[X3TC Bonus Plugin] Commercial Agent (CAG)

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ScorpioNicus
Posts: 34
Joined: Sun, 8. Jan 12, 08:08
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Post by ScorpioNicus »

I think the initial level should be able to buy and sell because sometimes a station does not require the purchase of additional resources so a new CAG pilot won't do anything. Sure it's possible to go build another station just for training but that seems really annoying to me. If the argument is that there needs to be a cost to get to the next level then let there be just that - a training cost. This way, a pilot can advance in level over time at a cost of credits.
Manually training pilots isn't fun, especially when you are making a new fleet of trading ships. If this feature won't be added, is there a way to remove the leveling system entirely so that the script simply gives the desired functionality without the pain?
aquatica
Posts: 186
Joined: Wed, 6. Nov 02, 20:31
x4

Post by aquatica »

Couple postst back there were this "Training Guide for CAG" link. It actually told few bits and pieces:

If you start a CLS in Herron's Nebula Trading station, there is a chance you get higher than noob-level trader (lvl 4 max). Note, that CLS1/2 pilot is with same skill as CAG, so if you start a CLS and get lvl 4 pilot you can then turn on CAG, and get lvl4 CAG right away. I think that works in AP just as well as in TC, so it shouldn't be an issue.

Second, you can really start external commodity logistics with the base. No, it might not be anywhere near as efficient at start, but that's how things are. Personally I do like this:
Get any factory that uses a ton of resources fast. In fact any mine on high yield roid works OK. You can train up the poor merchant on an "training base", yet make profit out of it, even in the beginning, then move 'em to more complex bases when you get the time to build them up.
Start with 1 or 2 CAG's, after they are at higher level and even sell the resources, you can throw them out the window to a new place and assign 1 or 2 new CAG's to the mine, etc etc.
[/spoiler]
evildude
Posts: 74
Joined: Tue, 23. Dec 03, 06:01
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Post by evildude »

What would be the best way to get a CAG to work with player owned trading stations?

I'm building Trading Stations about 5 sectors apart from each other to shuffle goods around and its kind of a pain to set up a billion discovers to shuffle things around.

When I try CAGs it works sometimes but more often than not they just standby at home - when I know they should be out buying things.

I have a shield fab that sells things at cost with no seller assigned to it. The goal is for the CAG from the trading station to look around to see if anyone is selling shields cheaper, and if none are available, buy from my fab. Then once its loaded in the Trading station I want it to either be shipped to an EQ or if those are full, shipped to the next trading station down the line (IE My Trading Station in Argon Prime to My Trading Station in Paranid Prime) where they can attempt to sell it or send it on to Trinity Sanctum, etc...

I figured if I had two Major Dealer CAGs - one set to buy 100% and the other sell 100% (with the contra attribute at 0) that should have worked but it doesn't for the long term if at all.
aquatica
Posts: 186
Joined: Wed, 6. Nov 02, 20:31
x4

Post by aquatica »

I would use CLS for that. You can assign trader to go to station #1, buy stuff, go to #2, sell stuff. And you can assign many waypoints. I'm not sure, but are shields considered resources? In any case, if you have satellites in the sectors and the shields are being sold clearly cheaper than bought at Eq docks and IF they are considered as resources, there shouldn't be any issues. However I'm only ever used CAG's as simple "buy resources to my station/complex, sell products from it" and not in anything more complex. I have tested Commercial Logicistics system, never really understood it ^^
evildude
Posts: 74
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Post by evildude »

[quote="aquatica"]I would use CLS for that. You can assign trader to go to station #1, buy stuff, go to #2, sell stuff. And you can assign many waypoints. I'm not sure, but are shields considered resources? In any case, if you have satellites in the sectors and the shields are being sold clearly cheaper than bought at Eq docks and IF they are considered as resources, there shouldn't be any issues. However I'm only ever used CAG's as simple "buy resources to my station/complex, sell products from it" and not in anything more complex. I have tested Commercial Logicistics system, never really understood it ^^[/quote]

I can't really get CLS to work well either. Unless they can unload everything they just sit around forever.

I can get CAGs to do what I want them to do sometimes with TS/EQs, but not reliably. I've been reduced to using Trading Stations with internal docking and having a fleet of m5s do a Best Buy/Best Sell for each product

but i'm worried about running out of docking clamps for the TS ships for the XL cargo/High Volume goods like tier 1 food stuff or E Cells since each product will need 2 ships.

