
@spizio never seen that issue, can you provide more info? debug log? save game?
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I think he might be referring to the trader's effectiveness. I have also had trouble with the Trader aspect, miners work fine for me.YorrickVander wrote:@spizio never seen that issue, can you provide more info? debug log? save game?
Interesting, I have 3 traders and they all earning me a nice little profitExavier724 wrote:I have also had trouble with the Trader aspect, miners work fine for me.
Galaxy Traders or local?NZ-Wanderer wrote:Interesting, I have 3 traders and they all earning me a nice little profit
Mine are on Galaxy trading..Exavier724 wrote:Galaxy Traders or local?
Mine have been restricted purely to Albion since I haven't triggered the campaign to open up more of the universe yet.
Ahh thanks for clearing that up for me Yorrick, Having never actually done the whole campaign I was only basing my assumption from freeplayYorrickVander wrote:@nz-wanderer - quite the opposite. ships allowed galaxy range will ignore systems when gates leading there are locked prior to 3.0 Since then it seems there might be issues with teladi space regarding a bug that opens the gate too soon in campaign (from beta forum)
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<label name="check shoppinglist" />
<get_trade_from_shoppinglist object="this.ship" result="$shoppinglist" multiple="true" />
<do_if value="$shoppinglist.count !=0">
<run_script name="'trade.performplayertraderun'"/>
</do_if>
<remove_value name="$shoppinglist"/>
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<!-- check for shoppinglist -->
<get_trade_from_shoppinglist object="this.ship" result="$shoppinglist" multiple="true" />
<do_if value="$shoppinglist.count !=0">
<resume label="check shoppinglist" />
</do_if>
As to whats profitable, that really depends I guess. I actually took the time to set up a Construction Shop,Tech Lab, & Ship Tech in Lookout Alpha (Albion) so I didn't have to run deep into albion space (And get shot by the wreaksville refueling station everytime) for the basics... especially since the only construction shop is PMC. No ships assigned atm since i triggered the campaign but the neutrals sporadically keep the stations running & with maxed tracer turrets the roaming PMC wardens arn't a threat.BLDoom wrote:Exavier724, I would like to know what exactly you would build with so many CVs. I've never been good at building stations (or trading, since I rely on YAT).
I mean, what is profitable? The extent of my baby empire was water processing and ice mining...
Awesome mod by the way; Keep up the good work!
Edit: Minor spelling.
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Helper.closeMenuAndReturn(menu)
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Helper.closeMenuAndCancel(menu)
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local function buttonOK()
local managerMoney, managerMinMoney, managerMaxMoney, isDummy = GetAccountData(menu.entity, "money", "minmoney", "maxmoney", "isdummy")
local value1, value2, value3, value4 = GetSliderValue(menu.slider)
if 0 < value1 then
TransferPlayerMoneyTo(value1, menu.entity)
elseif value1 - managerMoney < 0 then
TransferMoneyToPlayer(-value1, menu.entity)
else
Helper.closeMenuAndCancel(menu)
menu.cleanup()
end
local money = GetAccountData(menu.entity, "money")
SetMinBudget(menu.entity, money/10)
SetMaxBudget(menu.entity, money)
Helper.closeMenuAndCancel(menu)
menu.cleanup()
return
end