[X3TC Bonus Plugin] Commercial Agent (CAG)

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Rakeris
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Post by Rakeris »

Ok not sure what I am doing wrong this time as I have never had any issues getting this script to work in the past. But for some reason the traders refuse to do anything on my new complex. They just sit in standby mode.

Here is a log of when I first tried to get them to work after setting up the complex.

Here is a log after I got the complex running manually.

Am I just missing something really simple or what?
Playing AP btw.
aquatica
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Post by aquatica »

@Rakeris
Well, the log seems OK enough (I've never actually watched the logs so I don't know if it shouldn't be like that, but in essence I think it's OK).

Couple questions:
Have you set the ware list manually, or is that done automatically? If it's manual, remove the stuff and simply assign the trader a home base (the complex, which you have done, then start CAG)...

Do you have resources/products available? To remind you: At low level Trader type will only buy resources to the base. Shopper will always buy, then there was the one that should always sell... Also, if you try to buy resources, CAG will try to make profit; it won't buy stuff thats more expensive than you've set at. One trick to try is to set all resources to max price...

PS.
If you have self-sufficient or at least nearly self-sufficient complex with energy production and whatnot, I suggest you to allow Intermediate product trading (at least buying). This way the CAG will go buy resources even if you are manufacturing those yourself. Note; the resource price is (IIRC) the same as your product price, so having it high up will mean trader will go and buy at max that price.

Not much else I can think of...
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Rakeris
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Post by Rakeris »

@aquatica

Thanks for trying to help!

Ok I tried taking all the wares off the list when I started it I just got a msg from the pilot that he didn't have any wares on his list to trade. I put them back on and started, same problem.
I tried setting all the buy prices to max. All this did was bring in every NPC trader for 10 systems lol. (Products are available in system and within 1 jump at average price) Jump range is at 6.

There are end products available (it's a closed loop energy complex) I have energy cells as the product. (as they have the most excess) Rest are intermediate products. They are set at buy&sell.

Also current game is vanilla. So no other mods installed or anything...
I feel I am just overlooking something...as any of the others I have tried always worked fine. Granted these are the first on this game.

Any other ideas? =(
Last edited by Rakeris on Thu, 5. Jan 12, 06:10, edited 1 time in total.
aquatica
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Post by aquatica »

Well then the only thing that comes to mind is the fact that you have more than 80% Intermediate products in the complex. As default, CAG's settings have "Buy Intermediate 80%" which means they will fill the base up to 80% on them... Ofc, if that's not the case THEN I'm missing something.

You can put the CAG to be a seller too, that might solve the problem. If you have any other stations with higher level CAG's, you could assign one to the complex and try to get him to work there - as it would have higher level already, it might figure a way to do something.
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Rakeris
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Post by Rakeris »

No many of the intermediate products are under 20%. One is at 2% another at 12%. (both available in 0-2 jumps). I tried setting one to seller, one to buyer and one to trader but that didn't do anything either.

I don't have any other CAGs on this game. I just made this one to get some steam achievements while waiting on the upcoming patch. (as I normally play with scripts/mods)
Vayde
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Post by Vayde »

Having looked at your logs it seems you are missing Trade command software Mk1 and 2 and Navigation software Mk1.

Your CAG is an apprentice and as such is very limited.

The ranks

Apprentice
The apprentice will take care of purchasing resources. The apprentice is carrying out his probationary period and receives no salary.
Courier
The Courier handles not only resources, but also sells products. In addition, he can deal at Equipment Docks and Trade Stations; he can also be assigned to them. The Courier gets 20 credits per Mizura flown, paid after each flight.
Supplier
The Supplier coordinates with his homebase and in-sector colleagues. He also buys fighter drones from local stations and buys more speed and maneuverability upgrades. The Supplier gets 25 credits per Mizura flown, paid after each flight.
Trader
The Trader can deal with not only products and resoruces, but can buy or sell a complex's intermediate products. He can also use the Jumpdrive. The Trader gets 30 credits per Mizura flown, paid after each flight.
Dealer
The Dealer gets information about the homebase's financial situation, and can clear out his factory's products if there are not enough credits available. Also, he pays more attention to the trader radio chatter and avoids sectors where hostiles are reported. The Dealer gets 35 credits per Mizura flown, paid after each trip.
Major Dealer
The Major Dealer stays informed of prices during flight and will change course for a better deal. He will also repair his ship at a shipyard if required. The Major Dealer gets 40 credits per Mizura flown, paid after each flight.

Unless your logs are incorrect you are trying to make your CAG do things he is not ready to do yet.
Still life in the old dog yet...
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Rakeris
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Post by Rakeris »

@Vayde

No I have those all installed. Not sure why the logs say I don't. As TS have trade mk 1 build in even.

