[SCR] Commercial Agent [08-11-16 X3TC 3.1.00]
Commercial Agent
(Version 3.1.00 - 16. November 2008)
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Commercial Agent Overview
The Commercial Agent's skills depend on his training rank.
- The Commercial Agent buys the cheapest resources and sells products at the best price in his territory. He works with factories, trade stations, and equipment docks.
- The Commercial Agent buys intermediate products for complexes not producing enough and sells overproduced intermediate products.
- The Commercial Agent trades in all the products and resources at his homebase. Individual wares can be blocked, however.
- The Commercial Agent sticks to the purchase and sale rules set by the player. A log of all purchases and sales can be generated.
- The Commercial Agent will coordinate with his counterparts from his homebase and the other factories in sector.
- The Commercial Agent keeps an eye on the financial situation of his homebase and will sell off products if the station runs low on cash.
- The Commercial Agent will change his route if he finds a good deal, but it will prefer good customers.
- The Commercial Agent can use the Jumpdrive and will repair his ship.
- The Commercial Agent keeps in contact with customers and other traders and can find prices and news in other sectors. The Economy and Supply Trader is not a fighter and avoids sectors where enemies have been reported.
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Preparing Commercial Agents
The Downloads
-> Commercial Agent (Version 3.1.00)
-> Libraries (You must install these!)
Required: X³ Terran Conflict Version 1.2 (not compatible with X³ Reunion) !!
Activating the Script Editor
Activating the script editor is not necessary for Commercial Agent. It will mark your game as ***modified***.
With the script editor activated, technical information is provided as well as normal information. This can be confusing. It is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file. This will mark your game as ***modified*** as well.
Installation
Simply extract the Zip into the X3TC directory like you did with the former version. Newer files should overwrite older ones. Main script files will reside in ".\scripts"- and ".\t\"-folder, all other files are for maintenance and uninstalling only.
Deinstallation
Copy file setup.plugin.economics.pck from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run TC and load a saved game. Uninstallation is automatically started and finished when a message is sent to the logbook. Uninstallation takes 10 to 20 seconds from when the game was loaded. Save your game.
Run "Delete all Economy and Supply Trader Scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.
Important: Never just delete scripts; your savegame will look for them.
Updating to a newer version
Simply re-extract the Zip into the X3TC directory. Simply unzip into your X3TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.
To remove obsolete or unused files, run "Delete old Commercial Agent Scripts.bat", found in "\scripts.delete", before extracting the new zip file. This is not necessary, but will keep your script folders neater.
Ingame, nothing needs restarting. All ships and stations should run the new scripts automatically, any ships set to notify you when orders are complete will send you a message. The old script is stopped before the new script is started, and the message can be ignored.
Commercial Agent Guide
The Mission
The Commercial Agent is responsible for the sale or purchase of the assigned wares at his homebase, or the management of a client's factory.
The Commercial Agent is trained over time, and can be given more tasks after completing training courses. If training is not desired, it can be disabled. More on that later.
Quick Start
The ranks
- Equip a TS Transporter with Navigation Software MK1 and Trade Command Software MK1 and MK2
- Assign Homebase
- In the Trade command menu, select "Start Commercial Representation."
Apprentice
The apprentice will take care of purchasing resources. The apprentice is carrying out his probationary period and receives no salary.
Courier
The Courier handles not only resources, but also sells products. In addition, he can deal at Equipment Docks and Trade Stations; he can also be assigned to them. The Courier gets 20 credits per Mizura flown, paid after each flight.
Supplier
The Supplier coordinates with his homebase and in-sector colleagues. He also buys fighter drones from local stations and buys more speed and maneuverability upgrades. The Supplier gets 25 credits per Mizura flown, paid after each flight.
Trader
The Trader can deal with not only products and resoruces, but can buy or sell a complex's intermediate products. He can also use the Jumpdrive. The Trader gets 30 credits per Mizura flown, paid after each flight.
Dealer
The Dealer gets information about the homebase's financial situation, and can clear out his factory's products if there are not enough credits available. Also, he pays more attention to the trader radio chatter and avoids sectors where hostiles are reported. The Dealer gets 35 credits per Mizura flown, paid after each trip.
Major Dealer
The Major Dealer stays informed of prices during flight and will change course for a better deal. He will also repair his ship at a shipyard if required. The Major Dealer gets 40 credits per Mizura flown, paid after each flight.
Ship Equipment
Handling
- A small class ship (M3, M4, M5, M8, TM, TS or TP) or corvette class (M6)
- Trade Command Software MK1
- Trade Command Software MK2
- Fight Command Software MK1 (optional: changes CAG behavior when encountering enemies)
- Fight Command Software MK2 (optional: changes CAG behavior when encountering enemies, in addition to Fight MK1)
- Navigation Command Software MK1
- Jump Drive (optional: can be used after special training course)
The Commercial Agent command will appear in the Trade menu. The ship requires Navigation Command Software MK1, Trade Command MK1 and MK2, and a homebase set. Then the command "Start Commercial Representation" will appear. This command will open the configuration menu.
