[SCR] Commercial Agent [2010-04-28 X3TC 3.3.03]

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CaptObvious
Posts: 114
Joined: Sun, 1. Mar 09, 19:53
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Post by CaptObvious »

So I have a CAG going from my complex that produces Space Weed and has a surplus of Energy Cells and found it kept filling up, so I had a look at it. It's a fully decked out Mistral Super Frieghter and it's a Master Dealer, however it comes back to my complex, picks up a TINY (max I've seen is 32) amount of Space Weed then goes to sell it. What gives? Here's my log.

Code: Select all

Commercial Agent

Script version: 3201
Libraries version: 3207
Pilot Union version: 3103

Pilot: Ashunty Slamer
Pilot rank: Major Dealer
Flight time: 23:46 hour
Employ time: 25:02 hour
Payment: 43,080 credits
Profit: 8,755,446 credits
Expenses: -67,995 credits

Promotion: Yes
Payment: Global account

Ship name: Your Mistral Super Freighter
Ship class: TS
Ship type: Mistral Super Freighter
Transport class: Extra Large Containers XL
Cargo bay size: 15000 units
Cargo bay volume: 3347 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: Foe
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Foe

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: 500 energy cells
Jump Drive minimum jumps: 1 jumps

Home base: Your Complex Hub alpha (Unknown Sector)
Home base class: Complex Hub
Home base type: Teladi Complex Hub
Trade jumps: 30 jumps
Station account: 11,182,369 credits
Global account: 78,952,556 credits

Black list stations: -
Black list sectors: -

Trader job: Trader
Purchase resources: 0 %
Sell products: 0 %
Sell products freighter cargo bay: 100 %
Purchase intermediate products: 0 %
Sell intermediate products: 20 %
Purchase stations credit balance: 30,000 credits

Home sector: Unknown Sector
Home jumps: 30 jumps

Ware list type: Trade list
Ware list: Energy Cells, Space weed

Tradeable ware from home base:
     P Space weed: price 4,921 credits, cargo bay 1,204 units, cargo bay 97 %
     I Swamp Plant: price 36 credits, cargo bay 14,690 units, cargo bay 55 %
     I Energy Cells: price 12 credits, cargo bay 247,470 units, cargo bay 98 %

Space weed (Product (Standard search engine))
     Pirate Base (Emperor's Wisdom): price 4,921 credits, cargo bay 8 units, cargo bay 20 % ( Busy )

Space weed (Product (CAG search engine))
     Royal Boron Trading Station (Getsu Fune): price 4,921 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Pirate Base (Emperor's Wisdom): price 4,921 credits, cargo bay 8 units, cargo bay 20 % ( Busy )
     Split Trading Port (Family Whi): price 4,921 credits, cargo bay 24 units, cargo bay 60 % ( Free )
     Pirate Base (Atreus' Clouds): price 4,921 credits, cargo bay 33 units, cargo bay 82 % ( Free )

Swamp Plant (Intermediate products (Standard search engine) Sell)
     Bliss Place L alpha (Teladi Gain): price 275 credits, cargo bay 11 units, cargo bay 0 % ( Free )

Swamp Plant (Intermediate products (CAG search engine) Sell)
     Bliss Place L alpha (Teladi Gain): price 275 credits, cargo bay 11 units, cargo bay 0 % ( Free )
     Bliss Place L beta (Scale Plate Green): price 187 credits, cargo bay 1,351 units, cargo bay 40 % ( Free )
     Sun oil refinery M beta (Profit Share): price 165 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Sun oil refinery M gamma (Home Of Opportunity): price 165 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Sun oil refinery M beta (Sanctity of Corruption): price 165 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Sun oil refinery M beta (Bad Debt): price 165 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Sun oil refinery M alpha (The Vault): price 165 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Sun oil refinery M beta (New Income): price 165 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Sun oil refinery M alpha (Greater Profit): price 165 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Sun oil refinery M gamma (Blue Profit): price 165 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Sun oil refinery M alpha (Company Pride): price 165 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Sun oil refinery L beta (Shareholder's Fortune): price 165 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Sun oil refinery M gamma (Ceo's Doubt): price 165 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Sun oil refinery L gamma (Tears of Greed): price 159 credits, cargo bay 555 units, cargo bay 33 % ( Free )
     Pirate Base (Mines Of Fortune): price 156 credits, cargo bay 0 units, cargo bay 0 % ( Free )

