[SCR] [v1.7.3] [04/27/2012] MK3 Improvement Reloaded
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oh,
this thread is OLD. did you download from page 1 of THIS thread? Or did you use the reloaded version?
This old version is NOT supported anymore and shouldn't be used.
think I'll remove the download link ...
the reloaded version uses the sector blacklist system and therefore doesn't care about friend/foe settings anymore. That was only my first attempt to kind-of blacklist some sectors.
Furthermore doesn't the reloaded version check for fight softwares. AND really always jumps.
so I strongly recommend you to download the reloaded version.
this thread is OLD. did you download from page 1 of THIS thread? Or did you use the reloaded version?
This old version is NOT supported anymore and shouldn't be used.
think I'll remove the download link ...
the reloaded version uses the sector blacklist system and therefore doesn't care about friend/foe settings anymore. That was only my first attempt to kind-of blacklist some sectors.
Furthermore doesn't the reloaded version check for fight softwares. AND really always jumps.
so I strongly recommend you to download the reloaded version.
Skripte:
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re: MK optimized
Thanks Gnasirator, I must have missed the reloaded version, sorry was having a bit of a rant after finding I'v lost ships...
I'll give the new version a go. yes it is an old thread, for an old game, but I'm old fashioned and like to play games in order, and even tho I bought X3R years ago, I only dabbled with it before as I was heavily into wow at the time, so I'm catching up with my embarrasingly long back catalogue of games on my shelf...
I'll give the new version a go. yes it is an old thread, for an old game, but I'm old fashioned and like to play games in order, and even tho I bought X3R years ago, I only dabbled with it before as I was heavily into wow at the time, so I'm catching up with my embarrasingly long back catalogue of games on my shelf...

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re script: MK3 Improvement V 1.29.8 by gnasirator - odd behaviour
I've been using this mod the last 2 installs of X3R and apart from occasional suicidal pilots I guess it's working ok as I'm getting almost no "help me" messages from the traders...
BUT...
One UT just jumped into the sector I was in, so, intrigued, I watched where it went, and it went to a crystal fab that had no silicon wafers, and the UT had lots. great I thought. Here's where it gets interesting, the fab was full of crystals but my UT didn't buy any, in the same sector there was a bire factory that was also full, he didn't buy those either he jumped 2 sectors away to buy energy cells
except he already had 202 in the freight.
SO...
how can I modify the script so he scans and selects the nearest best deal after each transaction? Surely the fab and bire place both being full - therefore cheapest, it would fall under whatever "best price" internal logarithm the script has, yet it ignored both.. why?
I'm asking here as gnasirator has stated in his last post on the script he's forgotten how it works and will be giving no support..
So..anyone else fancy a stab at it? script is here:http://forum.egosoft.com/viewtopic.php?t=152450
{Forum Posting Rule 12. Merged. jlehtone}
BUT...
One UT just jumped into the sector I was in, so, intrigued, I watched where it went, and it went to a crystal fab that had no silicon wafers, and the UT had lots. great I thought. Here's where it gets interesting, the fab was full of crystals but my UT didn't buy any, in the same sector there was a bire factory that was also full, he didn't buy those either he jumped 2 sectors away to buy energy cells