The Main Menu
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All the settings are divided into groups on the main menu.
The Agent settings
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The Agent settings option includes not only settings but information about the agent. This menu displays current destination, homebase, service time, total flight time, as well as salary and profit information.
Delete accounting information
This will tell the pilot to delete his records. This cannot be undone, so confirmation is required.
Take Trainings
Pilots participate in training over time. Should the player wish to exclude the pilot from training courses, this command will do it.
Trader salary
If the pilot is to be paid out of an account other than the player's wallet, set that here.
Fire Trader
An unneeded pilot can be dismissed. The ship must be docked at a station and idle. This cannot be undone, so confirmation is required.
Reassign Trader
Bought a bigger ship for your pilot? Use this command to transfer him into it. Both old and new ships must be docked at the same station. After choosing this command, a list of other ships with EST pilots will appear. Choose the ship you wish to transfer to, the pilots will exchange ships, and bring along their profit record to the new ship.
Restore Defaults
This command resets all settings to their default settings.
Ware lists
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This list contains the wares that require special attention. The list can be a list of barred goods or a list of goods to trade.
Ware List Type
The pilot can be banned from trading the goods on the list or limited to trading only the goods on the list. Change the list mode here.
Ware list
Add or remove wares from the list here.
Restore Defaults
This command resets these settings to their default settings.
Exceptions
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The pilot will look in all stations and sectors in range for the needed wares. However you can mark individual sectors and stations as off-limits.
Bases
This is the list of off-limit stations. You can add or delete entries in this menu.
Sectors
This is the list of off-limit sectors. You can add or delete entries in this menu.
Only trade with satellite network sectors
Here you can tell your pilots to only trade in sectors with a satellite in them.
Only trade with non-player stations
CAG pilots will trade with NPC stations and your own stations. Here you can tell your pilot to trade only with NPC stations.
Restore Defaults
This command resets these settings to their default settings.
Trade Duties
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A pilot must adhere to these conditions.
Trade Duty
The pilot takes care of both buying and selling of wares. If the trader is to only buy or sell, then the command can be issued here. This is useful if the pilot is assigned to a Trade or Equipment dock.
Purchase Resources
The Agent will buy resources to fill up the homebase to this level.
Sell Products
The Agent will sell stock down to this level.
Sell Products Freighter Cargo Bay
The Agent will fill his cargohold up to this limit with product for sale.
Purchasing Intermediates
The Agent will buy up to this level of intermediate products. The same level of intermediates will be kept in stock reserved for production when selling of intermediates is enabled.
Selling Intermediate Products
The Agent will sell down to this level of intermediate products.
Purchase stations credit balance
The agent draws from the station's account to buy resources and intermediates. The agent will not purchase anything if the station has fewer credits than this limit.
Restore Defaults
This command resets these settings to their default settings.
Station settings
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These settings are copied from the station settings. However, the pilot can be given different orders.
Trade Range
The range from the home sector that the agent will look for deals.
Home sector
The home sector is the center of the agent's territory. It is usually the sector the agent's homebase is in, but not always.
Restore Defaults
This command resets these settings to their default settings.
Jump Drive Settings
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The Agent can use the Jump drive after a special course available to experienced Agents. This menu can be used to set rules for its use.
Use Jump Drive
Here the Agent can be allowed or disallowed to use the Jumpdrive.
Jump Drive Energy
The Agent keeps 10% of his cargohold filled with energy cells for the Jump Drive. Another limit can be set here to deal with longer or shorter jumps.
Minimum Jump Range
The minimum distance that the Agent will jump.
Restore Defaults
This command resets these settings to their default settings.
Automatic Naming
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Renaming many ships is tedious. CAG pilots can be asked to name their own ships and add information to the ship name..
Configure automatic naming
There are many schemes for ship naming available.
Renaming settings (selection)
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This menu lists the renaming schemes, along with descriptions.
Ship number
If the ship is given a number, it can appear here.
Factory number
If the station is given a number, it can appear here. All of the station's ships share this number.
Restore Defaults
This command resets these settings to their default settings.
Configure Reports
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The CAG pilot will report many incidents. Some of these messages can be disabled.
Promotion
The CAG pilot will report successful completion of a training course. This message can be disabled here.
Enemy sightings
The CAG pilot will report enemy ships. This message can be disabled here.
Acoustic signal at message
The Agent will send silent messages by default. If a audible message is preferred, select that here.
Trade Log
The CAG pilot can enter every transaction into the player's logbook. This can be changed here.
Analysis to Log
The CAG pilot can write his profit record into the logbook. This includes his current task.
