[Bonus Plugin] Commercial Agent

The place to discuss scripting and game modifications for X³: Reunion.

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Melter
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Post by Melter »

I have explored the home sectors thoroughly and found nothing (is the enemy in sector enough to make them not undock anyway?) out to 200 km with 3 explorers on different off - axis variance.
I have even sat the game on seta for a long period of time but still no joy; although all the other CAGs in game seem to be normal.
jlehtone
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Post by jlehtone »

One thing you could try: activate the ScriptEditor, and then turn on debugging on the odd ship. Look at the output, as it tells which conditionals fail (ie jump back to the "standby" routine).

Or PM Lucike.
Melter
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Post by Melter »

I'll try this right now, I have the script editor activated, but have no idea about the ship de bugger, i'll have a poke around...
Thanks
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Kalah
Posts: 27
Joined: Wed, 5. Dec 07, 03:59

Post by Kalah »

The CAGs in my Earth complex won't do anything... I've tried dismissing the old pilots and hiring new ones ; I've tried adjusting station parameters, but they won't move from the docking bay. :cry:

What's going on...? :? :?
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beyer_garratt
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Post by beyer_garratt »

I am having a strange problem with my CAG pilots. That is, to be more precise, their reporting system.

It seems the lads and lassies working for me have all hit 'align to right...' on their wordpad and not realized it.

[ external image ]

Now, is there a setting of some description for this or are my CAG's messing up?

So far as I can tell they still do their work just fine, it's only the 0-0-0 configuration report that's malfunctioning. Oh, and everyone's (all 15 or so) doing it, too. CLS reports are unaffected, neither is any other message.

Surprisingly, both a 'reint script cache' and a reinstall of the bonuspack had no effect. Should I reinstall X3 from scratch?

:?

edit: I'm using X3 2.5 with Bonuspack v3.1.07
Q) What do you call an unimpressed Kha'ak scout?

A) A bemusa triangle!

Bazza's better PPC mod! - Makes flying a capital ship much more... satisfying.
Mergelsberg's Transport Drone & my own version. -M3 freighter for TL ships.
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LeWaR
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Post by LeWaR »

It is in text files - 440010.pck - unpack and edit them..
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beyer_garratt
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Post by beyer_garratt »

LeWaR wrote:It is in text files - 440010.pck - unpack and edit them..
OK, so how do I do that?
Q) What do you call an unimpressed Kha'ak scout?

A) A bemusa triangle!

Bazza's better PPC mod! - Makes flying a capital ship much more... satisfying.
Mergelsberg's Transport Drone & my own version. -M3 freighter for TL ships.
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zdan30
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Commercial Agent

Post by zdan30 »

I need some help with this and the current thread for it is closed :(

Its working fine but i would like to know if its possible to change the product selling %

I have custom trade ships and the selling % is 80% at the moment i need it to somthing like 50% as i have alot of complexes making the same thing
and i want to dump it all onto one,hope that makes sense.

The CAG jumps out when i load him up but when i use another ship to take all the product out of the complex he jumps back and throws it back upto 80%.

What i really want is for him to take it all as hes set for a 50 jump radius.

Thanks for any help.

Im also using the BP version if that makes any difference
Tritous
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Post by Tritous »

*sigh*

seems I have the same problem a fair few othesr are having:

Commercial reps are all sitting on standby. Now every Rep I have (and a few spares waiting for assignment are max rank (CLS arrows train them fast). The problem is happening in 2 stations: one my family pride power loop, one on my HQ which has supply of weapons (supplied using CLS) which I want sold.

The loop in family pride is self sufficient and has quite high inertia as a fab. the CAGs have worked very hard in the past and it was the main source of my income until I bought 20 extra UTs. Ironically they chose mainly to sell rastar oil from the intermediate produce until that got low, but given the mad prices some of the local fabs were offering, I can't protest. They sold ecells, they bought extra silicon (it's only about 78% supplied by its 2 mines internally), even sold a few crystals...all good...

except now they wont sell. Atm the factory is saturated: maxed on all supplies (including 800,000 ecells). strictly its product is advanced satellites which occasionally they have been selling (well, distributing, to the benifit of my satellite laying ships) but they have always correctly sold intermediates like I wanted them to, and been careful not to sell too much of them. There are stations SHORT on energy cells, one as little as 10km away and offering 18 ea, yet the ships sit on standby, the same ships that worked for so long. Given the high output of the fab it eventually had as many as 14 CAGs, with usually 12 out at any given point. now 10 are sitting docked with "CAG on standby", the other 4 sitting outside saying the same. Why? no idea.
The HQ had a stock of 2.9b worth of weapons, shields, etc. It even had 8000BIREs that has built up while the CAG didnt even leave the station. there were docks willing to buy (admittedly not in anything like that amount, but at least he could try). I set it to sell when stocks of both product and intermediate resources (it's a HQ, so didnt know which it would be counted out) were at 0%, and told it to sell when there was stock for 0% of it's cargo. I tried adding more money to the HQ in case it was a wage matter, in the end i just hauled it off myself and sold it manually.