I guess I can switch over to Boron EQs but they are 51 million each. I can get 2 Argon Trading Stations for thaat.
Mindmaker
Posts: 20
Joined: Tue, 26. Jan 10, 17:08
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Post by Mindmaker »

Edit: Nevermind, this seems to be an unrelated issue.
OmegaMillz
Posts: 9
Joined: Mon, 28. Mar 11, 22:28
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Post by OmegaMillz »

If I have a station with intermediate overflow set to not sell intermediates, but assign CAGs to sell when it gets above 80%, they'll still sell the intermediates correct?
Basically, I don't what to allow the sale of e-cells and the like to npc's because I've had them wipe out my stock, which doesn't allow production of final goods.
I assume the station parameters control station interaction with AI npc's, and the CAGs will use their own scripts when determining whether or not to buy/sell intermediates. I only ask because the CAG uses some of the station's settings in their defaults (i.e. jump range).

Cheers
Jacek_Ringwelski
Posts: 11
Joined: Wed, 15. Feb 06, 05:13
x3

Post by Jacek_Ringwelski »

I noticed that the blacklist for excluded sectors traders are not supposed to go does not apply to when they need to buy mosq. missles or fighter drones. My CAG keep going to Omycron Lyre for their fighter drones, and getting killed by the terrans. Is there a seperate way to prevent them from going to the conflict sectors?

I have verified that the ships going to that sector do have it blacklisted, when one was under attack I checked it's settings to make sure that sector was included and it was.

I can provide a savegame if you need it to verify that it is happening, or maybe find out why.
jlehtone
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Post by jlehtone »

Jacek_Ringwelski wrote:I noticed that the blacklist for excluded sectors traders are not supposed to go does not apply to when they need to buy mosq. missles or fighter drones.
That is probably true. The issue is that the "equip self" routine is separate from "trade run", and obviously the "trade run" routine checks for things. Thus, the "equip self" routine would need some more code.

I would equip the drones and mosquitos manually before starting the CAG and hope that they don't need a refill soon.
Jacek_Ringwelski
Posts: 11
Joined: Wed, 15. Feb 06, 05:13
x3

Post by Jacek_Ringwelski »

I guess for now i could use the station builder to build a station inside that one, and then just tow it to safety..LOL destroying that original station by "accident"...
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thundy
Posts: 81
Joined: Fri, 3. Feb 06, 17:52
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[HELP] CAG gone mad! Only collecting 40 solar cells

Post by thundy »

Hi,

I've got two Mercuries working on a complex of just two Teladianium foundaries.

For some reason they keep flying off and buying 40 solar cells, and then repeating the process after bringing them back.

There's plenty of money in the homebase etc

Anyone have any ideas?

Ah I think I was just being daft. I was looking at the property menu and it said Energy Cells :40 I think that's just what he has onboard for jumping?


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Friznit
Posts: 58
Joined: Thu, 16. Dec 04, 12:07
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Post by Friznit »

Getting an odd issue with CAGs in AP and not sure whether it's Hephaistos, CAG, XRM mod or something else. I built a single station in Herron's Nebula (using Heph), assigned a CAG on default setting and it works absolutely fine. Then I built a closed loop complex of 15 stations in Seizwell, assigned a CAG on default as before but this one just sits on standby all day.

All settings are on default (Trader CAG, station set to Buy & Sell, plenty of credits on the station). The CAG is a Courier and I've simply changed his homebase. Anyone else experiencing this? If it's not CAG it could be an XRM bug I suppose, in which case I'll go ask in that thread.
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cattafett
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Post by cattafett »

having a problem with my Cags this is for AP
the complex is 4 XL SPPs,2 Drone Factorys and 1 Mosquito Missile Factory
with 2 otas TSs buying (one only crystals) and 16 split drakes selling the E-cells
the problem is evey so often they all decide to sell to the same factory
but don't go there
at first i had know idea why but when i started checking the station they wanted to sell to turns out theres a small red(pirate/Xenon) presence there useuly only
2 or 3 ships but as all the cags are given both Fight Mk1 and 2 and a jump drive its no reason not to jump in and its a pain that they all stop

log is below
(wares start a letter and end with a X because i added a t file to add colour)