Restore Defaults
This command resets these settings to their default settings.
Data Storage
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If several pilots have the same orders and conditions to follow, they can be transmitted to each other.
Load Data
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Here you can find all of the order packets and assign them to the pilot.
Save Data
Here you can save the pilot's current orders. The packet can be named.
Delete Data
Order packets can be deleted.
More Information
JumpDrive: If a Jump Drive is used, the Agent is provided with energy cells from the homebase. He will also buy jump energy from NPC stations if required.
Travel Drive: If a Travel Drive is used, the Agent is provided with energy cells from the homebase. He will also buy jump energy from NPC stations if required.
Enemy Contact: If equipped with Fight Command MK1, the pilot will purchase Fighter drones in the current sector and upgrade his speed and manuverability. If the ship is equipped with a Jump Drive, and the pilot is experienced enough to use it, the pilot may enter unsafe sectors. If equipped with Fight Command MK2 and has Missile Defense Mosquito available, the pilot will also purchase Mosquitoes.laden kann, so wird er sich auch einen Vorrat an Moskitos zulegen.
Friend/Foe: CAG pilots do not fly in sectors belonging to a race set to "Foe." "Show as enemy if enemy to me" should be set to No. If a Jump Drive is not installed, the pilot will not fly in hostile sectors.
Satellite Networkk: The CAG pilot can be told to trade only in sectors that contain an Advanced Satellite belonging to the player.
Headquarters: If the Agent is working for the Player HQ, space is reserved in the HQ for a cargohold full of each ware. The Agent may be configured to use a differently sized space in the HQ.
Station Lock: Any station can be set as off-limits to the EST pilot. Player stations also have "CAG Trader lock" in the command console.
Important: If the CAG is working for a complex and changes are made to his homebase, he will quit and wait for new instructions.
Technical Data for Commercial Agent
Language file
8000.xml (ID 8000)
8000-L039.xml (ID 8000)
8000-L049.xml (ID 8000)
Command Slot (Change command slots)
COMMAND_TYPE_TRADE_16 (416)
COMMAND_TYPE_CUSTOM_16 (716)
COMMAND_TYPE_STATION_16 (1116)
Object-Task
Global (restart)
Ship Task 0, 40 und 41
Offcial Abbreviation
"der HVT"
"the CAG"
< Keywords: ScripterLucike, Script, Commercial representation, Commercial Agent, Trade, Logistics, Supply, automatically buy sell >
[CHT] Auslandskorrespondenz der Machiel Software Corporation
Moderators: Scripting / Modding Moderators, Moderatoren für Deutsches X-Forum
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The new CAG description:

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cag schaut nit so übel aus - lass es los...
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zum wls...
ok, mach ich spätestens morgen/dienstag.
aha, die wegpunktliste generieren, ohne anleitung hab ich das nicht behirnt.
jedoch - irgendwo ist die frage schon mal aufgetaucht - jetzt hab ich einen wegpunkt, mit preis etc. jetzt fährt der typ dorthin, inzwischen ist der preis schlechter.
wartet er dann oder macht weiter in seiner liste?
jetzt ist ein produkt in 4 verschiedenen fabriken. sucht er sich das beste raus oder klimpert er alle der reihe nach ab?
ich hab mal heute probiert, in aldrin die exp.plasma-dings anzukurbeln via wegpunkte, weil die z.zt 3 wls schaffens nicht, dass da ein so ein ding ürpduziert wird (gut, 4 weitere sind grad aufm weg).
nur über die wegpunkte hatte ich nicht die gediuld... schaun ma mal mit dem, obs geht...
greets wolf
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zum wls...
ok, mach ich spätestens morgen/dienstag.
aha, die wegpunktliste generieren, ohne anleitung hab ich das nicht behirnt.
jedoch - irgendwo ist die frage schon mal aufgetaucht - jetzt hab ich einen wegpunkt, mit preis etc. jetzt fährt der typ dorthin, inzwischen ist der preis schlechter.
wartet er dann oder macht weiter in seiner liste?
jetzt ist ein produkt in 4 verschiedenen fabriken. sucht er sich das beste raus oder klimpert er alle der reihe nach ab?
ich hab mal heute probiert, in aldrin die exp.plasma-dings anzukurbeln via wegpunkte, weil die z.zt 3 wls schaffens nicht, dass da ein so ein ding ürpduziert wird (gut, 4 weitere sind grad aufm weg).
nur über die wegpunkte hatte ich nicht die gediuld... schaun ma mal mit dem, obs geht...
greets wolf
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Er macht weiter in seiner Liste.sky669 wrote:jetzt hab ich einen wegpunkt, mit preis etc. jetzt fährt der typ dorthin, inzwischen ist der preis schlechter.
wartet er dann oder macht weiter in seiner liste?
