[SCR] Prospector [2010-7-13 - X3TC 3.2.07]

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Saetan
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Post by Saetan »

PHQ = Player Headquarter ... you'll get it as a reward for a plot. But quite late ingame and only once. So some scripters made it available in some shipyards to buy.
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darthmoll
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Post by darthmoll »

i have tried your script.. but at legend home at the otas shipyard i can only buy ship. and no stations are available

any suggestion??
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Saetan
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Post by Saetan »

Please ask your further questions about my mod in the topic of it.

Did you unpack the zip-archiv into your x³:tc gamedirectory? After that, when starting X³:tc you have to choose my mod (vAD_2.1-1.2) in the upcoming dialog under "select mod package". As alternative you can install my mod also as fake-patch.

If you did all that, do you already use other mods? Especially ones which modify the TDocks-file or hq.xml?
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darthmoll
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Post by darthmoll »

yes i unzipped it to the x3tc dir but not changed the mod..

now changed the mod and it runs good..

thx alot..maybe this can help me..

can i also store nividium on one of the stations??
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Saetan
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Post by Saetan »

You can store any wares in any amount you like in the eED's ... as long as there is enough free storage room.
kelmen
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Post by kelmen »

do I need trading related equipments for enable the agent to do sales?
Vicrry06
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Post by Vicrry06 »

No special equipment is needed for your pilots to gain experience and graduate to the next level, and I believe there is no requirement for it to attempt to sell the minerals it collects to the local economy.
kelmen
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Post by kelmen »

is this ranking equivalent to those EST/CAG/CLS ?

say, if I change a ETS Trader (capable of using Jumpdrive) to Prospector, will it start as equivalent level which also able to use Jump?
and vice-versa when i chg Prop -> trader ?

Prospector only trade mineral when no homebase assigned, right?
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Saetan
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Post by Saetan »

kelmen wrote:say, if I change a ETS Trader (capable of using Jumpdrive) to Prospector, will it start as equivalent level which also able to use Jump?
and vice-versa when i chg Prop -> trader ?
Should work, yes. If not, you can set your trader back to the EST again. They keep their old rank, even if they start a new job. Just try.


kelmen wrote:Prospector only trade mineral when no homebase assigned, right?
They trade if they have no homebase or their homebase itself doesn't trade with the prospected mineral. If the homebase trades with it (or is a TL), they bring it back home.
kelmen
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Post by kelmen »

there's a green text on 1st page mentioned newer update 3.2.09

but the download link is 3.1.08

i backtracked the thread, there's a valid download on pg 12 ver 3.2.01

is 3.2.01 the latest release?

1st pg forgoten to be update?
kelmen
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Post by kelmen »

running 3.2.01 now, dunno why 1 of the miner is not working. expecting him to go blow anyone of the roid, but it didn't.


Prospector

Script version: 3201
Libraries version: 3304
Pilot Union version: 3303

Pilot: Daye Kellar
Pilot rank: Chief Prospector
Work time: 54:11 hour
Employ time: 71:23 hour
Payment: 163,535 credits
Profit: 445,547 credits
Expenses: -41,973 credits

Promotion: Yes
Payment: Global account

Ship name: PSC TS Sp Caiman Miner 01 CP
Ship class: TS
Ship type: Caiman Miner
Transport class: Extra Large Containers XL
Cargo bay size: 7000 units
Cargo bay volume: 634 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: Foe

Fight Command Software MK1: installed
Fight Command Software MK2: installed

Transporter Device: installed

Supply Command Software: installed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 600 energy cells
Jump Drive minimum jumps: 2 jumps

Mining Weapon: Mobile Drilling System in Turret 1 at slot 0

Home base: TL Tr Mobile Mining Base-Ship 01 (Unknown Sector 14-7)
Home base class: TL
Home base type: Mobile Mining Base-Ship
Station account: 142,373,593 credits
Global account: 142,373,593 credits

Work sector: Unknown Sector 18-16
Work position: X 0 Y 0 Z 0
Work mineral: Nividium
Preferred mineral: -

Trade range: 50 jumps

Debris total in Unknown Sector 18-16: 0
Debris useful in Unknown Sector 18-16: 0

Ore: 0 collectable debris
Ore: 0 non-collectable debris
Silicon: 0 collectable debris
Silicon: 0 non-collectable debris
Nividium: 0 collectable debris
Nividium: 0 non-collectable debris
Ice: 0 collectable debris
Ice: 0 non-collectable debris

Ore asteroids: 8
Silicon asteroids: 1
Nividium asteroids: 3
Ice asteroids: 0


I set working codition to no preference over mine, destroy 1, max yield 20, and those road in that sector are all below 21.

i already make his start pos near 1 of the ore 12, but he just keep flooding my msg log about cannot find mine.