Commercial Agent

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

Pilot: Kleo Yatar
Pilot rank: Major Dealer
Flight time: 93:47 hour
Employ time: 169:02 hour
Payment: 188,450 credits
Profit: 60,478,301 credits
Expenses: -47,700 credits

Promotion: Yes
Payment: Station account
Agreement with colleagues: Yes

Ship name: FTMN-STSM.AB.FTES-SPP.JD-cag03(A)S
Ship class: TS
Ship type: Drake
Transport class: Extra Large Containers XL
Cargo bay size: 12850 units
Cargo bay volume: 5085 units

Relation to Argon: Neutral
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: not installed

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

Home base: FTES-SPP (Akeela's Beacon)
Home base class: Complex Hub
Home base type: Teladi Complex Hub
Trade jumps: 50 jumps
Station account: 56,639,648 credits
Global account: 60,088,225 credits

Black list stations: -
Black list sectors: Asteroid Belt, Circle of Labour, Elysium of Light, Harmony of Perpetuity, Heretic's End, Jupiter, Omicron Lyrae, Treasure Chest, Zyarth's Dominion

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

Trader job: Salesman
Purchase resources: 80 %
Sell products: 20 %
Sell products freighter cargo bay: 30 %
Purchase intermediate products: 10 %
Sell intermediate products: 80 %
Purchase stations credit balance: 30,000 credits

Home sector: Akeela's Beacon
Home jumps: 50 jumps

Ware list type: Trade list
Ware list: CEnergy Cells X

Tradeable ware from home base:
P CEnergy Cells X: price 18 credits, cargo bay 143,933 units, cargo bay 66 %
R WMeatsteak CahoonasX: price 65 credits, cargo bay 2,952 units, cargo bay 88 %
R VOreX: price 60 credits, cargo bay 721 units, cargo bay 86 %
R VSilicon WafersX: price 300 credits, cargo bay 416 units, cargo bay 100 %
R WMassom PowderX: price 30 credits, cargo bay 12,758 units, cargo bay 95 %
R ZCrystalsX: price 1,684 credits, cargo bay 11,720 units, cargo bay 29 %
I OMosquito MissileX: price 126 credits, cargo bay 3,326 units, cargo bay 99 %
I AFighter DroneX: price 3,195 credits, cargo bay 270 units, cargo bay 97 %

CEnergy Cells X (Product (Standard search engine))
Dream Farm L alpha (Eighteen Billion): price 18 credits, cargo bay 6,946 units, cargo bay 27 % ( Busy )

CEnergy Cells X (Product (CAG search engine))
Medium shield Production Complex alpha (Emperor's Ridge): price 18 credits, cargo bay 890 units, cargo bay 17 % ( Busy )
Chelt Space Aquarium M alpha (Lost Order): price 18 credits, cargo bay 1,964 units, cargo bay 19 % ( Busy )
Silicon Mine L alpha (Family Zein): price 18 credits, cargo bay 6,695 units, cargo bay 26 % ( Busy )
Ore Mine L alpha (Pontifex' Realm): price 18 credits, cargo bay 6,632 units, cargo bay 26 % ( Busy )
Scruffin Farm M alpha (Wretched Skies): price 18 credits, cargo bay 2,794 units, cargo bay 27 % ( Busy )
Hammer Torpedo Fabrication Facility alpha (Depths of Silence): price 18 credits, cargo bay 1,400 units, cargo bay 28 % ( Busy )
Dream Farm L alpha (Eighteen Billion): price 18 credits, cargo bay 6,946 units, cargo bay 27 % ( Busy )
Crystal Fab M alpha (Preacher's Refuge): price 18 credits, cargo bay 2,816 units, cargo bay 28 % ( Busy )
Rastar Refinery L gamma (Family Tkr): price 18 credits, cargo bay 7,237 units, cargo bay 28 % ( Free )
Seeker Missile Production Complex beta (Seizewell): price 18 credits, cargo bay 1,280 units, cargo bay 25 % ( Busy )
BoFu Chemical Lab M alpha (Menelaus' Paradise): price 18 credits, cargo bay 2,512 units, cargo bay 25 % ( Free )
Flail Missile Production Facility alpha (Cloudbase South East): price 18 credits, cargo bay 1,400 units, cargo bay 28 % ( Free )
Soyery M beta (Unholy Descent): price 18 credits, cargo bay 2,140 units, cargo bay 21 % ( Free )
Ore Mine M beta (Lucky Planets): price 18 credits, cargo bay 2,896 units, cargo bay 28 % ( Free )
Ammunition Factory alpha (Nathan's Voyage): price 18 credits, cargo bay 1,076 units, cargo bay 21 % ( Free )
Plankton Farm L beta (Menelaus' Oasis): price 18 credits, cargo bay 7,266 units, cargo bay 29 % ( Free )

