base.
It turned out to be an issue of software upgrades. Without Fight S/W (not sure if it's 1, 2 or both) the CAG will apparently not buy drones and mosquito missiles.
I happened to notice as CAG 01 and 02 were popping in and out of zone with jumpdrive that directly below my complex at the very edge of triplex radar range was a lone kah'ak cluster just sitting there at 0 speed.
Apparently without drones and mosquitoes the script will halt the CAG from leaving the base due to having enemies present in sector - but with the fight s/w and drones/missiles it worked fine.
I didnt see this in the documentation, so i thought i'd share my findings. apologies if this has already been stated on this thread as I didnt read it all.
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- Moderator (Deutsch)
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OP wrote:Special Notes
...
Enemy Contact:
If equipped with Fight Command Software MK1, the pilot will purchase Fighter drones in the current sector and upgrade his speed and manoeuvrability. If the ship is equipped with a Jumpdrive, and the pilot is experienced enough to use it, the pilot may enter unsafe sectors. If equipped with Fight Command Software MK2 and has Missile Defense Mosquito available, the pilot will also purchase Mosquito missiles.

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Hello, I've searched this topic over and over for an explanation, but yeah I haven't found any...
So my problem is the most common, the script simply blocks at "Standby".
I've:
1- Checked All upgrades (I simply cheated to get them to work, so I could test these);
2- Apprentices are only buying wares, but lots of time they simple Standby aswell;
3- Checked for enemies: There are no enemies in the sector;
4 - Searched over and over and over for an answer to my specific problem, tried every solution I managed to find here.
I'm trying to make a Mercury Tanker with all the necessary upgrades to buy crystal for my Power Plant. But the problem is that the Freighter won't leave the station. It'll simply stay there, let the station rot (Make it halt production and still won't leave)
Same happens with Selling: I managed to find a Major Dealer and I made him sell the Energy Cells, but he doesn't sell them, he simply stays in the station, in Standby mode!
I've been trying to work this out on my own and by searching for answers here for like.. 4 hours now?
Please someone help me, I was about to have loads and lots'a fun when I found I had to ship all the stuff around :\
I've tried to explain my problem the best I could... I have the Bonus Pack installed, with X3TC V 3.0...
Please someone help me or at least give me some pointers on what I could be doing wrong or simply not doing at all!
Thanks in advance...
So my problem is the most common, the script simply blocks at "Standby".
I've:
1- Checked All upgrades (I simply cheated to get them to work, so I could test these);
2- Apprentices are only buying wares, but lots of time they simple Standby aswell;
3- Checked for enemies: There are no enemies in the sector;
4 - Searched over and over and over for an answer to my specific problem, tried every solution I managed to find here.
I'm trying to make a Mercury Tanker with all the necessary upgrades to buy crystal for my Power Plant. But the problem is that the Freighter won't leave the station. It'll simply stay there, let the station rot (Make it halt production and still won't leave)
Same happens with Selling: I managed to find a Major Dealer and I made him sell the Energy Cells, but he doesn't sell them, he simply stays in the station, in Standby mode!
I've been trying to work this out on my own and by searching for answers here for like.. 4 hours now?
Please someone help me, I was about to have loads and lots'a fun when I found I had to ship all the stuff around :\
I've tried to explain my problem the best I could... I have the Bonus Pack installed, with X3TC V 3.0...
Please someone help me or at least give me some pointers on what I could be doing wrong or simply not doing at all!
Thanks in advance...

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- Posts: 456
- Joined: Tue, 20. Jan 09, 03:48
Are the traders set to take their pay from the station or from your account? Whichever it is, make sure there's money there. (If there isn't, the trader will put a message in your message log.)
What is the range set on your station? Are there places selling crystals for the price you set inside that range?
What is the range set on your station? Are there places selling crystals for the price you set inside that range?
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- Posts: 10
- Joined: Fri, 4. Feb 11, 05:08
The traders take their pay from my personal account, and there's enough money there to buy a Mammoth.
The range set on my station is the maximum possible (9 jumps)
I've made the stations buy crystals from whatever price they are being sold (range is from minimum possible to maximum possible)
Still they sit there... :\
The range set on my station is the maximum possible (9 jumps)
I've made the stations buy crystals from whatever price they are being sold (range is from minimum possible to maximum possible)
Still they sit there... :\
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- Moderator (Deutsch)
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Create an analysis log and post it here.
Lucike wrote:Configure Reports -> Analysis to Log
The log can you find where the savegames stored.
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X2-Illuminatus wrote:Create an analysis log and post it here.
Lucike wrote:Configure Reports -> Analysis to Log
The log can you find where the savegames stored.
