[S] [02.03.08] [X3 3.3.04] Economy and Supply Trader (Trade MK3 II)

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BLACKANDY
Posts: 41
Joined: Mon, 4. Feb 08, 05:18

Post by BLACKANDY »

I can see "Start Economics and Supply Trader..." in the top-level TRADE menu.but ican't see "Economics Trader: Ware Add/Remove" in the Slot1 or Slot2. :(

this is my install way

copy /Befehlsbibliothek_X3/Scripts to C:\Program Files\EGOSOFT\X3 Reunion\

copy /Wirtschaftshaendler_X3_V3208/Extras to C:\Program Files\EGOSOFT\X3 Reunion\

copy /Wirtschaftshaendler_X3_V3208/Scripts to C:\Program Files\EGOSOFT\X3 Reunion\

copy /Wirtschaftshaendler_X3_V3208/T to C:\Program Files\EGOSOFT\X3 Reunion\

copy /Wirtschaftshaendler_X3_V3208/Uninstall to C:\Program Files\EGOSOFT\X3 Reunion\

please help me,thank you
spoidz
Posts: 607
Joined: Sat, 6. Mar 04, 20:43
x3tc

Post by spoidz »

BLACKANDY,

Okay just to confirm,

What is on the end of all those file locations?

What comes after the \X3 Reunion\ ???

If I go by what I see you have the files sitting loose in the master install folder.

Check the install instructions again, the files need to go into specific sub-folders of the install

Meaning \X3 Reunion\Scripts \X3 Reunion\T

If they are visible outside of those sub-folders the game isn't going to act on them. Just copy them into the proper folder and you "should be okay"


Or better yet, use the SPK versions with the Plugin Manager and they'll definitely get to the right place.

Plugin Manager
BLACKANDY
Posts: 41
Joined: Mon, 4. Feb 08, 05:18

Post by BLACKANDY »

I have use Plugin Manager before,but Plugin Manager always Disable Economy and Supply Trader.so i install myself.

All file was install to right folder.
why i only have "Start Economics and Supply Trader..." in the top-level TRADE menu.but ican't see "Economics Trader: Ware Add/Remove" in the Slot1 or Slot2.

I play X3 with Xtend mod.
MJALowe
Posts: 461
Joined: Fri, 5. Jan 07, 06:27
x3

Post by MJALowe »

you have to start the trader before you can add/remove i believe
BLACKANDY
Posts: 41
Joined: Mon, 4. Feb 08, 05:18

Post by BLACKANDY »

MJALowe wrote:you have to start the trader before you can add/remove i believe
i have already try this before,it's not work. :(
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Lucike
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Post by Lucike »

The EST have 2 adv. commands, "Economics Trader: Ware Add/Remove" and "Economics Trader: Configuration". Both commands are not visible?

You could try the latest version.

-> Economy and Supply Trader (Version 3.3.03)
-> Needed Libraries (You must install this !)

The final version is not yet official in the English area. But you can use it. The user can change the command-slots in the language file. The scripts need not be changed.

Code: Select all

<page id="8005" title="Economics and Supply Trader" descr="">
   <t id="20000">419</t>
   <t id="20001">720</t>
   <t id="20002">1120</t>
   <t id="20003">1121</t>
   <t id="20004">1122</t>
   <t id="20005">1224</t>
   <t id="20006">1225</t>
</page>

<page id="2008" title="Script Object Commands" descr="">
   <t id="419">COMMAND_ECONOMICS_SUPPLY_TRADER</t>
   <t id="720">COMMAND_ECONOMICS_SUPPLY_TRADER_STAY</t>
   <t id="1120">COMMAND_ECONOMICS_SUPPLY_TRADER_LOCK</t>
   <t id="1121">COMMAND_ECONOMICS_SUPPLY_TRADER_CALC_PRICE</t>
   <t id="1122">COMMAND_ECONOMICS_SUPPLY_TRADER_STATUS</t>
   <t id="1224">COMMAND_ECONOMICS_SUPPLY_TRADER_CONFIG_WARE</t>
   <t id="1225">COMMAND_ECONOMICS_SUPPLY_TRADER_CONFIG</t>
</page>