WMeatsteak CahoonasX (Resource (Standard search engine))
Cahoona Bakery L alpha (Nyana's Hideout): price 34 credits, cargo bay 16,658 units, cargo bay 99 % ( Free )

WMeatsteak CahoonasX (Resource (CAG search engine))
Cahoona Bakery L epsilon (Black Hole Sun): price 34 credits, cargo bay 16,618 units, cargo bay 99 % ( Free )
Cahoona Bakery L alpha (Nyana's Hideout): price 34 credits, cargo bay 16,658 units, cargo bay 99 % ( Free )
Cahoona Bakery L gamma (Ringo Moon): price 42 credits, cargo bay 13,388 units, cargo bay 80 % ( Free )
Cahoona Bakery L gamma (Cloudbase South West): price 45 credits, cargo bay 12,816 units, cargo bay 76 % ( Free )
Cahoona Bakery M alpha (Three Worlds): price 46 credits, cargo bay 5,069 units, cargo bay 76 % ( Free )
Cahoona Bakery M beta (Light of Heart): price 47 credits, cargo bay 4,943 units, cargo bay 74 % ( Free )
Cahoona Bakery M alpha (Brennan's Triumph): price 48 credits, cargo bay 4,890 units, cargo bay 73 % ( Free )
Cahoona Bakery M alpha (Midnight Star): price 49 credits, cargo bay 4,783 units, cargo bay 71 % ( Free )
Cahoona Bakery M alpha (Herron's Nebula): price 56 credits, cargo bay 4,329 units, cargo bay 64 % ( Free )
Cahoona Bakery M alpha (Enduring Light): price 57 credits, cargo bay 4,255 units, cargo bay 63 % ( Free )
Cahoona Bakery L alpha (Red Light): price 63 credits, cargo bay 9,718 units, cargo bay 58 % ( Free )

VOreX (Resource (Standard search engine))
Ore Mine L alpha (Avarice): price 50 credits, cargo bay 4,152 units, cargo bay 99 % ( Free )

VOreX (Resource (CAG search engine))
Ore Mine L alpha (Patriarch's Keep): price 50 credits, cargo bay 4,151 units, cargo bay 99 % ( Free )
Ore Mine L beta (Cho's Defeat): price 50 credits, cargo bay 4,156 units, cargo bay 99 % ( Free )
Ore Mine M beta (Company Strength): price 50 credits, cargo bay 1,662 units, cargo bay 99 % ( Free )
Ore Mine M alpha (Rhy's Desire): price 50 credits, cargo bay 1,657 units, cargo bay 99 % ( Free )
Ore Mine M alpha (Nathan's Voyage): price 50 credits, cargo bay 1,664 units, cargo bay 100 % ( Free )
Ore Mine M alpha (Unholy Descent): price 50 credits, cargo bay 1,663 units, cargo bay 99 % ( Free )
Ore Mine L gamma (Belt of Aguilar): price 50 credits, cargo bay 4,159 units, cargo bay 99 % ( Free )
Ore Mine M gamma (Spring of Belief): price 50 credits, cargo bay 1,661 units, cargo bay 99 % ( Free )
Plutarch Ore Mine (Albion Gamma): price 50 credits, cargo bay 4,147 units, cargo bay 99 % ( Free )
Ore Mine M beta (Perdition's End): price 50 credits, cargo bay 1,663 units, cargo bay 99 % ( Free )
Ore Mine L beta (Ocean of Fantasy): price 50 credits, cargo bay 4,146 units, cargo bay 99 % ( Free )
Ore Mine M gamma (Nopileos' Memorial): price 50 credits, cargo bay 1,664 units, cargo bay 100 % ( Free )
Ore Mine M gamma (Great Trench): price 50 credits, cargo bay 1,658 units, cargo bay 99 % ( Free )
Ore Mine L alpha (Avarice): price 50 credits, cargo bay 4,152 units, cargo bay 99 % ( Free )
Ore Mine L beta (Queen's Space): price 50 credits, cargo bay 4,143 units, cargo bay 99 % ( Free )
Ore Mine L beta (Seizewell): price 50 credits, cargo bay 4,150 units, cargo bay 99 % ( Free )
Ore Mine M alpha (Tharka's Sun): price 50 credits, cargo bay 1,657 units, cargo bay 99 % ( Free )
Ore Mine M beta (Enduring Light): price 50 credits, cargo bay 1,658 units, cargo bay 99 % ( Free )
Ore Mine L beta (Duke's Vision): price 50 credits, cargo bay 4,149 units, cargo bay 99 % ( Free )
Ore Mine L alpha (Emperor's Pride): price 50 credits, cargo bay 4,160 units, cargo bay 100 % ( Free )