Er fliegt seine Liste ab.sky669 wrote:jetzt ist ein produkt in 4 verschiedenen fabriken. sucht er sich das beste raus oder klimpert er alle der reihe nach ab?
Gruß
Lucike

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CAG guide:
* There are references to "Economy and Supply Trader".
* Screenshot shows level: Freight Pilot, while the text uses other name.
* Some minor typos.
*
* There are references to "Economy and Supply Trader".
* Screenshot shows level: Freight Pilot, while the text uses other name.
* Some minor typos.
*
Is this really "maximum haul", rather than "do run if you can load at least this amount"?Sell Products Freighter Cargo Bay
The Agent will fill his cargohold up to this limit with product for sale.
The Agent will buy intermediates if their stock at complex is below this value. The Agent will always leave at least this much into the complex to secure production, when selling the intermediate products.Purchasing Intermediates
The Agent will buy up to this level of intermediate products. The same level of intermediates will be kept in stock reserved for production when selling of intermediates is enabled.
The Agent can sell intermediate, if the stock level exceeds this value.Selling Intermediate Products
The Agent will sell down to this level of intermediate products.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
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CAG is out!
The Agent will sell products and intermediate products, if he can fill his cargohold up to this limit.
The screenshots of the CAG, CLS and EST come later. If I have time for this.
Hm ... perhaps ...jlehtone wrote:Is this really "maximum haul", rather than "do run if you can load at least this amount"?Sell Products Freighter Cargo Bay
The Agent will fill his cargohold up to this limit with product for sale.
The Agent will sell products and intermediate products, if he can fill his cargohold up to this limit.
The screenshots of the CAG, CLS and EST come later. If I have time for this.

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I do not recall seeing this condition being used in the "sell intermediates" block (of version 3.1.00). Besides, the "Selling Intermediate Products" value usually guarantees sufficient loads (except when "Selling Intermediate Products"=="Purchasing Intermediates").Lucike wrote:Hm ... perhaps ...
The Agent will sell products and intermediate products, if he can fill his cargohold up to this limit.
Thus, as is:
Sell Products Freighter Cargo Bay
The Agent will sell products, if it can fill its cargohold at least to this level. In this case, the Agent will sell product even if the "Sell Products" requirement is not met. The rationale here is that it is more important to sell "sufficient" amounts than to wait for the product stock to fill up.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
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hi,
i hab des probiert mit der generation der wegpunktlisten. naja, hat nit so richtig toll gefunkt....
das ganze in aldrin, reichweite 0. da sind auf einmal alle möglichen sektoren als wegpunkte aufgeschienen. zwar auch die von aldrin, aber auch andere sektoren.
und ich wollte wegpunkte für ca. 7 nahrungsprodukte erstellen - da sind dann auch nur max. 2 aufgeschienen.
hab die version 3.beta.06
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aja, nochwas. bin grad bei den neuen bezeichnungen. die alten versionen hatten 6 beförderungsstufen, jetzt sinds sieben. da steht auch noch nix in der dt. beschreibung, inwieweit sich die fähigkeiten dieser typen geändert haben.
wolf
i hab des probiert mit der generation der wegpunktlisten. naja, hat nit so richtig toll gefunkt....
das ganze in aldrin, reichweite 0. da sind auf einmal alle möglichen sektoren als wegpunkte aufgeschienen. zwar auch die von aldrin, aber auch andere sektoren.
und ich wollte wegpunkte für ca. 7 nahrungsprodukte erstellen - da sind dann auch nur max. 2 aufgeschienen.
hab die version 3.beta.06
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aja, nochwas. bin grad bei den neuen bezeichnungen. die alten versionen hatten 6 beförderungsstufen, jetzt sinds sieben. da steht auch noch nix in der dt. beschreibung, inwieweit sich die fähigkeiten dieser typen geändert haben.
wolf
Last edited by sky669 on Tue, 18. Nov 08, 14:37, edited 1 time in total.
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OK, sounds good for me.jlehtone wrote:Sell Products Freighter Cargo Bay
The Agent will sell products, if it can fill its cargohold at least to this level. In this case, the Agent will sell product even if the "Sell Products" requirement is not met. The rationale here is that it is more important to sell "sufficient" amounts than to wait for the product stock to fill up.
Puh, why is jlehtone as a precise man?

Da hast du dir aber auch einen absoluten Sondersektor ausgesucht. Ich baue noch eine weitere Sicherung ein.sky669 wrote:das ganze in aldrin, reichweite 0. da sind auf einmal alle möglichen sektoren als wegpunkte aufgeschienen. zwar auch die von aldrin, aber auch andere sektoren.
Gruß
Lucike

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hi,
das EDIT oben hast gesehen - wegen der beförderungsstufen.
dass das ein sondersektor ist, hätt ich mir fast gedacht.... es lebe der hub und aldrin ;- )))
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Generate waypoints
This function enables the software generating waypoints automatically. First choose the sector, from where this process should be started, and the (maximum) number of jumps.