Greets
Lucike
Image
BLACKANDY
Posts: 41
Joined: Mon, 4. Feb 08, 05:18

Post by BLACKANDY »

It's working now,Thanks. :P
spoidz
Posts: 607
Joined: Sat, 6. Mar 04, 20:43
x3tc

Post by spoidz »

Just FYI,

I just did a re-install to update 2.5/XTM and imported (X3 converter) my previous V3208 EST to a new start.

For some odd reason I could not get my FPs to restart w/o them all reverting to Apprentices (with a new name).

I fiddled and fiddled and found that if I reset their Ops data first before I tried to restart them, they then updated/reapplied their rank to FP. I was then able to restart them and just reload their wares/sectors.

Might have been a converter parsing problem as well but if this saves someone's imported FPs hopefully less hassle for all.

Cheers
spoidz
Posts: 607
Joined: Sat, 6. Mar 04, 20:43
x3tc

Reverting to v3200...Do I need libraries still and which version?

Post by spoidz »

Well I spoke too soon.

I can get my imported EST to retain their FP rank only until they make their first new run.

They start off with "Freight Pilot xxxx". Then after I restart them they still show FP in their ship name but as soon as the pilot reaches his destination his pilot name changes back to "Apprentice xxxx" and then shortly after the ship updates its ship name to"EST 1/20 A".

This happens no matter how I restart them or even after a pilot transfer to a new ship. Also happens if I put them back on auto EST with TradeMK3 installed.

This was with v3208 installed on top of v3200.

So... I'm going to go back to v3200 that has never failed me, but I can't remember if v3200 required libraries.

Does v3200 require a libraries set and which version? Or should I just retain the latest v3208 libraries?

Thanks for any help
russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo »

jlehtone wrote:
russbo wrote:Anyone else notice this conflict? Any idea how to fix it?
Apparently not listed in the Scripts Library.
ACC uses commands 1231 and 1232.
EST uses commands 1232 and 1233.

You must open the language file of one of these scripts (EST uses 448005) and change the text id of conflicting command (1232) to something else (like 1234, unless you already have a script that uses 1234), probably on pages 2008, 2010, and 2011.

Check the scripting tutorials for more authoritative advice.
Back again. Just started using Anarkis Carrier Commands with this EST script. Lost the "Automate Carrier" command.

I have tried changing the t file for EST, adn also, for ACC, as there is a conflict with 1232. Regardless of which one I change, I am still not seeing the ACC "Automate Carrier" command.

Anyone have any ideas? I hate to shut off the EST, but with the XTM universe, I really need the ACC script.

Thanks!
russbo
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Joined: Sat, 12. Nov 05, 21:53
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Post by russbo »

OK< I see the new version of this avoids the various previous scripting conflicts.

Will have to play with this. Thanks Lucike!
Wazatiste
Posts: 34
Joined: Mon, 18. Feb 08, 06:14

Post by Wazatiste »

Lucike wrote:The EST have 2 adv. commands, "Economics Trader: Ware Add/Remove" and "Economics Trader: Configuration". Both commands are not visible?

You could try the latest version.

-> Economy and Supply Trader (Version 3.3.03)
-> Needed Libraries (You must install this !)

The final version is not yet official in the English area. But you can use it. The user can change the command-slots in the language file. The scripts need not be changed.

