[Bonus Plugin] Commercial Agent

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jlehtone
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Re: Lucike, I dont see a solution to my problem with your script.

Post by jlehtone »

x3hydrino wrote:They are both CA agents and the HQ is their homebase. The problem is that they will start to buy and sell the same resource from the HQ.
CAG are supposed to look at "Other races can trade" setting of HQ/Docks. That boolean flag makes them either sell only or buy only. They should not be able to do both. However, if that does happen, one can try changing the configuration, changing the stock limits for buying and selling. 0% and 100%?

Lucike probably checks here occasionally, but you better PM him to ensure he does.
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x3hydrino
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Actually that was a misstatement sorry.

Post by x3hydrino »

Thanks again for your assistance jhelstone. I actually should have stated that the freighter pilots were buying from the HQ and then restocking it afterwards. They were not actually selling the products to the HQ. I fixed that with the trade barrier suggestion for the HQ, but then I noticed another problem where the freighter pilots would not use my own complexes to purchase resources. The other complexes did not have trade barriers. The HQ should be buying since the HQ is set to not trade with other races. The freighters will look for great deals using npc factories however and go on standbye occasionally. They will even start trading with my weapon and shield complexes if I add their wares. They however not trade with my ore, silicon, etc for shipbuilding complexes. I will take your advice and try to pm Lucike if he doesnt respond in a day on this forum. I have a sloppy workaround that I am using that still requires a lot of attention when I would prefer and automated HQ.
jlehtone
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Post by jlehtone »

CLS Mk1 (Freight Pilot) delivers very nicely resources from a player complex into HQ. That is what I use. I do have a CAG on HQ too, buying cheap guns from the NPC. (But I forward those guns with CLS Mk1 into a Dock, and that Dock has a CAG that sells them to every NPC ED.)
jumbled
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Post by jumbled »

On the satellite limited feature, the docs say to rename sats to either "Advanced Satellite" or "Advanced Satellite - (homebase)".

Are these literal matches for the script, or can it just START with "Advanced Satellite" and show anything else after that (like if we have the SEWN script installled that might rename with another extension)?

Thing is, I renamed everything with the homebase info to it, and I'm installing SEWN now, but I don't want to break anything.

For that matter, it's not working anyway... When I was renaming, I was just going sector-to-sector with my ships and renaming the sats using the new ship cmd, giving the name of the sector that sat is in (so one sat might say "Home of Light", another might say "Argon Prime", etc.). Then I tried running a CAG with the option turned on, and it wouldn't go anywhere unless ALL the sats have ONE homebase name on it. Is this correct? Kinda pointless if you have factories in more than one sector.

It would seem to me a better way is to look at the first part of the name and match it up, rather than an exact match of the whole name.
x3hydrino
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Thanks for help on this thread as well Jhelstone.

Post by x3hydrino »

I saw a post from another person who stated that they used cls2 to try and supply their HQ and it failed. They then switched to cag and were successful due to the limit of wares command on the HQ. I thought that it would work for me, but so far it has not. They also assumed that cls1 would also work. I made the same assumption and it decided that my HQ was a supplier and not a consumer. Do you know of a way to have the cls1 agent to treat the HQ as a consumer? Also if the moderator wants to move this to the cls1 topic thread that is ok. I just needed to make sure Jhelstone saw it.


PS I have 2000 ships ready to be built already by the HQ. It is always producing these ships.
Storm666
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x3tc

Post by Storm666 »

@x3hydrino

if the supply complex you are using to supply your HQ uses the goods as a secondary resource and its stock level is low... CLS1 may see your HQ as a supplier... if this is the case just wait a little till the stock level inceases a little then try again.
x3hydrino
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Thank you for your assistance Storm.