After this step, choose the wares, task, price and the amount to transfer.
Now the CLS will search for all the stations fitting your input and will add the results to the list of your waypoints.
sollt eigentlich passen.
zusätzlich hab ich noch a paarmal reingschrieben, dass man die libraries bei jedem update nocheinmal drüberinstallieren sollt.
vielleicht hilfts....
das EDIT oben hast gesehen - wegen der beförderungsstufen.
dass das ein sondersektor ist, hätt ich mir fast gedacht.... es lebe der hub und aldrin ;- )))
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Generate waypoints
This function enables the software generating waypoints automatically. First choose the sector, from where this process should be started, and the (maximum) number of jumps.
After this step, choose the wares, task, price and the amount to transfer.
Now the CLS will search for all the stations fitting your input and will add the results to the list of your waypoints.
sollt eigentlich passen.
zusätzlich hab ich noch a paarmal reingschrieben, dass man die libraries bei jedem update nocheinmal drüberinstallieren sollt.
vielleicht hilfts....
Last edited by sky669 on Tue, 18. Nov 08, 14:52, edited 1 time in total.
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den letzen rang ... i hab mal gschrieben, das des da beste is. nona... genaueres folgt...
beim hvt, kann ich dem sagen, dass er das eingekaufte nicht auslädt? ich hab im hub einen m3-hvt, der nur enterkapseln kaufen geht. was er ja auch brav macht. jedoch werden diese enterkapseln dann von diesem hub wieder wegrationalisiert - was mich ja doch nicht so erbaut....
und vielleicht noch was....
gibts eine möglichkeit, alle hvt's oder wls oder wvh's anzusprechen, in der form dass z.b. alle absofort keine meldung mehr machen, wenn sie fertig sind? (nervt beim update...)
bzw. dass ich allen auf einmal sagen kann, dass die erde z.b. ein gesperrter sektor ist? sonst muss ich das händisch 100x machen...
naja, als idee vielleicht...
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und nochwas - weisst du zufällig, in welchem skript die meldungen rausgegeben werden, wenn ein schiff zerstört wird - noch immer mein altes problem ;- ) oder ist das auch alles dezentralisiert? weil wenn man sich im prinzip da reinhängt, kann man bei zerstörten schiffen eben einen signalton ausgeben. das signal.ship.killed ist es nichtmehr..
grüzi wolf
beim hvt, kann ich dem sagen, dass er das eingekaufte nicht auslädt? ich hab im hub einen m3-hvt, der nur enterkapseln kaufen geht. was er ja auch brav macht. jedoch werden diese enterkapseln dann von diesem hub wieder wegrationalisiert - was mich ja doch nicht so erbaut....
und vielleicht noch was....
gibts eine möglichkeit, alle hvt's oder wls oder wvh's anzusprechen, in der form dass z.b. alle absofort keine meldung mehr machen, wenn sie fertig sind? (nervt beim update...)
bzw. dass ich allen auf einmal sagen kann, dass die erde z.b. ein gesperrter sektor ist? sonst muss ich das händisch 100x machen...
naja, als idee vielleicht...
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und nochwas - weisst du zufällig, in welchem skript die meldungen rausgegeben werden, wenn ein schiff zerstört wird - noch immer mein altes problem ;- ) oder ist das auch alles dezentralisiert? weil wenn man sich im prinzip da reinhängt, kann man bei zerstörten schiffen eben einen signalton ausgeben. das signal.ship.killed ist es nichtmehr..
grüzi wolf
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Ne, der HVT ist dafür nicht geeignet, aber man könnte den WVH zu einem Nur-Einkäufer machen, der dann seine Ware im Laderaum behält. Mal schauen ...sky669 wrote:beim hvt, kann ich dem sagen, dass er das eingekaufte nicht auslädt? ich hab im hub einen m3-hvt, der nur enterkapseln kaufen geht. was er ja auch brav macht. jedoch werden diese enterkapseln dann von diesem hub wieder wegrationalisiert - was mich ja doch nicht so erbaut....
Das kommt auf jeden Fall. Die Scripter werde es vielleicht schon gemerkt haben und sich wundern, warum der Code zum Registrieren eines Hotkeys im HVT, WLS, WVH und PSK schlummert.sky669 wrote:und vielleicht noch was....
gibts eine möglichkeit, alle hvt's oder wls oder wvh's anzusprechen, in der form dass z.b. alle absofort keine meldung mehr machen, wenn sie fertig sind? (nervt beim update...)
bzw. dass ich allen auf einmal sagen kann, dass die erde z.b. ein gesperrter sektor ist? sonst muss ich das händisch 100x machen...
naja, als idee vielleicht...