VSilicon WafersX (Resource (Standard search engine))
Silicon Mine L alpha (Perdition's End): price 232 credits, cargo bay 1,035 units, cargo bay 99 % ( Free )

VSilicon WafersX (Resource (CAG search engine))
Silicon Mine L alpha (Distant Clouds): price 232 credits, cargo bay 1,032 units, cargo bay 99 % ( Free )
Silicon Mine M alpha (Lucky Planets): price 232 credits, cargo bay 416 units, cargo bay 100 % ( Free )
Silicon Mine M alpha (Nathan's Voyage): price 232 credits, cargo bay 413 units, cargo bay 99 % ( Free )
Silicon Mine M alpha (Belt of Aguilar): price 232 credits, cargo bay 413 units, cargo bay 99 % ( Free )
Silicon Mine M beta (Spring of Belief): price 232 credits, cargo bay 412 units, cargo bay 99 % ( Free )
Jonferco Silicon Mine (Albion Gamma): price 232 credits, cargo bay 1,035 units, cargo bay 99 % ( Free )
Silicon Mine L alpha (Perdition's End): price 232 credits, cargo bay 1,035 units, cargo bay 99 % ( Free )
Silicon Mine M beta (Ocean of Fantasy): price 232 credits, cargo bay 416 units, cargo bay 100 % ( Free )
Silicon Mine M alpha (Great Trench): price 232 credits, cargo bay 416 units, cargo bay 100 % ( Busy )
Silicon Mine M alpha (Queen's Space): price 232 credits, cargo bay 416 units, cargo bay 100 % ( Free )
Silicon Mine L beta (Tharka's Sun): price 232 credits, cargo bay 1,038 units, cargo bay 99 % ( Free )
Silicon Mine L alpha (Enduring Light): price 232 credits, cargo bay 1,038 units, cargo bay 99 % ( Free )
Silicon Mine M alpha (Duke's Vision): price 232 credits, cargo bay 413 units, cargo bay 99 % ( Free )
Silicon Mine M beta (Emperor's Pride): price 232 credits, cargo bay 416 units, cargo bay 100 % ( Free )
Silicon Mine M alpha (Rhonkar's Trial): price 232 credits, cargo bay 414 units, cargo bay 99 % ( Free )
Silicon Mine M alpha (Mines of Fortune): price 232 credits, cargo bay 415 units, cargo bay 99 % ( Free )
Silicon Mine M beta (Tears of Greed): price 232 credits, cargo bay 415 units, cargo bay 99 % ( Free )
Silicon Mine M beta (Montalaar): price 232 credits, cargo bay 416 units, cargo bay 100 % ( Free )
Silicon Mine M beta (Family Zein): price 232 credits, cargo bay 414 units, cargo bay 99 % ( Free )
Silicon Mine M alpha (Ceo's Buckzoid): price 233 credits, cargo bay 411 units, cargo bay 98 % ( Free )

ZCrystalsX (Resource (CAG search engine))
Split Trading Port (Family Rhonkar): price 1,684 credits, cargo bay 46 units, cargo bay 13 % ( Busy )
Split Trading Port (Family Tkr): price 1,684 credits, cargo bay 31 units, cargo bay 9 % ( Busy )

OMosquito MissileX (Intermediate products (Standard search engine) Sell)
Pirate Anarchy Port (LooManckStrat's Legacy): price 168 credits, cargo bay 1,952 units, cargo bay 58 % ( Free )