Post by x3hydrino »

I will attempt to see if that will work, but usually the complexes I use are full of products and resources. Its just a matter of transferring them to my HQ. I will however keep trying to see if I can make it a consumer. I did notice that my cag was going to other npc stations again, and even went to one of my own at least once, but it does not go to them all. Hopefully I can get cls1 to see my HQ as a consumer.
Goldfinch
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Post by Goldfinch »

Is there any way to either get a CAG to report which wares are locked, or to reset locked wares? Because I locked some, but I'm having trouble keeping track of which wares are locked.
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Carlo the Curious
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Post by Carlo the Curious »

I believe locked wares are listed in the status report (0,0,0 to configuration in additional ship commands).
Goldfinch
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Post by Goldfinch »

Thanks.
JMCorp
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Post by JMCorp »

Lucike, any chance of getting a "no spam" version of this script?

currently there's WAY too much noise. i get 50 million mails in my box by CAGS i dont need to know they got shot at, took a training course, whatever!

and currently the shot at message replays every 2 and 1/2 second seems like whenever i'm in a xenon sector clearing. it's frustrating as hell. i find myself screaming "SHUT UP, i F***ing KNOW already, ugh!"

this is possibly because i have hundreds of stations all using CAGS but what i would prefer is if they notify once, and then assume i'll either do something about it or one of my dozens of patrols will fix the situation eventually (most likely scenario). i honestly dont give a crap if a CAG sits there for 4 hours waiting for me to eventually get around to killing off the pirate harrier that has him pinned down...
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BugMeister
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Post by BugMeister »

Hiya Lucike - I hope you don't mind :)

- I've prepared the instructions in leaflet format..
it's ready to print via Word - in 3 columns for easy folding..

- it's very handy to have nearby, when setting up a new agent

- I put it here, if you want to download a copy..

Commercial Agent

PS: I've also posted up these leaflets as well, ready to print - for download..
Commodity Logistics Software Mk1
Commodity Logistics Software Mk2

{see links in the "Hints" stick, here: http://forum.egosoft.com/viewtopic.php?t=162408 }


- great scripts!! :D
Last edited by BugMeister on Mon, 5. May 08, 03:05, edited 1 time in total.
- the whole universe is running in BETA mode - we're working on it.. beep..!! :D :thumb_up:
Zue
Posts: 114
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x3tc

Post by Zue »

heyo..

I admit I am new to the CA use and I am not close to even using CLS of any type in my current game.. but I have a few questions.. One of which has been asked before but not answered yet.

I have read 16 pages of this post and have found nothing.. I have also used the search and had no luck as well.. getting tired of reading and searching.. :( sombody please assist me in a straight forward answer.

After installing this suite of incredible tools.. I am confused about the differences.

Current game:

BA start. Home of light I have two factories. (my first 2). One is set up for Cattle ranch.. the other is set for Wheat farm. Both of these primarily set to supply the two cahoona bakeries (Argon) located in the sector. I also have 1 ST working in HoL to work my sales. Each of my factories has 1 Demeter (capped TY Peranid) Both of these CAG Demeters at current only buy energy cells from one Sector away.. (Aladna Hill) this due to thier current rank not sure. Both are Frieght Pilot 2nd class. But they dont seem to sell.. only buy and they are not blocked from any wares.

My questions:

1. Is CA and Station manager two seperate scripts? Do they both need each other? Or does CA automatically assign homebase to the factory once its launched. I am kinda of confused here as both of these scripts came with the package but in essence do the same thing.

2. If I have CA set for each independant Demeter per factory.. Can I just kill Station manager.. or does it matter?

3. If Station manager and CA are both running and I kill SM.. will the CAG follow the instruction to only collect resources to a specific range. My thought is that If I end SM (Station manager) and I currently have my sector range set to 1... CA will go wherever I have Satalites set up to get the resources needed to run its homebase factory. (This I dont want).

My philosophy is KISS.. Keep it simple stupid. One TS per factory. One ST to cover the ends for the sector. I dont want my factory CAG's flying all over the universe unless I plan for it. The idea is to fire and forget. The more instructions I have the more I have to manage and until I can get my Energy factory set up and complexed between my cattle/wheat factory.. I dont want to have to follow the actions of my TS's.

PS>. one last question not relevant to the post but maybe someone could help here.

I have set up missle defense with Mesquitos in both my TS's. These are set through the actual game "Missle defence-Mesquito".. I also have fighter drones. (No guns). The idea is to intercept possible enemy missles while trying to escape into base if there is a pirate interaction. I need to actually xfer into the TS and "arm" the missle defense and then xfer back into my main ship. Does anyone know or have seen missle defense work if the TS is flying by itself? I would hope that it does. :)

ty in advance to anyone willing to help with my questions.

done
d
Soul3dge
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Post by Soul3dge »

Hi Zue

1 yes they are 2 seperate scripts. They don't need each other at all. CAG works by setting homebase to your factory and then running the command from the trade menu.