Kommt man mit Scripts nicht ran, aber man könnte das Killed-Signal nutzen, um z.B. einen Hinweiston abzusetzen.sky669 wrote:und nochwas - weisst du zufällig, in welchem skript die meldungen rausgegeben werden, wenn ein schiff zerstört wird - noch immer mein altes problem ;- ) oder ist das auch alles dezentralisiert? weil wenn man sich im prinzip da reinhängt, kann man bei zerstörten schiffen eben einen signalton ausgeben. das signal.ship.killed ist es nichtmehr..
Gruß
Lucike

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ich verstehe eure diskussion zwar nicht, aber
After that, choose ....
This function enables the software to generate waypoints automatically. First choose the sector, where this process (task?) should be started in...Generate waypoints
This function enables the software generating waypoints automatically. First choose the sector, from where this process should be started, and the (maximum) number of jumps.
After this step, choose the wares, task, price and the amount to transfer.
Now the CLS will search for all the stations fitting your input and will add the results to the list of your waypoints.
After that, choose ....
Redest du noch - oder denkst du schon ?
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Kann mir das mal einer richtig übersetzen? So richtig habe ich das nicht verstanden. Der EST ist der anspruchvollste Händer? Bei einem Wechsel vom EST zum CAG/CLS sollte er sofort springen können? Das hat er bestimmt nicht gemeint, oder?bumpinthenight wrote:Awe yah! Thank you ten-fold for producing this trio of scripts, they have made trade-empire building fun and effective
I do have one question: What's the chances of getting the pilot experience systems to integrate themselves if even partially? Like all three script's pilots do the same basic thing of flying around and dropping/picking up wares but I do understand the EST pilots would probably be the most demanding as they are free-roaming traders opposed to the others which are more or less following a stricter set of rules.
I'd like to be able to 'retire' an EST pilot into a commodities or commercial agent role once in a while just to be able to instantly have a jump-capable one, is this something you can see as a realistic possibility?
EDIT: Ich hab's verstanden.
Gruß
Lucike

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It is fascinating how use of different words can make one think that one is not talking about the same thing.bumpinthenight wrote:What's the chances of getting the pilot experience systems to integrate themselves
...
I'd like to be able to 'retire' an EST pilot into a commodities or commercial agent role
"integrated experience system" is quite fancy way to say that the scripts do use same variable for "level". We do know that the answer is 'yes', but do the script Readme's actually tell that to a new user? Or perhaps they wait for the Pilot Union to make an official announcement?

"retire into different role". Same as "stop EST, start CAG". Perhaps we should start using word "retire" also when we change target during combat?


PS. I believe that "Foo is such a odd man" is more proper than "Foo is as a odd man". Generally, "as" and "only" seem to be very difficult to use correctly in english. (Hearsay.)

Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
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i would also say, let's link all this script to each other, like lucike has it in his signature.
somethink like....
wolf
somethink like....
it's easier to switch around aswell - less searching...Hint : The scripts EST, CLS, CAG and Prospector are like a big family. The pilots belong to the 'Pilot's Union', this means you can swap them between the different tasks without loosing their rank.
The threads...
CLS - Commodity Logistics Software
CAG - Commercial Agent
EST - Economy and Supply Trader
Prospector German only - english version coming soon !
wolf
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I had a question on the ranks section - Schürfer and Prospektor both translate to "Prospector" in English I believe. I changed Schürfer to Miner for this translation, but if there is something better let me know.
Prospector
(Version 3.beta.01 - 21. November 2008)
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[ external image ] [ external image ] (coming soon!)
Prospector Overview
- The Prospector scans asteroid debris, crushes worthwhile chunks, and collects them.
- The Prospector delivers collected minerals to his homebase.
- The Prospector can sell minerals collected in the area.
- The Prospector can use a Jumpdrive and repair his ship.
- The Prospector keeps in contact with customers and other traders and can find prices and news in other sectors. The Prospector is not a fighter and avoids sectors where enemies have been reported.
Prospector Preparation
Downloads
-> ...
-> ...
-> ...
Required: X³ Terran Conflict Version 1.2 (not compatible with X³ Reunion) !!
Activating the Script Editor
Activating the script editor is not necessary for Prospector. It will mark your game as ***modified***.
With the script editor activated, technical information is provided as well as normal information. This can be confusing. It is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file. This will mark your game as ***modified*** as well.
Installation
Simply extract the Zip into the X3TC directory like you did with the former version. Newer files should overwrite older ones. Main script files will reside in ".\scripts"- and ".\t\"-folder, all other files are for maintenance and uninstalling only.
Deinstallation
Copy file setup.plugin.prospector.pck from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run TC and load a saved game. Uninstallation is automatically started and finished when a message is sent to the logbook. Uninstallation takes 10 to 20 seconds from when the game was loaded. Save your game.