SO...
how can I modify the script so he scans and selects the nearest best deal after each transaction? Surely the fab and bire place both being full - therefore cheapest, it would fall under whatever "best price" internal logarithm the script has, yet it ignored both.. why?
I'm asking here as gnasirator has stated in his last post on the script he's forgotten how it works and will be giving no support..
So..anyone else fancy a stab at it? script is here:http://forum.egosoft.com/viewtopic.php?t=152450
{Forum Posting Rule 12. Merged. jlehtone}
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to make it short: the reloaded script DOES exactly what you are asking for.
If I wanted to revive this old improvement script, I would strongly suggest to modify the reloaded one to work with X3R ...
BUT I have no Idea if that's possible and what the main obstacles of doing so are. And I don't have the X3R install discs at hand right now :/
Are there still many people playing Reunion? If so, maybe it would be worth the effort ....
and to explain your question:
The original MK3 script checks trade routes by random. So after a successfull run it just rolls the dice for the next ware and if there is a profitable trade route found, goes for it.
The script doesn't use any other advanced route finding.
The reloaded version does as follows:
1. Checks if there are unused left over amounts of any wares on board and tries to sell them, freeing up cargo space. This also happens if the trader wasn't successfull selling his wares during a normal trade. He'll then just try to find another station to sell to.
2. If no route found and if docked, checks the products of the current station for a profitable trade.
3. If still nothing found, checks all the other wares by random, where short range trading of up to 1 jump really does find THE one most profitable route and long range trading just finds a random trade opportunty with enough profit.
So you see, it all exists already. The code 'just' has to be transferred to X3R. The problem here could be, that some of the commands, used in the scripts are not supported by X3R - so I would have to manually check all scripts and replace those commands.
This COULD work, but I'm not sure if it will.
If I wanted to revive this old improvement script, I would strongly suggest to modify the reloaded one to work with X3R ...
BUT I have no Idea if that's possible and what the main obstacles of doing so are. And I don't have the X3R install discs at hand right now :/
Are there still many people playing Reunion? If so, maybe it would be worth the effort ....
and to explain your question:
The original MK3 script checks trade routes by random. So after a successfull run it just rolls the dice for the next ware and if there is a profitable trade route found, goes for it.
The script doesn't use any other advanced route finding.
The reloaded version does as follows:
1. Checks if there are unused left over amounts of any wares on board and tries to sell them, freeing up cargo space. This also happens if the trader wasn't successfull selling his wares during a normal trade. He'll then just try to find another station to sell to.
2. If no route found and if docked, checks the products of the current station for a profitable trade.
3. If still nothing found, checks all the other wares by random, where short range trading of up to 1 jump really does find THE one most profitable route and long range trading just finds a random trade opportunty with enough profit.
So you see, it all exists already. The code 'just' has to be transferred to X3R. The problem here could be, that some of the commands, used in the scripts are not supported by X3R - so I would have to manually check all scripts and replace those commands.
This COULD work, but I'm not sure if it will.
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appreciate the reply, I didn't realise the AI basically said "what trade will give a profit, even if it's only a small one" and that would explain why sometimes they are buying only a small portion of a stations wares even if they are full instead of maximising on the opportunity. To see a fab with several thousand wares available only to watch the UT buy 300 is annoying, but I guess it's only buying enough to fill a need at the other end.
then again it's AI... I guess I'm just expecting too much, and you're right ofc, X3R is 5 years old so I'm one of probably only a handful who are insisting on playing the series in order, and it probably isn't worth the time to do the modification. Especially considering so many other mods are now essentially dead with no available links.
sometimes I just get the "but why?" stuck in my head and find it hard to accept somethings are just not feasable/ practicle.
anyway, thanks for your work on this, it is appreciated (even if it doesnt sound like it
)
then again it's AI... I guess I'm just expecting too much, and you're right ofc, X3R is 5 years old so I'm one of probably only a handful who are insisting on playing the series in order, and it probably isn't worth the time to do the modification. Especially considering so many other mods are now essentially dead with no available links.
sometimes I just get the "but why?" stuck in my head and find it hard to accept somethings are just not feasable/ practicle.
anyway, thanks for your work on this, it is appreciated (even if it doesnt sound like it

