[Script] Satilite Limited MK3 Universal Trader, ready for download.

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BaronDeKalb
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Joined: Wed, 26. Oct 05, 09:32
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Post by BaronDeKalb »

krynos wrote:This is a great script, I love it for my UT's :)

Is there anything similar to keep my station traders from wandering aimlessly into pirate sectors? They all seem to have a death wish :(

- Krynos
you could reduce the number of jumps they can make in the station parameters screen. Not sure if there is a script to help though...
krynos
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Joined: Sun, 25. Dec 05, 18:52
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Post by krynos »

The problem with the jumps setting is that there are pirate sectors within 3 jumps, so that would limit things too much - I know, I know not good placement... heh. It was my first factory complex.

However I have installed the Station Trader script (the one that lets your freighters jump) and this evening I haven't lost a single one yet :)

- Krynos
Solfi
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Joined: Mon, 19. Dec 05, 23:55
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Post by Solfi »

Hey Zzyn. Love this script. It's been working great for me thus far.

A couple of things I've wanted to ask you though:
  • Does this script call the standard MK3 extension for the actual trading, or is it completely self-contained?

    The reason I ask is because I've "patched" the MK3-script with the Universe Trader fix to get around the out of fuel problem. But since I'd rather use your Satellite Limited MK3, I was kinda hoping the fix would work for that too. If not, would you consider incorporating it?
  • I *have* had the "No fuel within jump range"-error a couple of times, but strangely, only for one ship. A Toucan Hauler (one of the free ships in the game). For some reason, it keeps getting stuck in Home of Light, and every time it's stopped there, it has had 200 (or more) e-cells in stock!! ... Can't imagine what the problem is.

    I tried restarting the script (since the trader *did* have e-cells) but that did not work. So I had to move the ship to a sector with SPPs and then restart the script to get it running again.

    I have noted that this ship might be the only one of my traders that is truly qualified to be a UT. I noted that for my other ships, the UT-option is grayed out in the command console. Not for this ship however. And this ship is equipped with 25MJ shields. The other ones are not. I have read recommendations not to run the UT-script without 25MJ shields in thread after thread, but this suggests it is actually a *requirement*. Anywho, don't see how that might impact your script, but it's the only difference I see between this one and my other trader (apart from the fact that they are Mercuries).

Arbalest wrote:I think I read somewhere that when your traders reach level 25, they start cooperating with other lvl 25 traders so they don't compete directly on trade runs. That's more of a "feature" than a problem, since it helps gives the ranking system a purpose, and makes the lvl 25's more valuable.
Could someone confirm if this is true or not?
Krynos wrote:The problem with the jumps setting is that there are pirate sectors within 3 jumps, so that would limit things too much - I know, I know not good placement... heh. It was my first factory complex.
This problem was discussed in a slightly different context in the SatelliteDeploy script thread. ATM that script automates deployment of sats in all explored sectors. The author is considering putting in a feature where you can specify a home sector, and a maximum jump range, and then let the script be limited by race. So, if you specify an Argon sector as home sector, and a jump range of 4, it would only deploy sats in Argon sectors, within 4 jumps.

However, if that is possible, I don't see why you couldn't have a variant that excludes unfriendly sectors instead(then again, I've only glanced at the MSCI-handbook, and am a complete noob to X3 and the X-universe in general).
RimBlock
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Post by RimBlock »

Hi,

Love the scripts as they make life a lot easier although I am still getting out of fuel messages.

The problem seems to be that I have an invasion force in Ore Belt and after trade runs the UT's sometimes do fuel runs and select Ore Belt to get the E=Cells from. Ore belt has an advanced sat but it has not been turned to a trade beacon.

On entering Ore belt they jump out to Coludbase SW as they detect enemies and then report no fuel in range which means I need to move them up to Red Light and then to Home of Light where I have a M-SPP to re-fuel but have to do the two steps manually else they would try to go through Ore Belt again.

So the question really is;

On fuel runs do they not still stick to the 'only trade beacon' sectors ?

and

If not then could this be something that could be added ?

Many thanks
RB
lt_wentoncha
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Joined: Thu, 15. Dec 05, 01:51
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Post by lt_wentoncha »

Is this signed, ie won't cause conflicts with other scripts? I didn't see it in the main community scripts pages.

Thanks.
Solfi
Posts: 167
Joined: Mon, 19. Dec 05, 23:55
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Post by Solfi »

As I understand it, there aren't any community based signed scripts yet. And they've just started a corner of the forum for scripters who work on signed scripts.

To get signed scripts have to undergo an obscene amount of testing, so you'll prolly have to wait a good while if you don't want to take any chances with the scripts available around here.