Run "Delete all Prospector Scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.
Important: Never just delete scripts; your savegame will look for them.
Updating to a newer version
Simply re-extract the Zip into the X3TC directory. Simply unzip into your X3TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.
To remove obsolete or unused files, run "Delete old Prospector Scripts.bat", found in "\scripts.delete", before extracting the new zip file. This is not necessary, but will keep your script folders neater.
Ingame, nothing needs restarting. All ships and stations should run the new scripts automatically, any ships set to notify you when orders are complete will send you a message. The old script is stopped before the new script is started, and the message can be ignored.
Prospector Instructions
The Mission
The prospector scans asteroid debris for mineral content, crushes worthwhile chunks, and collects them. The minerals will be delivered to the homebase.
The prospector is trained over time, and gains experience in dealing with minerals. If training is not desired, it can be disabled. More on that later.
Quick Guide
The Ranks
- Equip a TS with a mineral collector, mineral scanner, Mobile Drilling System, Navigation Command Software MK1 and Special Command Software MK1.
- Select command "Mine minerals in sector" in the Special menu
Apprentice
The Apprentice mines minerals and delivers them to his homebase. The apprentice is paid 20 credits per mizura worked.
Assistant Miner
The Assistant Miner also mines minerals and delivers them to the homebase. His experience allows him to mine more effectively, and he brings in more than an apprentice. The Assistant Miner gets 25 credits per mizura worked.
Miner
The Miner also mines minerals and delivers them to the homebase. His experience allows him to mine more effectively, and he brings in more than an assistant miner. Also, he buys fighter drones from local factories and equips his ship with more speed and rudder upgrades. The Miner gets 30 credits per mizura worked.
Lead Miner
The Lead Miner also mines minerals and delivers them to the homebase. His experience allows him to mine more effectively, and he brings in more than a miner. Also, he is able to fly a TL-class ship, and blow up asteroids. The Lead Miner gets 35 credits per mizura worked
Prospector
The Prospector also mines minerals and delivers them to the homebase. His experience allows him to mine more effectively, and he brings in more than a lead miner. He also pays more attention to the radio chatter and flies in no sectors where hostiles have been reported. The prospector gets 40 credits per mizura worked.
Chief Prospector
The Chief Prospector also mines minerals and delivers them to the homebase. His experience allows him to mine more effectively, and he brings in more than a prospector. He maintains his ship and flies to a shipyard if in need of repairs. The prospector gets 45 credits per mizura worked.
Ship Equipment
Handling
- A ship of the transporter class (TL or TS) or corvette class (M6)
- Fight Command Software MK1 (Optional: changes behavior when encountering enemies)
- Fight Command Software MK2 (Optional: changes behavior when encountering enemies; in addition to MK1)
- Ore Collector
- Mineral Scanner
- Mobile Drilling System (Optional: Must be installed in a turret)
- Navigation Command Software MK1
- Special Command Software MK1
- Jumpdrive (Optional: can be used after a special course)
- Transporter Device (Optional: Use if the ship's homebase is a TL/M1)
The Prospector command will be on the Special menu. The command "Mine minerals in Sector" will be visible when a Ore Collector, a Mineral Scanner, Navigation Command Software MK1, and Special Command Software MK1 are installed on the ship. The command "Mine minerals in Sector" also configures the prospector. The ship should be docked before starting Prospector.
The Prospector flys around his assigned sector looking for crushable asteroid rubble. When he finds a suitable job, he will mark the jobsite with a navigation beacon. The prospector looks for minerals and gathers what his homebase has fewest of, or the mineral in his ship's name. The homebase must deal in the mineral. If the prospector has no homebase, he will sell collected minerals in his set jump range.
If the prospector does not have a mobile drilling system, he will only collect minerals. He will not crush anything.
The Main Menu
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All settings are divided into submenus on the main menu.
The Prospector Settings
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The Prospector settings option includes not only settings but information about the prospector. This menu displays current destination, homebase, service time, total flight time, as well as salary and profit information.
Delete accounting information
This will tell the prospector to delete his records. This cannot be undone, so confirmation is required.
Take Trainings
Prospectors participate in training over time. Should the player wish to exclude the pilot from training courses, this command will do it.
Prospector salary
If the prospector is to be paid out of an account other than the player's wallet, set that here.
Fire Prospector
An unneeded pilot can be dismissed. The ship must be docked at a station and idle. This cannot be undone, so confirmation is required.
Reassign Prospector
Bought a bigger ship for your prospector? Use this command to transfer him into it. Both old and new ships must be docked at the same station. After choosing this command, a list of other ships with pilots will appear. Choose the ship you wish to transfer to, the pilots will exchange ships, and bring along their profit record to the new ship.
Restore Defaults
This command resets all settings to their default settings.