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the small buy amounts always happen for a reason.
usually, the sell station doesn't have more space free. It wouldn't make sense to buy more than what fits into it.
Basically the buyamount is the minimum of
- free cargo space of the trader
- sellable amount of the buystation
- free space at the sellstation
Another reason could be, that the trader is just refuelling on ecells.
edit:
have you tried the reloaded script in Reunion? Maybe it works?
But make a backup of your scripts and t folders first!
usually, the sell station doesn't have more space free. It wouldn't make sense to buy more than what fits into it.
Basically the buyamount is the minimum of
- free cargo space of the trader
- sellable amount of the buystation
- free space at the sellstation
Another reason could be, that the trader is just refuelling on ecells.
edit:
have you tried the reloaded script in Reunion? Maybe it works?
But make a backup of your scripts and t folders first!
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Ok I have volunteered to test the reloaded version with Reunion. Unfortunatly, it does not appear to be compatible. At least to me anywayz.gnasirator wrote:edit:
have you tried the reloaded script in Reunion? Maybe it works?
But make a backup of your scripts and t folders first!

although, I do have a huge collection of scripts running. Perhaps that caused the crash?

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that's a bummer.
unfortunately I have absolutely NO idea, how the game reacts to scripts from a newer script engine.
Except once where I had to keep the reloaded improvement compatible to TC. There, the old script engine only didn't recognize certain newer commands and skipped them.
A CTD, however, would be a lot harder to fix :/
unfortunately I have absolutely NO idea, how the game reacts to scripts from a newer script engine.
Except once where I had to keep the reloaded improvement compatible to TC. There, the old script engine only didn't recognize certain newer commands and skipped them.
A CTD, however, would be a lot harder to fix :/
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Are there still many people playing Reunion? If so, maybe it would be worth the effort ....


I've just read through all 14 pages of this thread, trying to find a working link to the latest & greatest version... only to find it's for TC only! Ah well, I'll give the v1.29.8 a go and see what happens.
P.S. to all who take the time to write & re-write these plugin extras for we mere mortals, your efforts are truly appreciated! Many thanks.
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Okay, I do believe you that there are still quite a few people out there, playing Reunion 
Fortunately, I'm currently at home, so I'll grab the Reunion install disc and maybe on the weekend I'll see if I can get the new version running somehow.
But no promises made! Don't get your expectations up too high ...

Fortunately, I'm currently at home, so I'll grab the Reunion install disc and maybe on the weekend I'll see if I can get the new version running somehow.
But no promises made! Don't get your expectations up too high ...
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Doesn't work with Reunion, or does it?
My steam says invalid code
edit: does the demo version support scripting? That would be absolutely enough for me.
Downloading
Update: I have installed Reunion and with the help of the Exscriptor tool, I was able to get some scripts running in Reunion!
I believe now, that the conversion is possible!
But I have to remove some features:
- Blacklisting of sectors is no longer possible (internally, to keep seperate traders from trading with the same station as well as externally, to blacklist stations or sectors permanently)
- the cargo bay manager, simply because custom menus aren't supported
- support for keeping a mosquito missile reserve
It seems that the rest might work. I haven't tested anything yet, I'm currently modifying the script files to get them loaded in Reunion.
So maybe more about this tomorrow
My steam says invalid code
edit: does the demo version support scripting? That would be absolutely enough for me.
Downloading

Update: I have installed Reunion and with the help of the Exscriptor tool, I was able to get some scripts running in Reunion!
I believe now, that the conversion is possible!
But I have to remove some features:
- Blacklisting of sectors is no longer possible (internally, to keep seperate traders from trading with the same station as well as externally, to blacklist stations or sectors permanently)
- the cargo bay manager, simply because custom menus aren't supported
- support for keeping a mosquito missile reserve
It seems that the rest might work. I haven't tested anything yet, I'm currently modifying the script files to get them loaded in Reunion.
So maybe more about this tomorrow

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You don't really need to worry about that. I use this script along with yours. Works well enough.gnasirator wrote: But I have to remove some features:
- Blacklisting of sectors is no longer possible (internally, to keep seperate traders from trading with the same station as well as externally, to blacklist stations or sectors permanently)
Not sure about the other points you made. I'll have to check that.