Alright, thanks in advance. I've logged something from a Freighter that's supposed to BUY Crystals to supply my power plant.
Code: Select all
Commercial Agent
Script version: 3303
Libraries version: 3409
Pilot Union version: 3400
Pilot: Met Selek
Pilot rank: Courier
Flight time: 2:18 hour
Employ time: 15:11 hour
Payment: 320 credits
Profit: -3,109,394 credits
Expenses: 0 credits
Promotion: Yes
Payment: Global account
Agreement with colleagues: Yes
Ship name: Power Plant Mercury
Ship class: TS
Ship type: Mercury Tanker XL
Transport class: Extra Large Containers XL
Cargo bay size: 7600 units
Cargo bay volume: 701 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
Jump Drive: installed
Jump Drive: disabled
Jump Drive: not allowed
Jump Drive energy: 760 energy cells
Jump Drive minimum jumps: 1 jumps
Home base: Fieldings Energy Company (Argon Prime)
Home base class: Factory
Home base type: Argon Solar Power Plant M
Trade jumps: 9 jumps
Station account: 998,963 credits
Global account: 38,632,515 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: Yes
Trader job: Shopper
Purchase resources: 80 %
Sell products: 20 %
Sell products freighter cargo bay: 30 %
Purchase intermediate products: 10 %
Sell intermediate products: 80 %
Purchase stations credit balance: 30,000 credits
Home sector: Argon Prime
Home jumps: 9 jumps
Ware list type: Blacklist
Ware list: -
Tradeable ware from home base:
P Energy Cells: price 15 credits, cargo bay 0 units, cargo bay 0 %
R Crystals: price 1,700 credits, cargo bay 453 units, cargo bay 68 %
Energy Cells (Product (Standard search engine))
Wheat Farm L alpha (The Wall): price 17 credits, cargo bay 9,183 units, cargo bay 36 % ( Free )
Energy Cells (Product (CAG search engine))
Computer Plant alpha (Cloudbase South West): price 19 credits, cargo bay 7 units, cargo bay 0 % ( Free )
Cahoona Bakery M beta (Cloudbase South West): price 19 credits, cargo bay 10 units, cargo bay 0 % ( Free )
Stott Mixery M gamma (Menelaus' Frontier): price 19 credits, cargo bay 10 units, cargo bay 0 % ( Free )
Ore Mine M epsilon (Emperor Mines): price 19 credits, cargo bay 26 units, cargo bay 0 % ( Free )
Ion Disruptor Forge alpha (Rolk's Fate): price 19 credits, cargo bay 680 units, cargo bay 13 % ( Free )
Cahoona Bakery M gamma (Cloudbase South West): price 19 credits, cargo bay 1,152 units, cargo bay 11 % ( Free )
BoFu Chemical Lab M gamma (Menelaus' Frontier): price 19 credits, cargo bay 840 units, cargo bay 8 % ( Free )
BoFu Chemical Lab M beta (Menelaus' Frontier): price 19 credits, cargo bay 1,446 units, cargo bay 14 % ( Free )
Chip Plant alpha (Kingdom End): price 19 credits, cargo bay 80 units, cargo bay 1 % ( Free )
Crystal Fab M alpha (Cloudbase South West): price 19 credits, cargo bay 130 units, cargo bay 1 % ( Free )
Bio Gas Factory M beta (Menelaus' Frontier): price 19 credits, cargo bay 424 units, cargo bay 4 % ( Free )
Plankton Farm M alpha (Atreus' Clouds): price 19 credits, cargo bay 1,412 units, cargo bay 14 % ( Free )
BoFu Chemical Lab L alpha (Menelaus' Frontier): price 18 credits, cargo bay 5,038 units, cargo bay 20 % ( Free )
Military Outpost (Atreus' Clouds): price 16 credits, cargo bay 0 units, cargo bay 0 % ( Free )
BoFu Chemical Lab M beta (Atreus' Clouds): price 18 credits, cargo bay 2,692 units, cargo bay 26 % ( Free )
Dumbfire Missile Production Complex alpha (Cloudbase North West): price 18 credits, cargo bay 1,256 units, cargo bay 25 % ( Free )
Quantum Tube Fab alpha (Rolk's Drift): price 18 credits, cargo bay 1,130 units, cargo bay 22 % ( Free )
Computer Plant beta (Rolk's Drift): price 18 credits, cargo bay 1,376 units, cargo bay 27 % ( Free )
Low-yield Sidearms Fab beta (Ore Belt): price 18 credits, cargo bay 1,066 units, cargo bay 21 % ( Free )
Stott Mixery M beta (Atreus' Clouds): price 17 credits, cargo bay 3,858 units, cargo bay 38 % ( Free )
Crystals (Resource (CAG search engine))
Free Argon Trading Station (Cloudbase South West): price 1,684 credits, cargo bay 14 units, cargo bay 8 % ( Free )
I've made the Jump range maximum at 9, the price to be bought at 1,700 credits per unit (I thought that, if I done that way, it will buy every crystal up to that price, where the average price is 1,684).