Energy Cells (Intermediate products (Standard search engine) Sell)
     Wheat Farm M beta (Belt of Aguilar): price 20 credits, cargo bay 0 units, cargo bay 0 % ( Free )

Energy Cells (Intermediate products (CAG search engine) Sell)
     Wheat Farm M beta (Belt of Aguilar): price 20 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Seeker Missile Production Complex alpha (Wastelands): price 20 credits, cargo bay 0 units, cargo bay 0 % ( Free )
     Flower Farm L alpha (Bright Profit): price 19 credits, cargo bay 39 units, cargo bay 0 % ( Free )
     Gauss Cannon Ammunition Forge alpha (Merchant Haven): price 19 credits, cargo bay 30 units, cargo bay 0 % ( Free )
     Drone Factory alpha (Midnight Star): price 19 credits, cargo bay 40 units, cargo bay 0 % ( Free )
     Drone Production Facility alpha (Grand Exchange): price 19 credits, cargo bay 29 units, cargo bay 0 % ( Free )
     Chip plant beta (Family Zyarth): price 19 credits, cargo bay 10 units, cargo bay 0 % ( Free )
     Ore Mine M beta (Tears of Greed): price 19 credits, cargo bay 32 units, cargo bay 0 % ( Free )
     Ammunition Factory alpha (Thyn's Excavation): price 19 credits, cargo bay 20 units, cargo bay 0 % ( Free )
     Heavy Weapons Complex alpha (Rolk's Legacy): price 19 credits, cargo bay 1,520 units, cargo bay 15 % ( Free )
     Gauss Cannon Ammunition Forge alpha (Profit Center Alpha): price 19 credits, cargo bay 740 units, cargo bay 14 % ( Free )
     Satellite Factory alpha (Depths Of Silence): price 19 credits, cargo bay 680 units, cargo bay 13 % ( Free )
     Quantum Tube Fab alpha (Menelaus' Oasis): price 19 credits, cargo bay 710 units, cargo bay 14 % ( Free )
     Flail Missile Production Facility alpha (Company Strength): price 19 credits, cargo bay 200 units, cargo bay 4 % ( Free )
     Computer Plant alpha (Duke's Citadel): price 19 credits, cargo bay 680 units, cargo bay 13 % ( Free )
     Teladianium Foundry M alpha (Eighteen Billion): price 19 credits, cargo bay 1,540 units, cargo bay 15 % ( Free )
     Ore Mine M alpha (Rhonkar's Clouds): price 19 credits, cargo bay 827 units, cargo bay 8 % ( Free )
     Phased Repeater Gun Forge alpha (Nathan's Voyage): price 19 credits, cargo bay 100 units, cargo bay 2 % ( Free )
     Mass Driver Forge alpha (Black Hole Sun): price 19 credits, cargo bay 373 units, cargo bay 7 % ( Free )
     Advanced Satellite Factory alpha (Thuruk's Beard): price 19 credits, cargo bay 560 units, cargo bay 11 % ( Free )

Energy Cells (Intermediate products (Standard search engine) Buy)
     Solar Power Plant XL alpha (Ceo's Doubt): price 12 credits, cargo bay 49,767 units, cargo bay 99 % ( Free )

