[Script] TC Stock Exchange "The Evolution of a Financial Revolution" v4 Full Release.

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

filip.dulic
Posts: 6
Joined: Sun, 12. Apr 09, 16:11

Post by filip.dulic »

Hi i have a sort of question/sugestion,

Would it be posible to use real stations insted of "fictional" companies in the company index, and use their profit, or profit/time to define the index?
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

filip.dulic wrote:Hi i have a sort of question/sugestion,

Would it be posible to use real stations insted of "fictional" companies in the company index, and use their profit, or profit/time to define the index?
I don't know, i hadn't thought of it, so i havn't looked into the possabilty of it. I will do though, even if it's just to see how possable it is. Record keeping may get out of hand though.

Thanks for the suggestion.

MarCon
marcusdavidus
Posts: 155
Joined: Fri, 29. Oct 04, 12:31
x2

Post by marcusdavidus »

it cannto be done imho. becosue GOD can decide to wipe out station u got shares in and what than . also if u using scripts to take over sectors like rrf or ir the space stations die alot not even need to be destroyed simply other race take over sector liek in rrf and all former stations desapear
filip.dulic
Posts: 6
Joined: Sun, 12. Apr 09, 16:11

Post by filip.dulic »

well thats would only add real life to it, imo. ass we all know, S@#t happens in real life so why shouldn't it happen in the game, if any of the above should happen all your shares are lost, same things happen if you have shares in a country that gets invaded in real life, or if the local goverment goes socialist on you....

P.S. my remarks were not ment to be political in any way, or to start any political argument in here
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

Yes in real life a company can be a market leader one day and get swollowed up by an earthquack the next and go from 'hero' to 'zero' just like that. (see, no politics involved)

Some players will look at that happening in their game as 's@#t happens', others will want to reach through their monitor and grad me by the 'gibbletts'. As you have both demonstrated, opinions vary on whats 'ok'.

If i can find a way to accomodate both worlds, fine, otherwise it comes down to a descission of, if i can do it, do i do it or not. But i havn't even looked into the possabilities yet so i can't comment.

You are more than welcome to throw ideas and possabilities around and see what you or anyone else can come up with. It's as good a use for this thread as anything else.

MarCon
XanII
Posts: 2405
Joined: Thu, 29. Dec 05, 15:07
x4

Post by XanII »

Few things:

- Excellent work! I can only imagine how many hours you have used to this. Thanks for entertaining us. Your sweat and tears wont be for nothing... Now just add the bailouts, AIG:-tax payer bailout conduits and massive CEO severance packages blurb.... aaaand back to reality. :) moving on...

- IMHO transaction fees should be there automaticaly. This is basic for real life stock exchange and a very important mechanism as it discourages very small transactions and it forces you to think a bit longer. I checked my brokers prices and currently pay 0,15% or 15 dollars minimum for a transaction in real life. Implementing a automatic fee using whatever formula you like would be good as long as there is one. If someone complains then just tell 100% of exchanges in the real world got fees. :p

- Splitting the Bank script was an excellent decision. No point in bundling theese together. simplifies things. Havent installed the bank script, though it does sound tempting to try 'indebted flying' in TC. if you got debt in real life, well now is the chance to be in debt in a virtual world too! :D Woo! now where is my hokey pokey Option ARM, 0% cash up front, no down payment Shrike... :P

- When prioritizing things i suggest you keep interactivity high on the list. i.e. players should have ways to manipulate the stock prices, however min max stops should be thought out (i.e. 'regulation') to ensure 2008 financial crisis doesnt hit the X-world too by players who WILL attempt to break your script to make billions. . We'd had enough bailouts thank you. :roll:

- The old Stock Exchange script for X3 nearly blew my mind when i realized i could maniplutate the prices. All the possibilities seemed absolutely exiting! too bad the script wasnt nearly finished so it didnt work. Too bad because a whole new level of gameplay was opened by it. Though it seems you have clinched it's spot now. Hope you can increase interactivity. Regulative stops to making excessive cash should though be there. Dont need a Goldman Sachs simulator in space. :twisted:
X3:TC Heavy M6 guide : : : Let's pretend you are an addict, lets pretend that you are a X-games player... but i am repeating myself here.
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

XanII

Thanks for the enjoyable read, it's nice to get something that's not a one liner. Though they have there purposes too.