I've made the Freighter supply my Power Plant up to 100% (I changed it to the defaults to 80% a while before I logged this because I thought I made some mistake, but it still stays on Standby) of the resources (So it is always supplied to its maximum [I know sometimes it will stop because the factory is at full capacity, but right now it isn't]).
Sorry if the last comment was confusing xD
Anyway... Anything I'm doing wrong? I only change the prices of buying and the factory stocks %!
I'm looking at the log right now to try and find any stupidity I could've made so I can be useful

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- Joined: Thu, 23. Nov 06, 22:54
I have 2 silly questions regarding the CAG's, I'm sure it's easy to set up but all the menus are a bit confusing so bear with me.
Question 1: I currently have a lasertower complex in Herrons nebula, how do I set a CAG to simply go and sell the towers? I've tried allocating waypoints for different equipment docks/trading stations that need them but the CAG simply refuses to go or won't continue doing it after one run. Can the CAG be set to just go and sell without me having to tell it where to go?
Question 2: I have a SPP complex and a silicon mine in an adjacent sector, currently have 2 CAGs, one for energy cells and one for silicon. How would I go about setting one CAG up to simply pick up max energy cells from the SPP, deliver it to the mine and then pick up whatever silicon has been produced in the meantime and deliver it back to the SPP?
(I tried setting up an external commodity loop but the CAG would simply wait at the mine until it could fill the cargo to max with silicon).
Thanks a lot!
Question 1: I currently have a lasertower complex in Herrons nebula, how do I set a CAG to simply go and sell the towers? I've tried allocating waypoints for different equipment docks/trading stations that need them but the CAG simply refuses to go or won't continue doing it after one run. Can the CAG be set to just go and sell without me having to tell it where to go?
Question 2: I have a SPP complex and a silicon mine in an adjacent sector, currently have 2 CAGs, one for energy cells and one for silicon. How would I go about setting one CAG up to simply pick up max energy cells from the SPP, deliver it to the mine and then pick up whatever silicon has been produced in the meantime and deliver it back to the SPP?
(I tried setting up an external commodity loop but the CAG would simply wait at the mine until it could fill the cargo to max with silicon).
Thanks a lot!
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- Moderator (Deutsch)
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Actually apart from the trading station there seems to be no factory that sells crystals in the jump range of the CAG.Serthure wrote:Anyway... Anything I'm doing wrong?
Crystals (Resource (CAG search engine))
Free Argon Trading Station (Cloudbase South West): price 1,684 credits, cargo bay 14 units, cargo bay 8 % ( Free )
First thing you have to take into account is that CAG and CLS-pilots aren't able to do everything from the start of their career. Lucike uses certain rank systems in his scripts. Pilots have to increase their rank before they'll do or can access certain features. Refer to the readme or the OP for explanations about the different ranks.LLBDTiberio wrote:I have 2 silly questions regarding the CAG's, I'm sure it's easy to set up but all the menus are a bit confusing so bear with me.
For this you need a CAG with the rank Courier at least. In the CAG settings you can then change the Warelist type from Blacklist to Warelist and add the lasertowers. Start the CAG afterwards and it will only sell lasertowers.LLBDTiberio wrote:how do I set a CAG to simply go and sell the towers?
You mixed up the both commands CLS and CAG here. CLS does use waypoints, CAG does not.LLBDTiberio wrote:I've tried allocating waypoints for different equipment docks/trading stations
As above. CLS is the one that uses waypoints. Are you sure that you started the right command after setting up the waypoints?LLBDTiberio wrote:(I tried setting up an external commodity loop but the CAG would simply wait at the mine until it could fill the cargo to max with silicon).
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X2-Illuminatus wrote:Actually apart from the trading station there seems to be no factory that sells crystals in the jump range of the CAG.Serthure wrote:Anyway... Anything I'm doing wrong?
Crystals (Resource (CAG search engine))
Free Argon Trading Station (Cloudbase South West): price 1,684 credits, cargo bay 14 units, cargo bay 8 % ( Free )
Yes, I've noticed that, but the problem is, all the other freighters don't SELL Energy Cells, they just stand there on Standby/Idle.
I've only logged this one as an example...