2 Not too sure about clearing any commands left from station manager but if you kill the station manager your CAG ships will take over the trading needs of your factories.

3 CAG works from the range set by your factories. If there is nowhere for it to trade within the range set by your factories then it will do nothing.

I dont really use station manager as any ships assigned to it will not use there jumpdrives (if installed) which makes for some really long hauls.

CAG pilots will load up some mosquito missiles and automatically swtich on missile defense when they reach a high enough level (Courier iirc). They will also get some drones for defence as well. Not too sure on the range they will fly to find these. Maybe someone else knows?

As for setting missile defense, go into additional commands on the remote ship and it should be there for you to enable.

From home of light you could probably set the range to at least 2 sectors without too much risk. Allows you access to the wall for cheap energy. Or 3 sectors to cover most of the argon territories nearby although a small risk of ships entering pirate sectors north and south of elanas fortune.
Zue
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Post by Zue »

Soul3dge wrote:Hi Zue

1 yes they are 2 seperate scripts. They don't need each other at all. CAG works by setting homebase to your factory and then running the command from the trade menu.

2 Not too sure about clearing any commands left from station manager but if you kill the station manager your CAG ships will take over the trading needs of your factories.

3 CAG works from the range set by your factories. If there is nowhere for it to trade within the range set by your factories then it will do nothing.

I dont really use station manager as any ships assigned to it will not use there jumpdrives (if installed) which makes for some really long hauls.

CAG pilots will load up some mosquito missiles and automatically swtich on missile defense when they reach a high enough level (Courier iirc). They will also get some drones for defence as well. Not too sure on the range they will fly to find these. Maybe someone else knows?

As for setting missile defense, go into additional commands on the remote ship and it should be there for you to enable.

From home of light you could probably set the range to at least 2 sectors without too much risk. Allows you access to the wall for cheap energy. Or 3 sectors to cover most of the argon territories nearby although a small risk of ships entering pirate sectors north and south of elanas fortune.
absolutely fantastic.. ty for the time you took to answer my questions and doing so clearly. much appreciated.

as for the missles. I got most of that information after posting the question :) But CAG loading up mesquitos on its own is something new. I didnt realize it loaded and initiated.. I thought that was only drones. Thats pretty dang cool.

Now if they could graduate to Jumpdrive install at a certain level like ST .. sending message of credit deduction and so on.. that would be awsome. Not that its a big deal. just kinda hard to find those puppies in my current game.

perfect. again ty

done
d
saar
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Post by saar »

Hi,

I havent seen the following questions on this topic yet but I believe I read something about it somewhere else.

I have assigned 3 Freighter Pilots to a new complex from another one.
What happens is that one of the 3 pilots will switch back to the old homebase so it will stop CAing for the new complex and will attempt to return to its original home.

Is it possible that somehow I added this particular ship to Station Management of the old homebase so it reverts to the previous homebase automatically? If so, I just need to remove the ship from the homebase command console and it will stop switching back to the original homebase?
Or shall I use the Input commands? If yes, which ones e.g. if i use "reset achievements" will the pilot be declassed back to apprentice from freight dude?

Is it true that if CAs are equipped with Video Enhancement Googles they wont use the jumpdrive for trading (e.g. they will fly all the way to the sector where they buy resources from)?
I am asking because 2xmercury i was using in a Space Weed complex were jumping all around the universe to buy eCells (complex jump range = 50).
I decided then to install VEGs on both and now that they are working for a new complex, a 1Mj-Ammo factory, they dont use the jumpdrive anymore. They travel all the way from Herron's Nebula to Oceans of Fantasy for example like they are taking a stroll in the park...

Thanks beforehand for your help,
Saar
Solistice
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Joined: Thu, 12. Jul 07, 14:26
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Post by Solistice »

OMG OMG THX !
Stupid video enhancement Google ... I removed it from all my CA and they JUMP ! ! ! ! YES ! ! ! THEY JUMP

I thought i was stupid ... I guess it's a small bug :D
xyzzy
Posts: 221
Joined: Fri, 15. Jun 07, 02:27
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CA questions and troubles

Post by xyzzy »

I just switched over to using CA from SM, since I want my pilots to be able to use jump drives.