Energy Cells (Intermediate products (CAG search engine) Buy)
     Solar Power Plant M alpha (Ministry Of Finance): price 12 credits, cargo bay 9,932 units, cargo bay 99 % ( Free )
     Solar Power Plant XL alpha (The Moon): price 12 credits, cargo bay 45,806 units, cargo bay 91 % ( Free )
     Solar Power Plant M alpha (Shareholder's Fortune): price 12 credits, cargo bay 9,900 units, cargo bay 99 % ( Free )
     Solar Power Plant M beta (Consecrated Fire): price 12 credits, cargo bay 9,900 units, cargo bay 99 % ( Free )
     Solar Power Plant M alpha (Grand Exchange): price 12 credits, cargo bay 9,914 units, cargo bay 99 % ( Free )
     Solar Power Plant L beta (Zyarth's Dominion): price 12 credits, cargo bay 24,960 units, cargo bay 99 % ( Free )
     Solar Power Plant XL alpha (Ceo's Doubt): price 12 credits, cargo bay 49,767 units, cargo bay 99 % ( Free )
     Solar Power Plant M alpha (Family Rhonkar): price 12 credits, cargo bay 9,906 units, cargo bay 99 % ( Free )
     Solar Power Plant L gamma (Family Whi): price 12 credits, cargo bay 24,695 units, cargo bay 98 % ( Free )
     Solar Power Plant M gamma (Cho's Defeat): price 12 credits, cargo bay 9,962 units, cargo bay 99 % ( Free )
     Solar Power Plant M beta (Mists of Elysium): price 12 credits, cargo bay 9,900 units, cargo bay 99 % ( Free )
     Solar Power Plant L alpha (Patriarch's Retreat): price 12 credits, cargo bay 24,676 units, cargo bay 98 % ( Free )
     Solar Power Plant M gamma (Emperor's Wisdom): price 12 credits, cargo bay 9,901 units, cargo bay 99 % ( Free )
     Solar Power Plant XL beta (Mercury): price 12 credits, cargo bay 49,748 units, cargo bay 99 % ( Free )
     Solar Power Plant XL alpha (Tkr's Deprivation): price 12 credits, cargo bay 45,794 units, cargo bay 91 % ( Free )
     Solar Power Plant M delta (Priest Refuge): price 12 credits, cargo bay 9,946 units, cargo bay 99 % ( Free )
     Solar Power Plant L beta (Shore of Infinity): price 12 credits, cargo bay 23,659 units, cargo bay 94 % ( Free )
     Solar Power Plant XL alpha (Light Water): price 12 credits, cargo bay 46,177 units, cargo bay 92 % ( Free )
     Solar Power Plant M beta (Family Ryk): price 12 credits, cargo bay 9,900 units, cargo bay 99 % ( Free )
     Solar Power Plant L gamma (Bluish Snout): price 12 credits, cargo bay 24,702 units, cargo bay 98 % ( Free )
Sam_Walken
Posts: 30
Joined: Wed, 21. Dec 05, 20:55
x3tc

Post by Sam_Walken »

taukarrie wrote:ive had extensive experience using the CAG script in both X3 reunion and terran conflict. however, ive run into a snag that i cant figure out.

im trying to assign a CAG to selling off all goods in a trade station. im just dumping all of my excess goods there and i wanted a CAG to sell them off as i dropped them off. but for some reason the CAG wont sell any of the many weapons, wares, etc except for ore and silicon.

ive been trying do do this both 2 different CAGs. one is trader rank in a fully decked out mistral and the other is a Major dealer in an identical ship. the following is how ive got everything setup:

- Trade duties: set to (Salesman) selling products down to 1%

- Wares list: set to (Black List) with only Plasma Burst Generators on the list.

- jump range is 30 sectors and almost all of the goods at the station display a purchacer well within that range.

- There are no enemies in sector that prevent the CAG from launching.


Ive got the station really well stocked with a variety of goods but both CAGs only want to sell ore or silicon. i tried black listing ore and silicon but then they both just go idle.

i cant figure it out. whatever i try i just cant get these CAGs to move my goods. anoyone have any ideas?
I'm having the same issue trying to get CAGs to sell equipment from an equipment dock.
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BugMeister
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Joined: Thu, 15. Jul 04, 04:41
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Post by BugMeister »

try:

- firstly, clearing all entries from the blacklist

- then enter only those items you want the CAG to deal in..
- on the Normal Wares list..