... Personally, I haven't had any problems with the ones I'm running. Yet :P.
Solfi
Posts: 167
Joined: Mon, 19. Dec 05, 23:55
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Post by Solfi »

@Zzyn:

Script working great so far... I have a question though:

How does this script handle trading if you have several sectors inbetween two tradable sectors that are either unconnected or inactive?

Will traders jump the intervening sectors? Will they not trade in the cut-off portion of space? Will they go through intervening sectors (thus going through potentially dangerous space anyway...).
EidolonsFury
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Post by EidolonsFury »

Hey Zzyn, you should PM Burianek and get your script added to the stickied "Index of community scripts/mods" thread. I know a lot of people use your script, and it would make it easier for others to find.
"As far as the laws of mathematics refer to reality, they are not certain; and as far as they are certain, they do not refer to reality." - Albert Einstein (1879 - 1955)
wolf33055
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Joined: Tue, 27. Dec 05, 10:24
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Post by wolf33055 »

I have to admit it is the only one i use, i got very disheartened when my two new UT got killed because they couldn't keep out of ore, now i have the script everything is fine

just got problems with them deliverying energy cells and saying they do not have enough energy to jump.

like a BP tanker running out of petrol

keep up the good work
Myros
Posts: 176
Joined: Sat, 13. Dec 03, 00:23
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Post by Myros »

Sadly we havent heard from Z in a month, hopefuly he's on vacation or something and will show up and polish up the few remaining problems as this is the only trader I use anymore.

The main autotrade script is in the processes of being redone to fix its bugs and tweek thngs like ecell problems ... but it wont change the basic fact that you cant control where the dam things goes at all. So we'll either have to wait for Z to get back or one of our community will have to take the idea and run with it and add in the fixes from the latest autotrade release.

M
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Hansaw
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Post by Hansaw »

Well I hope Zzyn is ok as I too use this script and its a real life saver.

Yep I can see those problems with ships possibly going through bad sectors to get to active sat sectors, so he does have to let us know if he can sort that out if indeed it will happen. As yet have not got more than a few Sats out there and only around Argon Prime.

As soon as I have the time and cash I will be getting many more Sats and hopefully making a lot more cash.

Thanks for this little beauty Zzyn.

Stay safe!

Hansaw
Hansaw sits for the 1st time in his brand new M3. After smilling happily to himself he looks about and becomes frustrated. "I paid enough for this ship, so where's the damn MP3 Player!" he yells
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Hansaw
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Jump to none Sat sectors?

Post by Hansaw »

OK I can now tell you all a bit about my expirances with this Script, none of it makes any sense to me LOL

So get a X3 Sectors map out and I will begin.

I know the dangers of Pirates and how much they can cost you so at this time in the game I want to keep my Univers Trade Freighters to 'Safe' sectors and well away from Pirates. I started off putting 5 Advanced Satelites into the following sectoers about 500km from the nearest Jump Gate:

The Wall
Argon Prime
Herron's Nebula
Cloudbase Northwest
Three Worlds

Then switched them all onto 'Active Trade Beacons'. Then commanded my Freighter 'Junk' to begin Saterlite Restricted Univers Trading.

1st thing I noticed after a bit was that it had got some e-cells and even picked up 12 Fighting Drones for protection (it has all the software and upgrades but I didn't give it any weapons). So I thought it was pretty neat to see it ordering e-cells and looking after itsself with fighting drones.

On the main part my freighter did next to nothing, Just kept going through commodities and then going to Standby, However every now and then it would suddanly be in another Trade Beacon sector and I would be that bit richer.

Anyway a few caps later I was able to buy another 8 Advanced Sats and started off by putting a Sat in Cloudbase Southeast and activating it to 'Trade Beacon'. This action had a profound effect on the Freighter. On my way to put a Sat in Cloudbase Southwest I noticed the freighter in Ore Belt? I put that down to the fact that I was flying through Ore Belt and it must have some sort of line that tells it that the sector the 'player' is in is 'safe' (ya right!)

Anyway soon it was back in the Trade Beacon sectors and I was in Cloudbase Southwest and about 300km out from the nearest Jump Gate when I was shocked to noticed that my Freighter was docked in the Pirate Base in Brennan's Triumph? LOL (I had to check to make sore it was on the Sat Limited Uni trade command which it was. Confused and slightly bewildered I continued planting Advanced Sats, keeping a close eye now on what my Freighter was up to).

