[MOD]Yet Another Trader AI "improved" version (Update 28.Dec.2014)

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Exavier724
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Post by Exavier724 »

@wanglewis:
Since you seem to be up to adding/improving YAT I was wondering if I could offer a suggestion that goes a bit beyond the simple automated trader.

Would it be possible to to make a Trade Hub Station to act as the YAT controller? Basically instead of having a long list of single ships (I am running 17 stations atm with YAT sector traders maintaining resource flow) could it be set up so that you have a simple station (maybe the Plutarch Exchange model since none of the build-able stations use it) where the manager runs the YAT scripts, with a standardized set of settings & a single account balance, for any trade ship assigned to it.

If the station is determining the operational range (the galaxy range mod to make galaxy traders), home system, and managers account balance you could both get a more organized & more efficient trade fleet I think... since a profit from 1 ship might compensate a loss from another.

Just an idea :)
wanglewis
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Post by wanglewis »

@Exavier724 Not possible atm, it's not easy to set a special aiscript to a single station and keep the others like before. All stations use the same aiscript
dan92d
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Joined: Tue, 24. Dec 13, 13:28

Post by dan92d »

I have a problem: with yarrick mod i see, in the menu, the labels "Trade manager, add, ships, remove, ships. trade overview" and so on. But, with your mod, i see "ReadText 98981-x" where x is a number different for each "internal trade manager option". How i can solve this problem? Thank you in advance (Sorry for english)
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YorrickVander
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Post by YorrickVander »

i believe wangelis made a change to the /t files that caused some issue. you *might* be able to extract them from the original and get it working again, but having both mods active (as they would be from subbing both on steam) will break stuff.
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dan92d
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Joined: Tue, 24. Dec 13, 13:28

Post by dan92d »

Thank you for your answer, Yorrick. But i do not know how extract .dat files. Which tool can i use?
dan92d
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Post by dan92d »

Ok. I extracted files but, now, how i can convert them into .dat files?
I deleted wanglewis t folder and i put into his mod (extracted) your t folder. I didn't convert mod files in .dat. Then, in game, i see correct text "Trade manager, add ships, and so on, but if i select, add ship, for an example, the gui freezes and i cannot move camera with mouse or open menu. I can only push "Esc" to enter in game configuration. (sorry for english, if you want, please correct my senteces :) )
Last edited by dan92d on Thu, 8. Jan 15, 15:56, edited 1 time in total.
w.evans
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Post by w.evans »

Exavier724 wrote:Would it be possible to to make a Trade Hub Station to act as the YAT controller? ...
I really really like this idea.
Exavier724
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Post by Exavier724 »

wanglewis wrote:@Exavier724 Not possible atm, it's not easy to set a special aiscript to a single station and keep the others like before. All stations use the same aiscript
Couldn't it be inserted into the existing script as a forked function? Basically add a new menu option to existing managers (similar to adding an account balance to a captain) and if the toggle is flipped by the player it ignores the rest of the original manager trade code and just runs the custom code?

Guess it would be alot of code research to pull it off. I haven't gotten to the point where i am ready to delve into ai control scripts yet. After looking at the architects for something i was trying i am not sure i want to in the long run :P
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alexalsp
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Post by alexalsp »

does not work in 3.2 . fix please
wanglewis
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Post by wanglewis »

@alexalsp

sorry but i dont have version 3.2RC on my steam, my version is still 3.1
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alexalsp
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Post by alexalsp »

wanglewis wrote:@alexalsp

sorry but i dont have version 3.2RC on my steam, my version is still 3.1
OK. I sent you the link in PM
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alexalsp
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Post by alexalsp »

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alexalsp
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Post by alexalsp »

V 1.07:
bugfix for supporting 3.53

and where is Russian Lng? :evil: :D
Moosh
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Joined: Sun, 12. Jul 15, 07:51

Post by Moosh »

Can I get some help with this Mod, it seems to be losing credits.
Trade ships will buy a ware but not sell it, they will then move on and buy another ware.
I ran this Mod for 8 hours, gave trade ships 10 million in credits after checking the balance of traders they are down by about a million credits each with no wares on them to sell.
They are setup to sector trade, they perform a lot of small trades but never really sell all of what they buy of a single ware.
From what I have seen all traders are slowly but surely losing credits.

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