As for the hours spent / am spending on this, i dont want to know or work it out. CEO packages sound good, me being the CEO. (with bonuses of course)

Yes transaction fees are a fact of life, agreed, however we all come hear to our TC world to get away from life for a little bit. So why not have the choice for a change, if it's cheating the only person you are cheating is yourself. One of the objectives i set for myself when i very first started scripting was, don't force my choices on the player if i don't have to, and i try to stick to that. With all the different styles of gameplay possable any lack of choice may just make the script less effective for the players needs. Right or wrong it's just what i stick to.

Thanks for the kind of figures used in RL though, never know when they will come in handy when setting prices in the script.

As you havn't installed the Bank script yet i would suggest holding off until i get the next version done, or should i say the release version. It is far more usefull than what is currently available for DL. (taking break from scripting on it now to write this reply)

There is a fair amount of interactivity in the Stock Exchange now, but not all of it is imediatly apparent, you have to look for it and watch to notice some of the possabilities. the player can vastly effect the market and the Stock Exchange as a result if they choose to. Mind you there are checks to see if the player is trying their hand at a bit of 'Insider trading', it may not work out for them just the way they think. :o

If you have any ideas for more interactivity, please share, so we can all benifit.

Here is a question for you or anybody else, was just doing the 'buy back' of reposessed ships and stations code and was wondering, should i include the ability to 'Sell' your Stations to the bank? You can sell your ships to shipyards ect, but buy a station and your stuck with it even if you don't want it any more or it has outlived its purpose / usefulness. Of course the bank will only offer you Min value, not even i will offer you more than that. :P

MarCon
ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh »

mark_a_condren wrote:Here is a question for you or anybody else, was just doing the 'buy back' of reposessed ships and stations code and was wondering, should i include the ability to 'Sell' your Stations to the bank? You can sell your ships to shipyards ect, but buy a station and your stuck with it even if you don't want it any more or it has outlived its purpose / usefulness. Of course the bank will only offer you Min value, not even i will offer you more than that. :P

MarCon
There was a station sell script for X3R, but there doesn't appear to be one for X3TC. However, just selling a station may be useful, but isn't very inventive. It would be great to be able to sell stations in some market-based way, e.g. auctions. Maybe you could adapt your stock trader code to make the sale a bit more dynamic.

Would be great if the sale price of a station was based on its placement (e.g. argnu beef farms near cahoona bakeries are worth more than argnu beef farms in some random sector), or based on more global market amounts (e.g. the scarcity of argnu beef in the galaxy determines how much a farm is worth).

That sounds like a whole other script, though. But you may be in a better position to implement it by reusing existing code.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

ThisIsHarsh

Me and my mouth .. hehe :)

i do have some existing code that could be adapted to use to adjust prices dependant on qty of wares available and i could run some checks to find the other values you suggested like beef near cahoonas etc.

But i like the idea of both the auction and the above adjusters. Humm .. food for thought.

If i'm going to do that though, it may not make it into this release, it may be the next. Someone suggested i should make it into an AL plugin to fix the timming / seta issuses. -.- In the middle of converting it over. Only ever done 1 AL plugin before so am feelling my way as i go.

Does sound like a whole other script, nothing unusual there when i'm doing it. Nho posted at me once saying 'Why keep it simple when i can complicate the hell out of it', seems to be oh so true.

MarCon
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

Well, changing over to an AL plugin has shown an improvement in the performance of the script, so thats good.

If any of you are wondering why this is taking me a while, for those who have done any scripting, i'm using the ingame SE. I've tried 3 times to install the EXScriptor but it has crashed each time i try to install it. So all of my scripts are written with the ingame SE, never used anything else. Spose i'm used to it now, why change.

MarCon
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

mark_a_condren wrote:Well, changing over to an AL plugin has shown an improvement in the performance of the script, so thats good.

If any of you are wondering why this is taking me a while, for those who have done any scripting, i'm using the ingame SE. I've tried 3 times to install the EXScriptor but it has crashed each time i try to install it. So all of my scripts are written with the ingame SE, never used anything else. Spose i'm used to it now, why change.

MarCon
SE :!: I feel your pain :( I could never have done FDN or PM in SE.

LA
User avatar
Idea
Posts: 516
Joined: Fri, 24. Oct 08, 12:14
x4

Post by Idea »

mark_a_condren wrote:I've tried 3 times to install the EXScriptor but it has crashed each time i try to install it.
Did you spoke with author regarding the problem.

Which version do you use?

Which Windows do you use 64 bit or 32 bit?
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

@LA

Like i said, it's what i'm used to.


@Idea

Nope, never complained to author. It was back when i was just learning to use SE, and i was going to try it to see if i thought it was any better / easier to use. Don't know what version it was, can't remember.

As i said i got used to using the ingame SE, can't see any point changing to something else i will have to learn and then switching back and forwards.