I put an Advanced Sat in each of the following secters:

Cloudbase Southeast
Cloudbase Southwest
Red Light
Home of Light
Ringo Moon
The Hole
Antigone Memorial
Power Circle

Switching each to 'Active Trade Beacon as I went onto the next sector.
Before I was finished I noticed my Freighter in Ore Belt on a number of occasions, so I don't know whats going on but the Trade Beacon in
Cloudbase Southeast seems to be driving the Freighter nuts. It does jump it hardly ever just goes through a gate so its not that its not jumping.

Is anyone else noticing anything strange with their Sat Limited Uni Traders?

Stay safe!

Hansaw
Hansaw sits for the 1st time in his brand new M3. After smilling happily to himself he looks about and becomes frustrated. "I paid enough for this ship, so where's the damn MP3 Player!" he yells
SolarQ7
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Joined: Fri, 18. Nov 05, 02:00
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Post by SolarQ7 »

Please excuse my ignorance, but I cannot find the command to activate the trade beacon. Can someone help?
Thanks
Dungeoncrawler
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Post by Dungeoncrawler »

I was wondering if this script will function correctly with the MK3 release client(Devnet)? Will it overwrite any of the code that is used in the test script? Thanks.

DC
Baretta
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Post by Baretta »

Hi,

I'd like to try your script. Can you tell me how to apply the mod after Ive downloaded it? Sorry for asking what must be a simple question!

Cheers
Dungeoncrawler
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Post by Dungeoncrawler »

:( Cannot get this to work. My Traders just sit and go thru the commodity list, over and over. I have the SAT's set up as beacons, but cannot find any commodities to buy/sale. Anyone have an idea? Thank you.

DC

Edit: Does the placement of the SAT's effect this script?
Darac Sjet
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Post by Darac Sjet »

hey, i dont know if this has already been sugested. but maybe you could add a new option where instead of traiding only in areas its trade beacons, maybe you could add a no go beacon. so the UT's will just trade noramlly untill they want to buy or sell something to a sector with a no go beacon in it. then they'll stay away. this would be great because i only hae a few sectors where my UT's get into trouble. and its much easyer for me to say keep out in two sectors than it is to say yes it's alright in all the others.
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Hansaw
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Post by Hansaw »

To Use this Script (It Is NOT a Mod) see instructions below.

1st you need to buy a Satelite (either type will do).
Now eject the Sat into space in the sector you want your ship/s to trade in, you may want to take your Sat away from the stations and gates and drop it into deep space like I do this will save you having to replace it all the time (I have about 30 or so sectors that have Sats in now).

Once you have Planted your Satelite to activate it for your traders goto Ship Command Console
Trade
Ativate Teade Beacon
Goto sector you planted the Satelite in and if the Satelite is not selected, select it and hit ENTER.
If you view the Satelite now it will be renamed as Trade Beacon.

To have a ship now do its trading only in the sectors with your Trade Beacons in they must have the MK3 Trade Software and to Trade just goto that ships command console goto Trade and select the Satelite Limited Universal Trader.
The ship may send you a message about needing other upgrades, if so dock the ship at the appropriate Equipment Sation and get it the upgrads (you might want to make sure it as the Best buy/sell software too) and tell the ship again to Satelite Limited Universal Trader.

The ship should now go off and make you lots of money only in the Active Trade Beacon sectors.
Your done!

Stay safe!

Hansaw
Hansaw sits for the 1st time in his brand new M3. After smilling happily to himself he looks about and becomes frustrated. "I paid enough for this ship, so where's the damn MP3 Player!" he yells
Dungeoncrawler
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Post by Dungeoncrawler »

The only thing I am not 100% sure about is if all three of my traders have the best buy/sell software installed. Will instruct my ship captains to check the computer for above mentioned software. Thanks for the help.

DC

Edit: Well, I finally got the thing going, but my UT's still try and go to sectors that do not have a beacon in them. I have just the core Argon sectors seeded, and noticed my UT had jumped all the way out to Midnight Star to sell an item. Granted, it was an Argon sector, but way to far out for me, and NO beacon :(

DC
EidolonsFury
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Post by EidolonsFury »

@Darac Sjet, I doubt you'll see an option like that, because it'll be difficult to place no-go beacons in sectors you do not want to trade with. Generally, the purpose of the script was to keep UT's from going into sectors which were too dangerous in the first place. Most of these sectors can be difficult to place satellites in and such, and even placed, they generally only last for a certain amount of time before getting destroyed, which would then just open that sector right back up to being used.

Also, it seems like the script creator hasn't been around, or has lost interest, so future support from this script is a wait-and-see basis.

-Eidolon
"As far as the laws of mathematics refer to reality, they are not certain; and as far as they are certain, they do not refer to reality." - Albert Einstein (1879 - 1955)

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