First, a question: is there any reason to run Navigation Override Software on a CA ship? Will it conflict?

I have a silicon mine with 3 CA ships assigned. This worked for a while: the pilots have got up to Freight Pilot, Freight Pilot, and Freight Pilot 2nd Class. They were blipping around buying and selling and all was good. I saw them use jump drives, I saw one launch drones when he was attacked by pirates... great!

But now, something went wrong and I don't know what :(. Currently my mine is totally full of silicon: it cannot fit any more so has stopped producing. I have sale price set to 500 credits. According to the "adjust parameters" screen, there are buyers at 500 credits within 2 jumps. I have my max jumps for the station set to 3. But all 3 ships have been just docked at the station for many game hours - they won't move. For at least 5 hours they have been stuck like this.

I tried increasing the jump range to 9, thinking "surely there are buyers at 500 credits within 9 sectors". But still they won't move.

The properties screen cuts off the order, but all 3 are listed as, "Commercial representation on ..." (I assume it means "on hold"). I've tried re-launching "Start Commercial Representation" from the Trade menu on the ships, but they still won't move.

It's costing me a lot of credits, so I have temporarily started to do hand-trading with them instead so I can clear out my mine's backlog of silicon. Is there any way to figure out exactly what they are sitting there for? Are they on strike for better wages or something? :D Maybe they want more time off, or better food?

Thanks...
saar
Posts: 51
Joined: Mon, 24. Jul 06, 19:30
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Post by saar »

Hi,

I have to report either a possible bug or simply a wierd behaviour of the CA to the script author. It might also be what a CA is supposed to do but it might need some re-consideration for the reasons given below.

Example:

I have a 125MJ complex fully kitted, that is no resources are needed as it is a closed loop complex.
Unfortunately the silicon mine does output enough silicon for the crystal fabs to power up the XL SPP constantly.

So I assigned 2xCA's to the complex in Oceans of Fantasy - 1 buys Sil.Waf, the other sells 125MJ shields. Because they are still at apprentice status I set the jump range of the complex to 4 (Wafers are available within 3 jumps).

The problem is that CA's by definition don't sell anything until they reach the next level (Assistant Courier). The other CA instead will not buy Sil.Waf; it will stay on stand-by for ever...my theory is that everything is considered an intermediate product not a resource so they wont be able to deal with these at apprentice even if the complex is set to "Buy" for intermediate products.

I can confirm the observations above because for testing I took 2 "Freight Pilot" CA's from another complex and they do buy/sell what I tell'em to.

Problem:

This behaviour at Apprentice might pose a serious problem to people who tend to build closed loop complexes because CA's wont be able to buy intermediate products therefore forcing players to switch CA's around (taken from not closed loop complexes) causing another complex to lose on profits while the new CA's level up to "Freight Pilot 2nd class".
Station Manager is not an option because the CA's show the same behaviour.

Another option to discard is manual trade for two reasons:
1- they never lvl up;
2- when players have more than 10 complexes like in my case and more than 50 ships across the galaxy it is not that easy to focus on solely two ships. Besides these softwares are supposed to reduce micro-management.

Question:

I don't see in the configuration command a way to tell the CA's to deal with Intermediate Products. Can it be added or is this the way it is supposed to work even though it might put a dent into the profitability of more than one complex at the same time?

Thanks,
Saar
jlehtone
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Post by jlehtone »

@saar:
Readme wrote:The freighter pilot 2nd class can handle intermediate products of a complex in addition to its products and resources.
FP2 can trade intermediates. Anything lesser than FP2 can not. By design. One is allowed to consider it "weird decision". I guess it is about "balance". Training is the price one has to pay for getting the benefits of fully developed CAG.

Since you have complexes, set one additional CLS Mk2 ship to haul one Ecell from one complex to another and back. Its paycheck is the monetary cost of training. It does not affect the economy of those two complexes. Once the pilot is FP2 or better, move the pilot to CAG duty and restart the trainer. You can have many.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

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