- even though the instructions that accompany the EST,CAG and CLS1&2 are very good
- there is still a need for further clarification on the effects of some of the settings, IMO

- a few examples of the settings required for a typical scenario, for instance.. :roll:
- the whole universe is running in BETA mode - we're working on it.. beep..!! :D :thumb_up:
(Bronze)
Posts: 73
Joined: Tue, 16. Dec 03, 22:07
x3tc

Post by (Bronze) »

CaptObvious wrote:So I have a CAG going from my complex that produces Space Weed and has a surplus of Energy Cells and found it kept filling up, so I had a look at it. It's a fully decked out Mistral Super Frieghter and it's a Master Dealer, however it comes back to my complex, picks up a TINY (max I've seen is 32) amount of Space Weed then goes to sell it. What gives? Here's my log.
Sounds about right to me. You have to remember, the Teladi Trading Stations and Pirate Bases that you are selling to can only hold 40 spaceweed at a time. And chances are the station your CAG is going to may already have stock in it.

I'm a firm believer you're better off letting the NPC traders come to you for the illegal goods than trying to sell to them, as you have a limited number of places to trade to but hundreds of NPC traders can visit you. I think you make more money that way over the long run.

If you still want to run a CAG on your complex to sell the weed, use a smaller, faster ship at least. The Prototype Blastclaw would probably be the ideal ship to use with it's 650 cargo space to hold the jump fuel and weed.

In case you weren't aware, the CAG only visits 1 station and not multiples at one time. So using a freighter to sell is overkill and why I suggested to use a smaller ship to sell.
Sam_Walken
Posts: 30
Joined: Wed, 21. Dec 05, 20:55
x3tc

Post by Sam_Walken »

BugMeister wrote:try:

- firstly, clearing all entries from the blacklist

- then enter only those items you want the CAG to deal in..
- on the Normal Wares list..

- even though the instructions that accompany the EST,CAG and CLS1&2 are very good
- there is still a need for further clarification on the effects of some of the settings, IMO

- a few examples of the settings required for a typical scenario, for instance.. :roll:
Thanks for the response. I attempted this but the CAG will still not sell any weapons. I checked the reports for the agent and it's only viewing weapons as resources, and not products. I tried multiple settings and deleted all the non-weapon wares using the Dockware Manager but still no luck.

Here are the log files I created:

http://www.mediafire.com/download.php?yknk2d4ymwv
LTerSlash
Posts: 1367
Joined: Mon, 27. Oct 08, 02:19
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Post by LTerSlash »

There is any way to set up a maximum amount of wares i whant? with the HQ i could use this to TS to buy weapons and missiles for me, but i need to put a limit, since the HQ has a shared ware capacity and i dont whant 100000 mosquitos for example....
wolfmanpuck
Posts: 75
Joined: Sun, 13. Jul 08, 16:01
x3tc

Post by wolfmanpuck »

i cant get my darn commercial agents to do anything. they just sit in the station on standby. i followed the basic first three steps and when that didn't work i tried editing the config for the individual agents and still nothing. what is i doing wrong?
Hellfire4881
Posts: 4
Joined: Wed, 14. Jan 09, 18:01

Post by Hellfire4881 »

Ive been trying desperately to get the Commercial Agent running in my game but i seem to be hitting a few bumps in the road...
Im a complete newbie to scripting, so please bare with me..

Ive downloaded the Commercial Agent script from this thread, uploaded it into the games files, as described, and installed the libraries called 'Befehlsbibliothek_X3TC_V3207'

but when i open the game, i get a message saying:

For this version of the Commercial Agent Libraries version 3.2.06 has to be installed!

I can see from the titles that the game requires version 3.2.06, where as the library ive installed appears to be 3.2.07...

can anyone help me with this, is there a newer version of the Commercial agent scritpt i need, or an old version of the German Libraries, if this is the case, where can i find them...