The Working conditions
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Preferred Mineral
Normally, the prospector will mine the mineral at the lowest level in the homebase, or will mine the mineral in his ship's name. Here you can set a preferred mineral, which has a higher priority than the default rule. Also this menu will say which mineral the prospector just mined.
Blow up Asteroids
A prospector with rank Lead Miner or higher can blow up asteroids. (Asteroids are rocks that a mining station can be placed on.) First, select a preferred mineral, then use this menu item to select how many asteroids and a maximum yield. The prospector stops mining and begins to break up the asteroids.
Homebase
This menu sets a new homebase for the prospector, this will overwrite the old one.
Jump range for sales
A prospector without a homebase will sell minerals to the local economy. The permitted sector range for selling can be set here.
Restore Defaults
This command resets these settings to their default settings.
Jump Drive Settings
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The prospector can use the Jump drive after a special course available to experienced prospectors. This menu can be used to set rules for its use.
Use Jump Drive
Here the prospector can be allowed or disallowed to use the Jumpdrive.
Jump Drive Energy
The prospector keeps 10% of his cargohold filled with energy cells for the Jump Drive. Another limit can be set here to deal with longer or shorter jumps.
Minimum Jump Range
The minimum distance that the prospector will jump.
Restore Defaults
This command resets these settings to their default settings.
Automatic Naming
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Renaming many ships is tedious. Prospectors can be asked to name their own ships and add information to the ship name..
Configure automatic naming
There are many schemes for ship naming available.
Renaming settings (selection)
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This menu lists the renaming schemes, along with descriptions.
Ship number
If the ship is given a number, it can appear here.
Factory number
If the station is given a number, it can appear here. All of the station's ships share this number.
Restore Defaults
This command resets these settings to their default settings.
Configure Reports
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The prospector will report many incidents. Some of these reports can be disabled.
Promotion
The prospector will report sucessful completion of a training course. This message can be disabled here.
Enemy sightings
The prospector will report enemy ships. This message can be disabled here.
Acoustic signal at message
The prospector will send silent messages by default. If a audible message is preferred, select that here.
Trade Log
The prospector can enter every transaction into the player's logbook. This can be changed here.
Analysis to Log
The prospector can write his profit record into the logbook. This includes his current task.
Restore Defaults
This command resets these settings to their default settings.
Data Storage
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If several prospectors have the same orders and conditions to follow, they can be transmitted to each other.
Load Data
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Here you can find all of the order packets and assign them to the prospector.
Save Data
Here you can save the prospector's current orders. The packet can be named.
Delete Data
Order packets can be deleted.
More Information
Jump Drive: If a jump drive is used, energy is provided from the homebase; the prospector may also buy energy from NPC stations if needed.
Travel Drive: If a travel drive is used, energy is provided from the homebase; the prospector may also buy energy from NPC stations if needed.
Enemy Contact: If equipped with Fight Command MK1, the prospector will purchase Fighter drones in the current sector and upgrade his speed and manuverability. If the ship is equipped with a Jump Drive, and the prospector is experienced enough to use it, the prospector may enter unsafe sectors. If equipped with Fight Command MK2 and has Missile Defense Mosquito available, the prospector will also purchase Mosquitoes.
Friend/Foe: Prospectors do not fly in sectors belonging to a race set to "Foe." "Show as enemy if enemy to me" should be set to No. If a Jump Drive is not installed, the prospector will not fly in hostile sectors.
Headquarters: If the prospector is working for the Player HQ, space is reserved in the HQ for a cargohold full of each ware. The prospector may be configured to use a differently sized space in the HQ.
Transporter Device: If the homebase of the ship is a capital (TL/M1/M2), the prospector needs a Transporter device. This allows him to deliver cargo to the homeship up to 5km away.
Miner type of ships: The Miner type of TS are best for mining. They are more efficent and profitable than conventional types of TS. The prospector is also more effective with the Terran Mobile Mining base ship.
Mobile Drilling System: The Mobile Drilling System is used to crush rubble asteroids, it must be installed in a turret. The prospector will not use a drilling system installed in the front guns.
Prospector Technical Data
Language File
8006.xml (ID 8006)
8006-L049.xml (ID 8006)
Command-Slot (Change command slots)
COMMAND_TYPE_SPECIAL_16 (516)
COMMAND_TYPE_SPECIAL_17 (517)
COMMAND_TYPE_CUSTOM_21 (721)
COMMAND_TYPE_CUSTOM_22 (722)
COMMAND_TYPE_TURRET_20 (920)
Object-Task
Schiff Task 0, 40 und 41
Official Abbreviations
"der PSK"
"the PSC"
< Keywords: ScripterLucike, Script, Mobile Drilling System, Mineral Mining, Mining, Prospector >
Last edited by Vicrry06 on Sun, 23. Nov 08, 04:24, edited 3 times in total.