could it be the MDS in turret 1 slot "zero" something wrong?
that ship only has 1 back turret, only can mount MDS.
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Saetan
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Post by Saetan »

kelmen wrote:there's a green text on 1st page mentioned newer update 3.2.09
This green text points to the necessary library. For the prospector 3.2.01 is the newest version available. For the library it's version 3.3.04


kelmen wrote:Mining Weapon: Mobile Drilling System in Turret 1 at slot 0

Home base: TL Tr Mobile Mining Base-Ship 01 (Unknown Sector 14-7)
Home base class: TL
Home base type: Mobile Mining Base-Ship
Station account: 142,373,593 credits
Global account: 142,373,593 credits

Work sector: Unknown Sector 18-16
Work position: X 0 Y 0 Z 0
Work mineral: Nividium
Preferred mineral: -

Trade range: 50 jumps

Debris total in Unknown Sector 18-16: 0
Debris useful in Unknown Sector 18-16: 0

Ore: 0 collectable debris
Ore: 0 non-collectable debris
Silicon: 0 collectable debris
Silicon: 0 non-collectable debris
Nividium: 0 collectable debris
Nividium: 0 non-collectable debris
Ice: 0 collectable debris
Ice: 0 non-collectable debris

Ore asteroids: 8
Silicon asteroids: 1
Nividium asteroids: 3
Ice asteroids: 0
He does not find any debris to collect. There are asteroids in the space but as far as I now you must set a prefered material to get the prospector to destroy the big asteroids. But, I'm not sure ... if he already did work with this settings, forget my comment on this.

kelmen wrote:I set working codition to no preference over mine, destroy 1, max yield 20, and those road in that sector are all below 21.
Did he already destroy an asteroid? If yes, it's sure that he stopped destroying them. You set "destroy 1" ... set a higher number ... or -1 for infinite destroying. If no, try to set a preffered mineral to tell him which asteroids he should mine.
kelmen
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Post by kelmen »

i wanna try debug the script, is the prospector.main where should i looked into?

I try write to log book with prospector.message, it worked, stated that the msg is 109

but whatever log i tried in the main won't shown, not even at the 1st line

is this script kind of "preloaded", so any chgs i made won't be reflected?

i wanna know why the miner won't blow mine, its action keep chging between between moving/flying and nothing, and about 3 mins later dumped a msg in my log saying cannot find any rock to work/collect.
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Saetan
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Post by Saetan »

kelmen wrote:is this script kind of "preloaded", so any chgs i made won't be reflected?
If you modify the scripts in the script editor, they'll get saved as .xml

Lucikes Scripts are delivered as a packed version with the file-extension .pck
The X engine prefers .pck over to .xml

So you'll have to delete the .pck first, after modifing Lucikes scripts to get your version to work.
kelmen
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Post by kelmen »

hi, I trial with the script, this my finding:

BreakAsteroid:

skip if $WorkMineral AND $PilotLevel >= 3
endsub

***

the flow keep endsub there, becos $WorkMineral is null, i believe becos i set no prefer mine

if i remove this 2 to make it continue, it worked, the miner go blow roid

but when i chk back the Work Condition, somehow the settings i made at the (Destroy 1/Max Yield 20) became/overwritten somehow to (Destroy 0/Max Yield 0)

in some past ver, setting nothing to prefer mine, mean miner will pick whatever to work on, should be as like that, so no idea what's that condition to chk for.

I can understand the pilot level need 3 to do the blowing job.

also dunno why the settings, being reset.
so, if i set destroy 1, it do the blow-up, then next round once the collectable are done, it may/will stuck, becos destroy is set to zero mean do not blow anything?
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Saetan
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Post by Saetan »

kelmen wrote:in some past ver, setting nothing to prefer mine, mean miner will pick whatever to work on, should be as like that, so no idea what's that condition to chk for.
It's because you can tell them what to mine ... with some minerals you can make more cash than others in some region. Why it is a must have, I don't know. Anyway I thought it has ever been a must have?


kelmen wrote:so, if i set destroy 1, it do the blow-up, then next round once the collectable are done, it may/will stuck, becos destroy is set to zero mean do not blow anything?
It's a counter, yes. But as I said before, -1 will be taken as infinite. Just use this number, if you want to destroy and collect any asteroid in a sector. If there are no one left he will stop working until new asteroids respawn.

Else he will mine as much asteroids as you set and then he will stop until you give him another order.
ogamerdg
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Post by ogamerdg »

how do i install the Necessary Command Libraries (Link to thread) (You must install these!) it takes me to a forum i cant read???
Solomon Short
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Post by Solomon Short »

The link takes you to the specific portion of the thread that you require... you're looking for the line below (note the word "Libraries" in english?), click on that.


-> Befehlsbibliothek "Libraries" (Version 3.3.04)
ogamerdg
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Post by ogamerdg »

ok also i downloaded the libraies and was going to copy past the scripts over and it asked if i should save over !ship.cmd.moveposition.std.pck do i let it ? just making sure like to be save rather than sorry. Thanks
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Saetan
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Post by Saetan »

I always did overwrite any scripts with the ones modified by Lucike. Never had any problems.

If you won't let it overwrite there may be some necessary parts for Lucikes other scripts missing in the original script.

If you want to be on the real secure side, just make a backup of the original script(-s) and overwrite it/them afterwards.

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