OMosquito MissileX (Intermediate products (CAG search engine) Sell)
Pirate Anarchy Port (Mercenaries' Rift): price 168 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Teladi Space Equipment Dock (The Vault): price 168 credits, cargo bay 1,843 units, cargo bay 55 % ( Free )
Boron Equipment Dock (Queen's Retribution): price 168 credits, cargo bay 1,653 units, cargo bay 49 % ( Free )
Pirate Anarchy Port (LooManckStrat's Legacy): price 168 credits, cargo bay 1,952 units, cargo bay 58 % ( Free )
Boron Equipment Dock (Menelaus' Paradise): price 168 credits, cargo bay 1,842 units, cargo bay 55 % ( Free )
Teladi Space Equipment Dock (Ianamus Zura): price 168 credits, cargo bay 1,906 units, cargo bay 57 % ( Free )
Split Equipment Dock (Family Whi): price 168 credits, cargo bay 2,600 units, cargo bay 78 % ( Free )
Argon Equipment Dock (Cloudbase South East): price 168 credits, cargo bay 2,636 units, cargo bay 79 % ( Free )
Argon Equipment Dock (Black Hole Sun): price 168 credits, cargo bay 2,519 units, cargo bay 75 % ( Free )
Teladi Space Equipment Dock (Seizewell): price 168 credits, cargo bay 2,301 units, cargo bay 69 % ( Free )
Boron Equipment Dock (Great Reef): price 168 credits, cargo bay 2,567 units, cargo bay 77 % ( Free )
Teladi Space Equipment Dock (PTNI Headquarters): price 168 credits, cargo bay 2,414 units, cargo bay 72 % ( Free )
Argon Equipment Dock (Argon Sector M148): price 168 credits, cargo bay 2,638 units, cargo bay 79 % ( Free )
Split Equipment Dock (Family Njy): price 168 credits, cargo bay 2,112 units, cargo bay 63 % ( Free )
Split Equipment Dock (Family Pride): price 168 credits, cargo bay 2,864 units, cargo bay 85 % ( Free )
Teladi Space Equipment Dock (Ceo's Buckzoid): price 168 credits, cargo bay 2,737 units, cargo bay 82 % ( Free )
Argon Equipment Dock (Light of Heart): price 168 credits, cargo bay 3,279 units, cargo bay 98 % ( Free )
Split Equipment Dock (Getsu Fune): price 168 credits, cargo bay 2,813 units, cargo bay 84 % ( Free )
Argon Equipment Dock (Argon Prime): price 168 credits, cargo bay 3,309 units, cargo bay 99 % ( Free )
Boron Equipment Dock (Rolk's Fate): price 168 credits, cargo bay 3,027 units, cargo bay 90 % ( Free )

AFighter DroneX (Intermediate products (Standard search engine) Sell)
Split Trading Port (Rhonkar's Clouds): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )

AFighter DroneX (Intermediate products (CAG search engine) Sell)
Military Outpost (Contorted Dominion): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Split Trading Port (Patriarch's Keep): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Free Argon Trading Station (Home of Light): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Teladi Trading Station (Ceo's Doubt): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Military Outpost (Atreus' Clouds): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Pirate Anarchy Port (LooManckStrat's Legacy): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Military Outpost (Elena's Fortune): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Military Outpost (Kingdom End): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Boron Stock Exchange (Lucky Planets): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Paranid Stock Exchange (Cardinal's Domain): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Paranid Trading Dock (Priest's Pity): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Teladi Stock Exchange (Grand Exchange): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Split Trading Port (Family Whi): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Paranid Trading Dock (Emperor's Ridge): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Military Outpost (Merchant Haven): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Split Stock Exchange (Family Njy): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Teladi Trading Station (The Vault): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Royal Boron Trading Station (Mists of Elysium): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Split Trading Port (Thyn's Abyss): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
Free Argon Trading Station (Cloudbase South West): price 4,044 credits, cargo bay 0 units, cargo bay 0 % ( Free )
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EternalSpace
Posts: 184
Joined: Wed, 6. Apr 11, 07:29

Post by EternalSpace »

I have a couple questions about the trade duties.

1) What is the meaning of Shopper (Only Buys res. and inter.?) Trader (Buys and Sells prod. and inter.?) and Salesman (Only sells prod.?)