Cheers,
semiliterate
Posts: 357
Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate »

wolfmanpuck wrote:i cant get my darn commercial agents to do anything. they just sit in the station on standby. i followed the basic first three steps and when that didn't work i tried editing the config for the individual agents and still nothing. what is i doing wrong?
are you starting them from scratch? Apprentice CAGs will only buy resources, and possibly only from insector.

other than that:

buy resources is how much they will buy UP TO.
sell products is how empty they will make the station's cargo bay.

are these set correctly? is purchase freighter's cargo bay set to a low number?

have you gone into trade conditions and set a jump range great enough to reach customers?
Sam_Walken
Posts: 30
Joined: Wed, 21. Dec 05, 20:55
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Post by Sam_Walken »

LTerSlash wrote:There is any way to set up a maximum amount of wares i whant? with the HQ i could use this to TS to buy weapons and missiles for me, but i need to put a limit, since the HQ has a shared ware capacity and i dont whant 100000 mosquitos for example....
You need to use the Dockware Manager:

http://www.lucike.info/x3_terran_confli ... _V3b01.zip

After you install it your PHQ + Trading/Equipment Docks will have some new orders. It should be pretty self-explanatory at this point.
Frav
Posts: 17
Joined: Sun, 6. Nov 05, 16:09
x3

Post by Frav »

I recently picked up X3TC after playing I believe every previous iteration of the game, and I must say a big thanks to Lucike for this wonderful addition to the game.

I'm not a huge fan of scripts or mods, because I don't wish to cheat, but the vanilla way that factories and their transports work is ludicrous.

I enjoy the factory building side of things, but with vanilla X (any version) it soon becomes a never ending job taking care of freighters and factories.

What this script does is make the whole process manageable and a delight to tweak. There is still plenty of station gameplay left while using this script but it takes away the sheer stupid frustration of vanilla.

Training and tweaking the CAG traders and the station settings to get everything flowing smoothly, still takes thought and effort. This is a good thing. I can always go back to a big complex and tweak some settings to make it more efficient. I currently have a station with 10 different products, 8 intermediates, and 2 resources and I have got 4 CAG traders running it perfectly. It took time to tweak, but it was fun. Trying to run a station like that with vanilla settings would be a nightmare.

I've been using this script now for around 50+ hours of gameplay without the slightest problem. Everytime I think my CAG is doing something stupid it's my mistake in the orders I gave to him, or having no cash in my factory, etc.

I've been able to get them to do everything I've needed across many huge complexes.

My point? This script is great. I just wanted to say thanks, and let you all know that I've not run into anything buggy with it.

Oh, finally a request. I would love an option to force a CAG to ONLY deal with my stations. This would open up many interesting possibilities. I see an option to ONLY trade with non player factories, but I would like the opposite.

Thanks again, great script, highly recommended.
semiliterate
Posts: 357
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Post by semiliterate »

Frav wrote:Oh, finally a request. I would love an option to force a CAG to ONLY deal with my stations. This would open up many interesting possibilities. I see an option to ONLY trade with non player factories, but I would like the opposite.
wouldn't CLS do better for that?
Frav
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x3

Post by Frav »

Not with the same finesse as a CAG, and I'm deliberately trying to use as few scripts as possible.

As far as I know (forgive me if I'm wrong) but doesn't CLS simply go back and forth between the same factories. A CAG with a "Trade only with player owned stations" option would be far more versatile. It seems like an obvious addition for the CAG trader.
semiliterate
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Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate »

i could be wrong (don't use it myself) but i'm pretty sure CLS is designed to be able to mark a set of factories and then carry out trades at each of them if certain conditions are met - so, a list of your complexes and moving, say, energy cells so that each one contains an equal amount, rather than just being an elongated Manual Trade Run.

thing is, it does seem like an obvious option - which means Lucike, who is some kind of scripting god, probably thought of it. CAG, CLS and EST are designed to compliment each other, so that's probably where the answer lies.
Frav
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Post by Frav »

That's a shame if it is true. Such a simple option could open up many new possibilities.

