[BONUS Plug-In] Trade Command Software MK3
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Two questions about the logging feature.
How is the logging information affected by the game ending (yes I died) and restarting from an earlier save (My restart was with a saved game about 3 real time hours before my ignoble death).
What is the effect to logging if I delete the log01500.txt file before I start a game. Is a new file created? (obviously the previous info will no longer exist)
The reason I ask is after my death and restart, when I looked at the stats at the end of day some of the figures did not make sense. I was wondering if maybe the log contained info from trades covering the same period after the restart.
I hope I managed to explain myself here.
How is the logging information affected by the game ending (yes I died) and restarting from an earlier save (My restart was with a saved game about 3 real time hours before my ignoble death).
What is the effect to logging if I delete the log01500.txt file before I start a game. Is a new file created? (obviously the previous info will no longer exist)
The reason I ask is after my death and restart, when I looked at the stats at the end of day some of the figures did not make sense. I was wondering if maybe the log contained info from trades covering the same period after the restart.
I hope I managed to explain myself here.
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the money transfer part of it isn't ideal, but what IS good is that the traders will buy, say, GPPCs, from the far reaches of the universe, from the AI, then jump to my dock and sell them to it. As the dock's own trade ships can't use jumpdrive unless manually commanded, it saves on the mircomanagement.SilverK wrote:why would they sell to your own stations? that would be taking money from ya left pocket and putting it in ya right pocket
Actually the money transfer bit is irrelevent, the money from the dock ends up in the AI's hands either way.
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With each Start or load of a savegame it will make an entry in the log. -> "Load game with gametime"Aasvogel wrote:Two questions about the logging feature.
How is the logging information affected by the game ending (yes I died) and restarting from an earlier save (My restart was with a saved game about 3 real time hours before my ignoble death).
What is the effect to logging if I delete the log01500.txt file before I start a game. Is a new file created? (obviously the previous info will no longer exist)
The reason I ask is after my death and restart, when I looked at the stats at the end of day some of the figures did not make sense. I was wondering if maybe the log contained info from trades covering the same period after the restart.
I hope I managed to explain myself here.
You have to "split" your logs at this point, I know its not entirely correct, but there was no better method, to do it. The log is not savegame consistent!
If proper method is, indeed, deleting the file, before loading a game. better, moving it to another directory. But, as I said befor, you acn split that file at the loadgame point later.
Maybe someone writes a little programm for that? Splitting the file, and making separates .XML files from the log! With a little more effort, you are able to make it consistant again!
Greetings Mike
I'm depressed
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DO NOT USE GUNS! (even true in RL)Carl Sumner wrote:Does this mean that the Universe Trader needs guns on the ship? Or will that still cause them to attack and get killed?The Great Stonk wrote:read the readme, in order to use the universe trader you need to have at least 1 25mw shield installed, as well as fight comand software 1 and 2, pilot must be at level 8 also.

I'm depressed
Thanks for the info Mike. Will revisit the log now that I have a clearer idea on how it worksM.Kessel wrote:
With each Start or load of a savegame it will make an entry in the log. -> "Load game with gametime"
You have to "split" your logs at this point, I know its not entirely correct, but there was no better method, to do it. The log is not savegame consistent!
If proper method is, indeed, deleting the file, before loading a game. better, moving it to another directory. But, as I said befor, you acn split that file at the loadgame point later.
....
Greetings Mike

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I've got a question about the home base of a sector/universe traveler. Right now I have a couple of sector traders running off the finances of my SPPs. These SPPs are set to transfer money to my account every 150000 credits.
When these sector traders are experienced enough, I plan to convert them to galaxy traders. Is it possible to change their home base back to my personal account? By the time they are ready to travel the galaxy, I hope to have substanially more funds in my account. I do not think the 150000 cutoff limit of the SPP plants will support high stakes galaxy trading.
I have not figured out how to revert the traders back to my account. Is this even possible?
Thanks.
When these sector traders are experienced enough, I plan to convert them to galaxy traders. Is it possible to change their home base back to my personal account? By the time they are ready to travel the galaxy, I hope to have substanially more funds in my account. I do not think the 150000 cutoff limit of the SPP plants will support high stakes galaxy trading.
I have not figured out how to revert the traders back to my account. Is this even possible?
Thanks.
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As far as I know, the only way to blank out the Home Base entry is to get in the ship. BUT, this effectivly fires the pilot and zero's the experience level!Kvaren wrote:I've got a question about the home base of a sector/universe traveler. Right now I have a couple of sector traders running off the finances of my SPPs. These SPPs are set to transfer money to my account every 150000 credits.
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I have not figured out how to revert the traders back to my account. Is this even possible?
Thanks.

If they are already leveled up, then I would leave them on the factory for now.

Tinker
"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
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Thanks. Wishful thinking, I guess.M.Kessel wrote:DO NOT USE GUNS! (even true in RL)Carl Sumner wrote:Does this mean that the Universe Trader needs guns on the ship? Or will that still cause them to attack and get killed?The Great Stonk wrote:read the readme, in order to use the universe trader you need to have at least 1 25mw shield installed, as well as fight comand software 1 and 2, pilot must be at level 8 also.

