[Work In Progress] Functional Trader + stable supply/demand (0.22 final WIP)

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L00cK
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Post by L00cK »

thanks for the reply,
so yeah if i would destroy a freighter from them they would "cheat" themselve a new one, so it wouldn`t hurt them that much.
with the current vanilla trading code, they would be ruined in a matter of hours xD
Must have been an awesome economist that egosoft hired :D
Jey123456
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Post by Jey123456 »

well, thats the thing, we do not know what the "rebuild" tag do. It could force the shipyard to build the ship (and therefor not be cheating since it would require the shipyard to have the ressources), or it could just spawn the ship in the middle of wherever, or hell, it could simply do nothing. xD

The point is, i have no idea what the tag do, and its pretty hard to actually test out due to the huge qty of ships around and size of the universe heh.
L00cK
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Post by L00cK »

Well even if it would take ressources to build the freighter, i wouldnt hurt wolesale foods that much because they`re getting a new one for free ;).

btw. i saw freighters getting build with 120 cargo drones and when i tried to build a one, they had none... so i think at least the drones are getting "cheated" on them somehow
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pirke123
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Post by pirke123 »

Have you looked at the changes they did for 1.18 beta?
Sir Warwick
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Post by Sir Warwick »

pirke123 wrote:I really believed Bernd when he said this was a real economy.
A lot of thing were said or perhaps implied that never happened, so I would ignore anything that was ever posted/found out from interview etc.

Im finding it best to just assume the worst - ie feature was scrapped and doesn't exist and perhaps be pleasantly surprised to find some useable hooks for it :)
Jey123456
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Post by Jey123456 »

http://www.jeypc.com/dl/tradeship_fix_wip_0.15.zip to download. (delete the old pck files first they were renamed to xml in 0.15)
* Most likely not save compatible with 0.08, use at your own risk.

- include close to perfectly working (in my tests), non players trade ai the last remaining bug is when drones refuse to appear, but the worst scenario is 11min15sec of waiting before they undock and resume their merry way
- AI will also use their booster a lot more (will be separated in another mod once in mod release, but highly recommended to use with it as it reduce by a lot the time the ai waste in a zone).
- some wares production and cost were changed to help keep the economy stable (wares.xml included in the mod is not a diff, and include every wares for ease of editing).
- Fully rewritten custom.findfreetraderun to buy things that another station wants (so that it actually trades instead of stockpiling).
jeroll3d
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Post by jeroll3d »

How this work whit 1.18 patch?

Thanks Jey. :)
Entusiasta da série X3! The best game.
Jey123456
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Post by Jey123456 »

is 1.18 out yet ? xD.

In theory it should work fine, but in practice, i might need to do a few small tweaks for it to work, i cannot tell until i try it out heh.
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Stealthman
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Post by Stealthman »

Jey there is a beta 1.18 patch out, they made a new forum section.
Show me your skills please...
no seriously, show me your skills, now!
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Welcome to Forums: You will never find a more wretched hive of scum and villainy. We must be cautious.
mitasamodel
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Post by mitasamodel »

Jey123456 wrote:is 1.18 out yet ? xD.
1.18 in public beta state:
http://forum.egosoft.com/viewtopic.php?t=355582
Jey123456
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Post by Jey123456 »

yea i just noticed. doing a test run on beta now, but at the very least, no error messages from it, so its most likely working fine
csaba
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Post by csaba »

vanilla 1.18 trade still does not work (for me at least it's still the same as 1.17 no cargo drones for my ship, but AI trade ships at least work.). Stick to Jey for now guys...
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pirke123
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Post by pirke123 »

Trade in 1.18 is working for me. Even out of sector trades, so I don't need to be around anymore for the deal to actually close :)
Jey123456
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Post by Jey123456 »

I did not try vanilla 1.18, but 1.18 seem to be fully compatible with the latest version of my mod (altho i did not try using it on an already existing vanilla 1.18 save, it probably would bug a bit due to the mismatching indexes).
Jey123456
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Post by Jey123456 »

One thing for people with error log enabled (and devs / other moders who might figure the error out as i havent yet).

Code: Select all

[=ERROR=] AIDirector::Move(): Possibly infinite wake request loop
There is quite a few of those in various scripts, some in my new scripts, some in original code with some debug output added.

wake reason mask=0020 seem to be the most frequent one, but i also get wake reason mask=0001 from time to time.

I have no idea what is their cause, at first i thought it could be that too much script was attempting to run and not enough sleep for all the ais to wake up in time, but even increasing the sleep to very high value (over 2 mins of wait spread in chunk of 20-40s in most iterations), did not affect it in the least....[/code]
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pilakin
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Post by pilakin »

I noticed, I'm getting the infinite loop warning if I alt+tab the game. I quick save and then quick load afterwards, if I need to alt+tab to avoid this.

Another question though. Did you manage the construction ships in any way? I set up a construction site for a station and the architect is offering +15 to +20% discounts for the resources, but not a single capital/hauler came to sell anything to construction vessel for over an hour so far. so are they being ignored or are there relly better offers for the trades somethere else?
Jey123456
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Post by Jey123456 »

construction ships are even given a priority when freighter try to get rid of cargo they couldnt sell due to a tradeoffer expiring before they completed it.

+20% should definitly do the trick, but you might be affected by the economy problem. If there is no base selling what you need, then they cant bring it to you heh.

I did not do any extensive testing on base production yet (before i do that, i first need to do testing on playership trading, and before i do that, i want to get a stable economy on ai)
Jey123456
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Post by Jey123456 »

actually now that i think of it. +20% would do the trick, only if there is enough money to buy a qty that would bring more proffit. If there is a station offering +5% but for 10times the qty (so long as it fit in a freighter) then the station will win the trade....

Ill add a bit of code to help stations in construction in the next version
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pilakin
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Post by pilakin »

k thx. yeah, CVs want rather low amounts of stuff compared to stations. in the end e.g. maybe just a dozen of reinforced metal platings , if that's the tiny bit missing to fullfill the build order.
Jey123456
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Post by Jey123456 »

i wonder if small traders can dock / trade fine with construction vehicule ?

If the amount they are looking for is small, it would be a lot better to use those guys for it, than to stop a huge freighter from moving lots of wares, to move 30 metal plating xD.

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