This script is such a nice little package. It's not overly complicated, it has so many varied uses, and telling a CAG to trade only with my own factories is very different to setting up a more manual path for a freighter to take.

The CAG's make decisions on what to sell, so I would be able to have a complex producing ore, energy, silicon, and maybe food products, which I don't actually want to sell to NPC's. 1 CAG could happily distribute all of these resources and intermediates to my weapon/shield fabs.

I actually like how you can't control the CAG's to the n'th degree. It seems more in keeping with the vanilla game than being able to set up complicated trade routes. I think that's why I'm reluctant to install any more scripts.

CAG's remind me of Universe traders but for a single factory's needs. They should be signed and added to the game im my opinion. They improve the game, rather than making it too easy.

I've been playing since the original X, and always script free, but I don't think I'd ever want to play without CAG's again. They make factory owning fun, interesting, and thought provoking rather than constant micromanagement headaches.
semiliterate
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Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate »

Frav wrote:That's a shame if it is true. Such a simple option could open up many new possibilities.

This script is such a nice little package. It's not overly complicated, it has so many varied uses, and telling a CAG to trade only with my own factories is very different to setting up a more manual path for a freighter to take.
my point is that i think CLS is that possibility. i don't know how to use it myself but from what i understand:
The CAG's make decisions on what to sell, so I would be able to have a complex producing ore, energy, silicon, and maybe food products, which I don't actually want to sell to NPC's. 1 CAG could happily distribute all of these resources and intermediates to my weapon/shield fabs.
this is exactly what it does.
I've been playing since the original X, and always script free, but I don't think I'd ever want to play without CAG's again. They make factory owning fun, interesting, and thought provoking rather than constant micromanagement headaches.
X3's station manager worked fine for me, but i agree - CAGs are bargain. but on the other hand, i think CLS is what you're looking for - and it's hardly more scripts, they use the same pilots, and really seem to just be about taking some of the micromanaging out of the game.

to refine what i said earlier, again:

from what i understand, you provide the CLS a list - say, all your complexes - and a set of conditions - say, this factory is buyer, this needs to be here - and it works to make sure producer meets consumer (or storage) corporation-wide.

Lucike's scripts are designed to complement each other - CAG does the external stuff, buying and selling to the NPCs, while CLS handles the internal logistics. but they use the same pilots and probably same software requirements, so they're just two different control panels to do the job you want.

i would recommend Lucike's Security and Rescue Service script as well because they are actually decent defense for sectors and can respond to distress calls made by Lucike's other scripts. personally, i think all of his scripts are borderline essential - they balance well but each remove one of the instances from the game where you're fighting the limitations of the system you're using to play, rather than the problems and puzzles within the world.
Frav
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Post by Frav »

Ah, that sounds very interesting. I didn't know the two scripts were part of a greater whole. That's how it sounds from what you say anyway.

I'll give it some thought whether to include another script or not. I don't want to make things too easy. I also think I would have found CLS more help earlier in my game than I would now.

I have the money and experience now to build more automous factories.

Thanks for the replies though. Very informative.
semiliterate
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Post by semiliterate »

yup. Prospector, CAG, EST and CLS share pilots, and call for help from SRS, which shares pilots with CODEA, which shares some personnel with MEFOS.
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BugMeister
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Post by BugMeister »

- where can I find LucikeCorp HQ
- doesn't it have it's own sector, yet..?? :D
- the whole universe is running in BETA mode - we're working on it.. beep..!! :D :thumb_up:
semiliterate
Posts: 357
Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate »

his scripts are on the German forums - there's a thread entitled, i believe, Lucike's Skript Kollection, or similar.

CODEA doesn't have english menus and stuff yet, which is a shame because it's the only decent carrier command software i know of. however, the rest all do, and five minutes with google translator should give you plenty enough idea of how to operate them if the manual hasn't been translated yet.

apart from anything else, they all work by the same sort of menu system as the CAG.

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