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- Joined: Sun, 17. Jan 10, 22:52
The third section is pricing. Here automatic goods pricing can be enabled, and the status of the automatic price setting is displayed. The prices at the station can also be reset to the average price here.
I have pricing activated but my prices never change even if i have max stock. Am i missing something?
Edit: Sorry my bad forgot to set price ranges. Rearly should not play for 16 hours straight
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- Joined: Sun, 1. Aug 10, 14:33
There's something I'd really want to understand : Why do you have to wait for your CAG to attain trader rank to use jumpdrive ?
I just started to try CAG, so I may not understand all its subtleties, but ATM, the CAG is apprentice and try to buy E-cells only, seems like he's too dumb to sell products (I've read the first post where it's explained, and I didn't quite got the logic about that, but let's put that aside). The only problem is that he has to fly for a soooo long time that when he join the energy station, the e-cells are too pricey, so he don't buy, and goes for another energy station, and so he never level-up.
Isn't that ironic ? He can't trade cause he's dumb, and he can't learn cause he can't trade. I thought that script was an utility.
PS : This is not a rant, it's just a way to say : "Explain me why this is expected behavior cause I think I've lost my brains"
Thanks.
I just started to try CAG, so I may not understand all its subtleties, but ATM, the CAG is apprentice and try to buy E-cells only, seems like he's too dumb to sell products (I've read the first post where it's explained, and I didn't quite got the logic about that, but let's put that aside). The only problem is that he has to fly for a soooo long time that when he join the energy station, the e-cells are too pricey, so he don't buy, and goes for another energy station, and so he never level-up.
Isn't that ironic ? He can't trade cause he's dumb, and he can't learn cause he can't trade. I thought that script was an utility.
PS : This is not a rant, it's just a way to say : "Explain me why this is expected behavior cause I think I've lost my brains"
Thanks.
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- Joined: Sun, 3. Jan 10, 22:15
Because that's Lucicke's personal sense of balance, and he wanted the sense of progression. Should be an easy hack...
edit: Ok, I don't use CAG, but I looked at the scripts. These instructions are for the development version. If the Bonus Pack version is different, poke around until you find the lines referenced below. I take absolutely NO responsibility for this hack. Use at your own discretion. This will set all all pilots to max level (I think it's max, should enable everything at least) all the time.
Open the SE and open "plugin.com.agent.admin". On lines 44 and 73, change the following code:
to read:
Now all pilots are level 6 instantly, which is the highest level I saw referenced in the code I scanned. Good luck.
edit: Ok, I don't use CAG, but I looked at the scripts. These instructions are for the development version. If the Bonus Pack version is different, poke around until you find the lines referenced below. I take absolutely NO responsibility for this hack. Use at your own discretion. This will set all all pilots to max level (I think it's max, should enable everything at least) all the time.
Open the SE and open "plugin.com.agent.admin". On lines 44 and 73, change the following code:
Code: Select all
$PilotLevel = [THIS]->get local variable: name='pilot.union.level'
Code: Select all
$PilotLevel = 6
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- Posts: 24
- Joined: Sun, 13. Mar 11, 12:08
I do like to have some help with the CAG.
I have set up 2 factories with 1 CAG each,each having near identical settings,yet 1 of them trades,while another one just stays in the factory.
I have set up 2 factories with 1 CAG each,each having near identical settings,yet 1 of them trades,while another one just stays in the factory.
- I have changed the buying limit to 95%,there is enough money in both accounts, and the prices set to same,so he should at least try to buy 2 of the common resources(which are available at atleast 3-5 stations in the jump range I have selected
I will post the log in some time if needed,but I just dont see what is the problem.