Code: Select all

<page id="8005" title="Economics and Supply Trader" descr="">
   <t id="20000">419</t>
   <t id="20001">720</t>
   <t id="20002">1120</t>
   <t id="20003">1121</t>
   <t id="20004">1122</t>
   <t id="20005">1224</t>
   <t id="20006">1225</t>
</page>

<page id="2008" title="Script Object Commands" descr="">
   <t id="419">COMMAND_ECONOMICS_SUPPLY_TRADER</t>
   <t id="720">COMMAND_ECONOMICS_SUPPLY_TRADER_STAY</t>
   <t id="1120">COMMAND_ECONOMICS_SUPPLY_TRADER_LOCK</t>
   <t id="1121">COMMAND_ECONOMICS_SUPPLY_TRADER_CALC_PRICE</t>
   <t id="1122">COMMAND_ECONOMICS_SUPPLY_TRADER_STATUS</t>
   <t id="1224">COMMAND_ECONOMICS_SUPPLY_TRADER_CONFIG_WARE</t>
   <t id="1225">COMMAND_ECONOMICS_SUPPLY_TRADER_CONFIG</t>
</page>

Greets
Lucike
Allo !
Kannst du ein .spk version machen, bitte ? Ich hab' ~12 anderen scripts und ich mit diesen scripts spielen will ;)
I hope i didn't forget all my german, school is far behind me :p
nanite
Posts: 25
Joined: Tue, 24. Oct 06, 04:46

Post by nanite »

Two things. First of all, the links in the first page of your thread are broken (all but one is anyway). Also, I have most of the files in the required library file already in my script folder (found them later in the thread), are these just for your mods, or will overwriting them mess anything else up?

Thanks!
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Jaga_Telesin
Posts: 435
Joined: Sat, 16. Sep 06, 22:48
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Post by Jaga_Telesin »

Having an issue with this script and the use of a CA (Commercial Agent) from the CAG script, as was indicated you could do. Perhaps someone knowledgeable in their use could take a moment and help. I'm not too surprised there are issues, as both scripts are fairly complex. But I am surprised seeing as at least one of them is included in the bonus pack.

For my CA to EST: I purchase a Demeter Super Freighter, install all the necessary bits for leveling up a CA to full Freighter Pilot by having him buy/sell for a factory. One of the bits I buy when I get the ship is Trade MK3, since I find it easier to do so then instead of going back later on.

When I stop the CA and try to start the EST, the command is missing in the trade command menu. I have tried ejecting different software and goods with no command appearing. Picking up the same goods again didn't help either. I was able to get one of my CAs working as an EST the other night after a lot of tinkering, but I have no idea what did it in the end.

I have also tried clearing the config for the CA, and the operating data for the CA, neither of which help. Basically I just want a generic UT-style trader using the EST script and the Trade MK3 software, but it appears to break on me for some reason with my method of training up the CA.

Anyone able to help?
russbo
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Post by russbo »

I have an even more bizarre thing going on here.

I had EST running perfectly fine, using the scripts from 3208 in the spk file. After autosaving at a dock, and purchasing new ships with all the required thingies (I have functioning EST pilots already), the command for EST is not in the Trade commands section, although, the other usual EST commands are in the "additional commands" area.

I am an "industrialist". Not sure why I lost the ability to start EST on my TS ships. I have reinstalled with the 3304 zip file, to no avail.

Why would this command, in a previously perfectly functioning game, all of a sudden disappear? With no additional script changes?
russbo
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Post by russbo »

I got mine to show up. The latest zip on the first page does not have files in the T folder. Use the ones found in the link from two pages previous to this. Reinit the scripts in the script editor, and wait about ten minutes of game time. They eventually show up in the Trade menu.
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Jaga_Telesin
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Post by Jaga_Telesin »

russbo wrote:I got mine to show up. The latest zip on the first page does not have files in the T folder. Use the ones found in the link from two pages previous to this. Reinit the scripts in the script editor, and wait about ten minutes of game time. They eventually show up in the Trade menu.
Using v3.3.04 of this mod gives you the two T files, you simply have to install both the Lib package and the main package separately, and manually.