Tinker
"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
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as of yet, I have no experience with the new UTs, but with the 1.3 Sector Traders, the following solution worked fine:Carl Sumner wrote:As far as I know, the only way to blank out the Home Base entry is to get in the ship. BUT, this effectivly fires the pilot and zero's the experience level!Kvaren wrote:I've got a question about the home base of a sector/universe traveler. Right now I have a couple of sector traders running off the finances of my SPPs. These SPPs are set to transfer money to my account every 150000 credits.
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I have not figured out how to revert the traders back to my account. Is this even possible?
Thanks.![]()
If they are already leveled up, then I would leave them on the factory for now.
I picked a safe wheatfarm (in herons nebula, in my case) and set it's money-transfer limit to 800.000 credits. Then I assigned all my traders to this wheat farm.
800k was plenty to make sure the traders would never run out of money, and all their profits were transfered to my account. (for multiple universe traders, i would maybe up the limit to 1-2 millions....)
Has the added benefit, than I can spend even the last credit of my personal account, without my empire grinding to a halt
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Thats a good point.I picked a safe wheatfarm (in herons nebula, in my case) and set it's money-transfer limit to 800.000 credits. Then I assigned all my traders to this wheat farm.
800k was plenty to make sure the traders would never run out of money, and all their profits were transfered to my account. (for multiple universe traders, i would maybe up the limit to 1-2 millions....)
Has the added benefit, than I can spend even the last credit of my personal account, without my empire grinding to a halt

But if you assign the traders to a station somewhere else, don't use the Buy Ware commands that become active. The trader will take off across the universe, returning to the station!

Tinker
"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
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I loaded mine up yesterday and feel a bit thick(considering how much I have played this game) asking where is this log in the menu as I cant find it anywhere.
I have copied the file from logging on folder to scripts but still cant find anything in the log apart from the message that you get when you start the trader.

I have copied the file from logging on folder to scripts but still cant find anything in the log apart from the message that you get when you start the trader.

I will grow up one day....
One day
One day
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Its not in the in-game log. Its in the the file 1250.txt (from memory, you can get the exact file name from the readme file). You can run the utility under the trader directory (again from memory txt2xml or something like that) to convert the text file into XML. Then you can open the XML from your browser to read it.
Read the Readme, it has all the infos you need. I am at work and don't have access to the game to give you the exact infos.
Read the Readme, it has all the infos you need. I am at work and don't have access to the game to give you the exact infos.
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Moving your pilot to a new ship
I tried this for 3 hours with no luck.
The source ship had a level 10 trader, Mark 3 software, upgraded shields, the works.
The target ship (demeter) was brand spanking new. Just moved it into space a few km from the shipyard.
1) ordered the source ship to transfer pilot ( special menu item )
2) selected the source ship
3) selected the target ship
4) selected the station for them to meet
5) the source ship moved to the selected station and docked
6) the target ship just sat there .... forever. I finally ordered the ship to dock and after it did, nothing happened. I tried to manually move the pilot, but no go.
Finally I just gave up, left my level 10 on his old ship, activated universe trader and this morning, he's at level 25 (that was FAST).
The source ship had a level 10 trader, Mark 3 software, upgraded shields, the works.
The target ship (demeter) was brand spanking new. Just moved it into space a few km from the shipyard.
1) ordered the source ship to transfer pilot ( special menu item )
2) selected the source ship
3) selected the target ship
4) selected the station for them to meet
5) the source ship moved to the selected station and docked
6) the target ship just sat there .... forever. I finally ordered the ship to dock and after it did, nothing happened. I tried to manually move the pilot, but no go.
Finally I just gave up, left my level 10 on his old ship, activated universe trader and this morning, he's at level 25 (that was FAST).
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Hey guys check this out
http://www.egosoft.com/x2/forum/viewtop ... 820#641820
just wrote a little .NET app to help you read the log files better.
http://www.egosoft.com/x2/forum/viewtop ... 820#641820
just wrote a little .NET app to help you read the log files better.
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Ok i now have 20 Demeter (full shields/cargo/rudder/cargo) universe traders.
There working out great but have an annoying habit of parking themselves when they "can't find energy in jump range". Of course everytime i look there's energy either in their current sector or in one within a few sectors (there all lvl 25 btw). SO I either have to manually go buy them the e-cells or simply move them on sector and restart the univ trader command.
It wouldn't be so bad if they would keep searching themselves but they just die until you manually intervene. My next step is to litter the galaxy with SPP's:) Maybe that'll help.
There working out great but have an annoying habit of parking themselves when they "can't find energy in jump range". Of course everytime i look there's energy either in their current sector or in one within a few sectors (there all lvl 25 btw). SO I either have to manually go buy them the e-cells or simply move them on sector and restart the univ trader command.
It wouldn't be so bad if they would keep searching themselves but they just die until you manually intervene. My next step is to litter the galaxy with SPP's:) Maybe that'll help.