the log:-
Commercial Agent
Script version: 3302
Libraries version: 3409
Pilot Union version: 3307
Pilot: Terrel Braks
Pilot rank: Apprentice
Flight time: 0:14 hour
Employ time: 0:25 hour
Payment: 0 credits
Profit: 0 credits
Expenses: 0 credits
Promotion: Yes
Payment: Global account
Agreement with colleagues: Yes
Ship name: CAG Your Mercury A-ETSA
Ship class: TS
Ship type: Mercury
Transport class: Extra Large Containers XL
Cargo bay size: 3000 units
Cargo bay volume: 1 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: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral
Fight Command Software MK1: not installed
Fight Command Software MK2: not installed
Supply Command Software: not installed
Jump Drive: not installed
Jump Drive: disabled
Jump Drive: not allowed
Jump Drive energy: 300 energy cells
Jump Drive minimum jumps: 1 jumps
Home base: Your Weapon Component Factory alpha (Cloudbase South East)
Home base class: Factory
Home base type: Argon Weapon Component Factory
Trade jumps: 4 jumps
Station account: 137,986 credits
Global account: 166,420 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: 100 %
Sell products freighter cargo bay: 0 %
Purchase intermediate products: 10 %
Sell intermediate products: 80 %
Purchase stations credit balance: 30,000 credits
Home sector: Cloudbase South East
Home jumps: 4 jumps
Ware list type: Trade list
Ware list: Cloth Rimes, Energy Cells, Ore
Tradeable ware from home base:
P Warheads: price 240 credits, cargo bay 0 units, cargo bay 0 %
R Ore: price 50 credits, cargo bay 0 units, cargo bay 0 %
R Energy Cells: price 12 credits, cargo bay 0 units, cargo bay 0 %
R Cloth Rimes: price 292 credits, cargo bay 3 units, cargo bay 0 %
Ore (Resource (Standard search engine))
Ore Mine L beta (Ore Belt): price 50 credits, cargo bay 4,146 units, cargo bay 99 % ( Free )
Ore (Resource (CAG search engine))
Ore Mine L alpha (Ore Belt): price 50 credits, cargo bay 4,068 units, cargo bay 97 % ( Free )
Ore Mine L beta (Ore Belt): price 50 credits, cargo bay 4,146 units, cargo bay 99 % ( Free )
Ore Mine M alpha (Emperor Mines): price 50 credits, cargo bay 1,663 units, cargo bay 99 % ( Free )
Ore Mine M delta (Emperor Mines): price 50 credits, cargo bay 1,659 units, cargo bay 99 % ( Free )
Ore Mine M beta (Herron's Nebula): price 50 credits, cargo bay 1,660 units, cargo bay 99 % ( Free )
Ore Mine M alpha (Herron's Nebula): price 50 credits, cargo bay 1,658 units, cargo bay 99 % ( Free )
Energy Cells (Resource (Standard search engine))
Solar Power Plant M beta (The Wall): price 12 credits, cargo bay 9,438 units, cargo bay 94 % ( Free )
Energy Cells (Resource (CAG search engine))
Solar Power Plant L alpha (The Wall): price 12 credits, cargo bay 24,807 units, cargo bay 99 % ( Busy )
Solar Power Plant XL alpha (The Hole): price 12 credits, cargo bay 43,471 units, cargo bay 86 % ( Free )
Solar Power Plant M beta (The Wall): price 12 credits, cargo bay 9,438 units, cargo bay 94 % ( Free )
Cloth Rimes (Resource (Standard search engine))
Rimes Fact L alpha (Herron's Nebula): price 287 credits, cargo bay 2,130 units, cargo bay 51 % ( Free )
Cloth Rimes (Resource (CAG search engine))
Rimes Fact L alpha (Herron's Nebula): price 287 credits, cargo bay 2,130 units, cargo bay 51 % ( Free )
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at a guess
an Apprentice can't sell he only buys and a Salesman only sellsmakapse's log wrote:Pilot rank: Apprentice
Trader job: Salesman
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
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
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- Joined: Wed, 25. Feb 09, 05:54
Purpose of Sub Account
So I'm probably doing something wrong here, but I can't get the sub account working.
In the Station Settings sub menu, I turn on Money Transfer, set Money Remittee to Sub Account, and Money Limit to 1,000,000
The station has 5 million, and it just sits there and my sub account remains empty while the money piles up.
How do I fill up my sub account and how do I get my station to maintain a balance of 1 million.
In the Station Settings sub menu, I turn on Money Transfer, set Money Remittee to Sub Account, and Money Limit to 1,000,000
The station has 5 million, and it just sits there and my sub account remains empty while the money piles up.
How do I fill up my sub account and how do I get my station to maintain a balance of 1 million.
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Guessing from the source (version 3.3.09):builder680 wrote:What is "Agreement with colleagues" as seen in "Trader settings?"
Coordination of the traders. Apparently there is a limit on how many CAG (of same station) can talk to each other. Thus, the setting allows "shut up and compete blindly".Absprache mit Kollegen
Die Handelsvertreter sprechen sich untereinander ab. Wer kauft wann wo und wie viel ein. Diese Absprache kann für diesen Handelsvertreter hier abgeschaltet werden.
Kollegenabsprache: Die Handelsvertreter der selben Station sprechen sich ab Lehrgang Lieferant untereinander ab. Je nach Art der Heimatbasis unterscheidet sich die Anzahl der Kommunikationskanäle. Bei einer normalen Fabrik gibt es maximal bis zu 5 Kommunikationskanäle, bei einem Dock 10 und bei einem Komplex bis zu 15 Kommunikationskanäle.