Only thing I want them to do is buy stuff so they level up. But they just sit on standby permanently. No matter how much is in the station. Or what command I set them to. =\
Relicalchaos
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Post by Relicalchaos »

I'm running just the bonus pack, and NO mods. X3AP


I'm having an issue that's just rattling my brain.

I have just 1 silicone mine on a high yield asteroid. I wanted to assign just 1 CAG to buy the energy for the mine, and then sell the Silicone Wafers. Problem is, my CAG is buying the energy just fine, but refuse to touch and sell the silicone wafers.


Now my mine is siting at 1040 units of silicone wafers, and not producing anything cause its full. Yet my CAG won't touch it. :roll:

This is driving me nuts, please help.



Small Break down
Commercial Agent

Script version: 3302
Libraries version: 3409
Pilot Union version: 3307

Pilot: Liom Sahkarna
Pilot rank: Major Dealer
Flight time: 17:34 hour
Employ time: 38:45 hour
Payment: 27,690 credits
Profit: -167,844 credits
Expenses: -98,252 credits

Promotion: No
Payment: Station account
Agreement with colleagues: Yes

Ship name: *CAG SIL_MINE_ALPHA Antigone
Ship class: TS
Ship type: Mistral Super Freighter
Transport class: Extra Large Containers XL
Cargo bay size: 15000 units
Cargo bay volume: 1112 units

Relation to Argon: Friend
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: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral

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

Supply Command Software: installed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 1000 energy cells
Jump Drive minimum jumps: 1 jumps

Home base: Your Silicon Mine L alpha (Antigone Memorial)
Home base class: Factory
Home base type: Argon Silicon Mine L
Trade jumps: 15 jumps
Station account: 399,880 credits
Global account: 6,008,157 credits

Black list stations: -
Trade list sectors:

Only trade with satellite network sectors: No
Only trade in sectors with a jumpgate: Yes
Only trade with non-player bases: Yes

Trader job: Trader
Purchase resources: 70 %
Sell products: 50 %
Sell products freighter cargo bay: 101 %

Edit* Sell products freighter cargo bay was at 30% before, and still did nothing

Purchase intermediate products: 50 %
Sell intermediate products: 80 %
Purchase stations credit balance: 50,000 credits

Home sector: Antigone Memorial
Home jumps: 15 jumps

Ware list type: Trade list
Ware list: Energy Cells, Silicon Wafers

Tradeable ware from home base:
P Silicon Wafers: price 720 credits, cargo bay 1,040 units, cargo bay 100 %
R Energy Cells: price 13 credits, cargo bay 15,320 units, cargo bay 61 %

Relicalchaos
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Post by Relicalchaos »

*bump


Can someone please help me? I would greatly appreciate it.
aquatica
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Post by aquatica »

@Relicalchaos
Whats the selling price for Silicone Wafers? Are there any stations willing to buy at that price (it is shown as "Jumps" in the screen where you can set the price).

Drop the price BELOW average and it is absolute certainty that the trader will start selling. Oh, and I think you should drop a lot of the "Freighter Cargo Bay". You do know that 30% of Mistral Super Freighter is what, 30% of 15k meaning quite a lot. I mean, 1k of silicone would be with volume of 8 8k cargo... drop it to like 10% or start using a proper ship, regular Mistral (imo it's way better).

I was looking at the price of the silicone and that cannot be right; 720 credits?! 504 is the max price iirc. so it would never get anything sold at that price. Anyway change the freighter cargo bay setting to like 10 or 15% and drop the price of silicone low enough.
marcelteaching
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Post by marcelteaching »

On another matter, when I try and install CAG, it wants to overwrite files in the scripts directory that are smaller. I am a bit worried about doing so, has anyone had this experience and can advise whether this causes problems?

The mods I have installed are :

Advanced Jumpdrive 1.20
Advanced Navigation Software 1.20
Game Start Sector Reveal 2
Cheat Collection Package 1.60
Salvage Claim Software 1.21
Slipstream Drive 1.10 (Never can get this to function), press the assigned key, no effect despite full shields / energy cells present in bay
Stock Exchange 5.1
Universal Banking v502

Community Plgin Config 1.51
Hotkey Manager 1.21
Ware Manager 1.10
True agony is installing x3 mod manager into the X3 install directory, uninstalling it when you discover you don't need it, and then unthinkingly selecting 'yes' to some question it asks you about deleting unknown files it found in its installation directory and then watching a painful 8GB steam download...
certcz
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Post by certcz »

This is a great mod, but I really hate the ranking system, it's just wrong. Normal pilots are stupid but they work out of the box. Turning some already existing complexes into CAG-only is a real pain. For example I have a complex with SPP that doesn't produce enough cells to keep the complex running. I made it this way to compensate production of my other complex with SPP XL and huge surplus of cells. But to buy cells as intermediate product I need 4th rank. On top of that there's no SPP in the sector so I really need my supply ships to use jumpdrive which is available from 4th rank as well.
CAG should be able to buy/sell resources/intermediate/products and use jump drive right from the start so one can assign CAGs, remove them from property list and forget about them. Ranks are ok, but it should only improve AI, it shouldn't unlock basic capabilities.
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X2-Illuminatus
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Post by X2-Illuminatus »

certcz wrote:This is a great mod, but I really hate the ranking system, it's just wrong.
No, it's not wrong. It's a personal decision by the author. ;)
certcz wrote:Ranks are ok, but it should only improve AI, it shouldn't unlock basic capabilities.
The CAG improves the AI already with the first level. So, with increasing rank it's an ongoing way of improving and unlocking capabilities.