2) If I set sell Products to 100% and Sell Cargo Freight to 10% will the CAG constantly do trade runs and each time he will fill 10% of his Cargo Bay for the trade run no matter the amount of products at the factory?

I'm asking this; because, say I set it to 50% he will keep it at 50% right...well I don't want him going on a trade run when the products is at 51% and all he sells is 1% of the factories goods, that's a waste of time.

3) If I use a TL as a CAG does he need a hanger full of ships to transport goods or will he do it using HAX/Transporter Device?
Plärr Jörgenson
Posts: 57
Joined: Mon, 7. Jan 08, 13:40
x4

sector blacklist question

Post by Plärr Jörgenson »

Does the CAG fly through sectors on the blacklist in order to get to sectors which are not on it?

If no, blacklisting doesn't work with mine...
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
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Re: sector blacklist question

Post by Jumee »

Plärr Jörgenson wrote:Does the CAG fly through sectors on the blacklist in order to get to sectors which are not on it?
yes you need to blacklist those aswell
Plärr Jörgenson
Posts: 57
Joined: Mon, 7. Jan 08, 13:40
x4

Post by Plärr Jörgenson »

thx alot
Huillam
Posts: 432
Joined: Fri, 16. Dec 11, 11:24
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Post by Huillam »

I have a complex producing various goods in the same sector as my HQ.
I'd like my cag to buy these goods and take them back at the HQ.


Until now I don't see how it could work.
My first cag being only apprentice he stays idle at the HQ.

I bought a Soyfarm L, put it in Empire Edge and asked a second cag (piloting a kestrel) to train here.
He spent the last couple of hours (seta x1000) buying EC.

Two questions:
Shouldn't he be at least Courier now? My bad it's done.
At higher rank will he be able to deliver the goods at my HQ while complying with the limitations I've added (eg: no more than X EC, Y teladianium and so on)?


-- Edit --
It seems that everything run fine right know.
EternalSpace
Posts: 184
Joined: Wed, 6. Apr 11, 07:29

Post by EternalSpace »

To the post above mine I believe that's what CLS's are better at, but maybe I'm wrong.
veris
Posts: 28
Joined: Mon, 9. Jul 07, 03:49
xr

Post by veris »

Well i've contacted Lucike on his forum, but i'm also writing here about the
auto price calculating formula that works on our stations.

We can setup our wares to be autopriced - when we manage our complexes.
We setup min and max price for any ware our station is currently using so let's call it our margin or player's margin.

So we expect:
If we are 0% filled cargo space - the ware should be at max price of our margin.
If we are 50% full - we get 50% of our price margin.
If we are 100% full - we get lowest price of our margin.

The original scripts take into consideration the original price margin of a ware which is not logical for me and it totally messes what we would expect.
The price margin feature seemed useless for me.
It made for example my teladianium factories stick at 170 cr when i set up my margin to 170-180 cr.

I changed the formula in my game so it works as expected.

File: plugin.com.agent.auto.price
Commented lines from:
$WarePriceMin = get min price of ware $Ware
down to:
$WarePrice = $SetWarePriceMax

and wrote my own formula:
$MyMargin = $SetWarePriceMax - $SetWarePriceMin
$MyPricePercent = $MyMargin * $WareCargoPercent / 100
$WarePrice = $SetWarePriceMax - $MyPricePercent

So what is taken into consideration when calculating formula is just:
1. my price margin
2. filled cargo space (percent level).

Now everything works as expected for all of my factories:
I setup margins:
MIN = 170 cr
MAX = 180 cr

And if cargospace of a station is 50% full then my ware gets 50% price of my margin which is 175 cr.

This way we can flexibly setup our own margins and the price will be always as we expect it to be.
If we are full - we get low price of our margin, if we have 0 units - we get max price.

Now my Trading Station Network is working properly at my own price margins! :) Which are at above average price so the ware comes from station to station and is always sold. I mean Teladianium - in the margin for 170-180 cr.
Yes - stations buy this ware from each other in this price margin - but that's ok - this is my money, the cash flow is working for me :)
Every station buys at 180 cr, gets filled, price gets to 170 cr, sells locally or to another station that has price 180 cr because it's empty.

This is important, so i write this post for everyone.

Why to take original price margin into consideration which was being done in original scripts - i don't know.

As i remember i had to clear script cache for the new formulas to work.

I would like to hear what you think about it. Is this idea good or bad?

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