I have Win XP sp3 32 bit, all the same on 5 machines.

MarCon
ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh »

Whoa, that's harsh about Exscriptor! Worth spending valuable scripting time to get it working, it'll increase your productivity ten fold. Just being able to copy-paste whole blocks of code is worth it alone.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Exscriptor is a breeze to use, copy, cut & paste, multiple scripts open at a time, find and replace, I could go on but you get the picture.

LA

Edit: Do you use http://forum.egosoft.com/viewtopic.php? ... t=#3219020, worth its weight in gold.
User avatar
Idea
Posts: 516
Joined: Fri, 24. Oct 08, 12:14
x4

Post by Idea »

Well as Logain Abler and ThisIsHarsh it is much easier to use Exscripter.I don't know how to script but still I have it instaled on my PC :wink:

Give it a try maby it is worth http://forum.egosoft.com/viewtopic.php? ... or&start=0

Just want to make things easier to you if it is possibal.

Cheers
Alexfighter
Posts: 37
Joined: Wed, 22. Aug 07, 01:50

Post by Alexfighter »

The program states that it needs Microsoft .NET Framework 3.5 or better. So check this out if you didn't already.

On a different point, it scans your game and scripts in order to find out dependencies and conflicts between scripts, wares, etc. Then it allows to go to the Tools menu and 'View Conflicts', 'Find Calling Scripts' and other options.

My warning: while I've never actually scripted, I've fiddled with mods and investigate a bit, specifically with wares. And I've seen that ware references, and thus the conflicts, changed from having the game closed to when I opened it. Other things might changed too, so keep this in mind before get mad if you start to use Exscriptor and experience some problem you don't understand.
Anunnak
Posts: 30
Joined: Sat, 8. Mar 08, 11:02
x4

Post by Anunnak »

I seem to have a problem with the 4.1 Full release of Stock Exchange. I loaded the library mentioned in the first post then loaded the 4.1 stock exchange.

When I launch X3TC with the X Plugin Manager it shows 19/19 loaded plugins. Yet when I exit it's back down to 17.

INSTALLED SCRIPTS

Advanced Thruster Control
Apricot Cbeam
Apricot jump to derelict
ATF Shipyard V5
Board Station
Cheat Collection Package
Explorer Command Extension
Forum Name Library <---Removed by plugin manager upon exiting game
Free Jump (Credits)
Imperial Libraries
JSON Parser Library
Military Base Respone REvamp
Move to Coordinates
NPC bailing Addon
NPC boarding 1.1
Salvage Claim Software
The Marauder Shipyard
Transporter Trade

FAKE PATCHES
Pirate Starts

SCRIPT LIBRARIES
Ware Manager

Any ideas... I don't know if I did something wrong or what. I'd like to give this a go and it sure would add depth to a great game.

**Just noticed I need latest loader, will see if that fixes the problem.**
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

Anunnak

Sorry if the OP led you astray, everything used by the script is included in the download package, no need to intall the forum name lib seperatly. It's mentioned in the OP to let people know that it is used. Stock Exchange uses its own loader for the names from the lib.

So you can delete the install of the lib. It shouldn't have made any difference though as it did it so if the forum name lib is used by other installed scripts niether should be effected.

I would definatly use the latest beta 16 of the plugin manager lite though. I have come across issuses when using prev versions of it.

Just to get some details, you say you are having problems, what are they. Is it just it wont load properly or are there other things as well?


RE Exscipter

Wow ..ok thanks for all the input and info etc, yes i do have net framework 3.5, with all up to date updates. Like i said it was a while ago i tried and i havn't bothered since, may just have to give it another try and see what happens.

Been flat out today with RL, will get to do some more later this evening and tonight.

I also need to fix the OP and tidy it up, oh what a mess, no wonder people are getting confused. Still have to do a full layout for the banking thread when it gets started with the instructions for it. I think there is light at the end of the tunnel, either that or it's just some mungrel with a torch giving me false hope.

MarCon
XanII
Posts: 2405
Joined: Thu, 29. Dec 05, 15:07
x4

Post by XanII »

It would be advisable to have on the first page an example when explaining when is a good time to buy and when is a good time to sell and when a ware is overstocked.

I think i got the logic how the actual 'profit' is made but it wouldnt hurt to have it more spelled out for you as a 'real x-game session example'. For instance i find it a bit hard to understand how you can make a profit by selling 12 tomahawaks to a military base. Does it make profit when the wares slowly vanish or what?
X3:TC Heavy M6 guide : : : Let's pretend you are an addict, lets pretend that you are a X-games player... but i am repeating myself here.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”