Anyway, Lucike also built in a way to get experienced pilots right from the start with the help of the Commodity Logistics Software: Equip one of your trade ships with the CLS software, let that ship dock to the Trading station in Herron's Nebula and start the CLS command. Then you have a certain chance of getting an experienced pilot. As the CLS and CAG script use the same pilot system ("Pilot Union"), the CLS pilot can be used as CAG (and vice versa). Or you set up a training network for your CLS pilots as described in the Guide to training CAG and CLS1&2 pilots. So, you always have a constant amount of trained CLS / CAG pilots.
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Meatcan
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Post by Meatcan »

I bought X3 AP on Steam a couple days ago and installed it and TC.

I don't seem to have the option to start the commercial agent routine when I go into the trade menu for my TS ships. They are definately installed with nav mk1 and trade mk 1&2 software, and the TS is sitting in my complex.

I tried re-installing the old X3 bonus pack that contains the CAG software but it said it was already installed and I didn't want to risk overwriting a new version.

Am I doing something wrong here? I dont think I ever used the CAG function when I used to play TC a while ago so I might be just missing the obvious.
jlehtone
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Post by jlehtone »

You have to install the X3AP Bonuspack.
Meatcan
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Post by Meatcan »

[quote="jlehtone"]You have to install the X3AP Bonuspack.[/quote]

Thanks, I was trying to install the X3TC bonus pack, which was dumb :)

If anyone else makes my mistake, you can get the right bonus pack from http://www.egosoft.com/download/x3ap/bonus_en.php
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Axeface
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Post by Axeface »

I'm having some issues with CAG, help appreciated.

I made a complex in Harmony of Perpetuity, totally self sufficient. So I would like a cag to sell the ecells, I have been here for hours trying to get the cag to level up by buying intermediate resources (that the fact doesnt even need). The complex is not full of intermediates or anything.

But no matter what I try he just refuses to move (CAG on Standby).
I'm totally lost now and have tried everything I know, could someone write a step by step for the settings on the CAG and on the Complex?
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certcz
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Post by certcz »

X2-Illuminatus wrote:
certcz wrote:This is a great mod, but I really hate the ranking system, it's just wrong.
No, it's not wrong. It's a personal decision by the author. ;)
It obviously is a personal decision by the author. It's not easy to criticize community projects that people make in their free time, but this is how I see it.
X2-Illuminatus wrote:
certcz wrote:Ranks are ok, but it should only improve AI, it shouldn't unlock basic capabilities.
The CAG improves the AI already with the first level. So, with increasing rank it's an ongoing way of improving and unlocking capabilities.

Anyway, Lucike also built in a way to get experienced pilots right from the start with the help of the Commodity Logistics Software: Equip one of your trade ships with the CLS software, let that ship dock to the Trading station in Herron's Nebula and start the CLS command. Then you have a certain chance of getting an experienced pilot. As the CLS and CAG script use the same pilot system ("Pilot Union"), the CLS pilot can be used as CAG (and vice versa). Or you set up a training network for your CLS pilots as described in the Guide to training CAG and CLS1&2 pilots. So, you always have a constant amount of trained CLS / CAG pilots.
On one hand you don't need that many ships to keep the complex running efficiently and if properly set the complex doesn't stop running even if you lose one ship. That's great and removes a lot of micromanagement. On the other hand it introduces a lot of different micromanagement. If the purpose was not to make things easier but different and more complex then I understand. I probably just failed to realize all consequences when reading about all great new features.

@Axeface: Apprentice CAGs can't buy/sell intermediate/final products. They can only buy resources(listed under Resources).
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Axeface
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Post by Axeface »

Ah I see, so as my complex has no resources I cant train a cag there, i see.
Will have to level him up somewhere else then.
Gallery of my X ships and fanart eg, Boron Megalodon
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Hurracane
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Post by Hurracane »

Axeface wrote:Ah I see, so as my complex has no resources I cant train a cag there, i see.
Will have to level him up somewhere else then.
A Commercial Agent can be trained in CAG mode, but he will only 'buy' resources for the station, nothing else, wont buy fighter drones for itself, wont sell products until it's trained.

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