What *I* found after six hours of investigation and trial-and-error, was that EST is not compatible with any of Cycrow's Guild scripts. The three I tested individually and together were: Mercenaries Guild, Bounty Hunters Guild, Racers Guild. Enabling any of them in any configuration disables the TRADE_19 command that EST relies on for starting a trader.

That in effect makes this mod useless when combined with any of Cycrow's guild mods (of which there are many). And seeing as all this mod gives you is slightly increased income from UTs (in effect), and slightly increased longevity for the traders, the loss of all those guild scripts isn't worth it in my mind.

Hopefully either Lucike or someone else involved in the EST project would take a moment and think about implementing a fix. The only fix for those of us who want to keep our guild scripts and ranks intact, is pulling out EST and spending several hours replacing our ships with UTs that have been cheated to be fully trained. A pain in the butt to say the least.

jlehtone - is Lucike still working on this script to fix bugs? Are you involved such that you could fix it?
russbo
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Post by russbo »

Good call. I should have picked up on that. I put the Mercenaries Guild back in today right after I started playing with EST again.... However, Assassins Guild runs ok with it. Maybe because there are no command slots, :) The Merc stuff still shows in the BBS, but the commands are gone.

I stopped using EST a while ago when I found a conflict with Anarkis Carrier Commands. I see a pattern...

Is there an easy way to fix this? I'd love to get my Merc commands back.
jlehtone
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Post by jlehtone »

Jaga_Telesin wrote:jlehtone - is Lucike still working on this script to fix bugs? Are you involved such that you could fix it?
I'm not involved in that way. Lucike is still active on the forum, and hasn't labeled 3.3.04 as "Final for X3R". However, one of changes of EST 3.3.00 was movement of bindings to the t-file. Thus, AFAIK, one should be able to resolve conflicts by editing the t-file. No need to touch the script.
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Jaga_Telesin
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Post by Jaga_Telesin »

I did some more research, trial and error and a bunch of testing, and found a version of EST that appears (at first glance) to work with the Guild scripts and with ACC. I used LV's cheat script to add assets to test with, and it was a quick test.. but seemed good.

The only English version of EST that works for me that I could find (and it wasn't easy to find), is v3.2.04. It is packaged as a SPK, and appears to have all the necessary XML files present. I enabled the Bounty Hunters Guild script to test it with, and already had ACC running. I gave myself a Leviathan and a handful of fighters and checked both the EST start command on a freighter nearby, and looked to see that all ACC commands I am familiar with were available on the carrier.

v3.2.04 can be downloaded from Blacky's site here:

http://www.blackpanthergroup.de/x3/luci ... _V3204.spk

Whatever fixes or enhancements have been added in since 3.2.04 are of course not going to be included. But at least ESTs run, and carriers can "clean sector".

I PM'd Lucike to see if there were any updates to the English version of this script on the way, and asked that he simply check this thread as it was getting some negative feedback. We'll see what happens.

=========================

jlehtone,

I am a player when it comes to X3, not a modder. I decided long ago I would not mod for the game like I have for other games, but simply play X3 and try to enjoy it. Editing a (packed) .pck T-file isn't something I care to learn, nor trying to figure out what command slots to set stuff at.

The latest linked version of EST in THIS thread has no xml T files that are readily editable. In fact all included files (scripts and Ts) are packed, making them uneditable unless unpacked, which I don't know how to do.

It would probably take Lucike 1/100th of the time it would take me to get the latest version packaged so English players could use it. Why he hasn't is beyond me. All I know is that out of the last 24 hours of my weekend, I've spend 12 trying to figure out the problem with EST traders, and finally did. I got in 2 hours of actual gaming. Others are wasting time too trying to figure out why the posted version of EST isn't working in their game - it is because it isn't an English version and isn't ready for use with English installs.

One thing to remember as a scripter/modder, is that your players would like to enjoy your work, instead of having to fight with it to get it to work. And most of them don't want to touch the code in the first place, nor know how.

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