now I see no signs of enemies (and have a cube of 8 sats so it's unlikely there are any), certainly the power loop hasn't been changed in ages, I can't really see the cause of the problem. I was going to expand my hypercomplex in future, but if CAG is going to play games with me suddenly like this I may not bother (actually the expansion i was thinking probably would have broken the economy anyway :P)

edit: well the HQ makes sense now, It wouldnt sell unless I lowered the price by one. I'd forgotten it was this script where Trading stations sold at +1 and bought at -1. Still no idea on what is wrong with the SPP complex though
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life ;)
I_HATE_HUMANS
Posts: 2
Joined: Sat, 3. Jan 09, 11:27

Post by I_HATE_HUMANS »

I have a problem with some of my CA.
They just won't use the jumpdrive :evil: . They have reached maximum level and are equiped with Ecells, but instead
they just fly to their destination (wich can take hours).
jlehtone
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Post by jlehtone »

I_HATE_HUMANS wrote:I have a problem with some of my CA.
They just won't use the jumpdrive :evil: . They have reached maximum level and are equiped with Ecells, but instead
they just fly to their destination (wich can take hours).
Video Enhancement Goggles onboard and only 40 EC? If so, eject the Goggles.
thunderai
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Here is my problem...

Post by thunderai »

I have two self running factories which produce exta wares I want these traders to offload.

The Station Manager plugin worked, but would cause the traders to sell to my other station and I didn't like that and they didn't seem to listen to my order nto to trade at player stations. SO I wanted to try this plugin because his Economy and Supply trader works really well.

I just cant get the traders out of standby mode. Explain to me why they wont sell at lower levels, just how are they suppose to gain experience when plugged into an existing complex.

If I set the station to buy and sell then traders everywhere starting selling me their goods and I lose lots of money.

What do I need to do in order to get these commericla agendas off their butts and do something.

- I have deleted the pilots, restarted them. Tried it wityout Station Manager on, but I cant get anything to work.

Thanks in advance
jlehtone
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Re: Here is my problem...

Post by jlehtone »

thunderai wrote:Explain to me why they wont sell at lower levels, just how are they suppose to gain experience when plugged into an existing complex.
A trainee comes for a summer job and is instantly told to take the CEO's place?

You don't have any small stations for new pilots to train in, before they get transferred for "important duty"?

Same pilots can work both as CAG and as CLS. One can tell a pilot to continuously visit four stations without trading anything (a CLS Mk2 route), and that makes the pilot "experienced" in some hours.

Hiring a CLS pilot from Herron's dock has a chance to find up to Courier.
I_HATE_HUMANS
Posts: 2
Joined: Sat, 3. Jan 09, 11:27

Post by I_HATE_HUMANS »

I Have a complex that produce space fuel, space weed, microchips as final products and 4 CAG that sell them.

The problem is that in every run
they sell my products in very small qaunteties.
Usually it is 16 units for space fuel. My complex produces much faster than my CAGs sell and at the end I am stuck with full stock.

I'll appreciate it if anyone can help me.
nathanleroy
Posts: 1
Joined: Tue, 30. Jan 07, 00:33
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CA going into Idle status

Post by nathanleroy »

I think I have figured out why everyones CA's are going into Idle status ... If there are reports of enemy's in a sector your CA's will not fly to that sector. I was wondering if there is any way to disable this feature and have a message pop up that lets you know you are doing this at your own risk?
Kari91
Posts: 133
Joined: Mon, 26. Nov 07, 21:03

Post by Kari91 »

My HQ is working with 3 CAGs. If I want to produce ships, I need Rastar Oil and Teladianium too, but these are so far from my HQ(it's in Home of Light). If I want to let my ships buy teladianium and Rastar Oil, they will have to travel far, so I'll have to modify the HQ's maximum jump rate for 7 or 8 jumps. However, in this case, my ships buy the common products(energy cells, microchips, ore, silicon) in the wide range of 7 or 8 jumps, so they're very slow. My question is: Can I set the maximum jumps rate for my each CAG's different? For example, I use 2 CAGs to buy all the products except for teladianium and rastar oil in the range of 3 sectors and 1 CAG to only buy rastar oil and teladianium in the range of 7-8 sectors around. Is this possible to set the maximum jump rate for each CAGs different?
jlehtone
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Post by jlehtone »

Yes, it is in the Bonuspack Readme. 2, 1, X; where X is ship-specific jumprange.

Or perhaps use 4, X, Y; where (X,Y) are the indexes of a sector on the galaxy map. The ship could still operate on jump 3, but in different area.


Edit: Dockware Manager offers command to set stock limits for wares in PHQ. See the Bonuspack Readme.
Kari91
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Post by Kari91 »

Thanks:)
Marblecatdog
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Post by Marblecatdog »

Can someone tell me why my ships don't use their jumpdrives? I have freighter pilots (highest level) that carry energy cells (now that I ejected the video enhancement goggles) but they still just fly to and from places. Any help please?
Kari91
Posts: 133
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Post by Kari91 »

Now I have a new problem: I've limited the cargo space of the wares and also decreased the maximum jump rate to 3 sectors. My CAGs sold everything and don't buy anything. I'm quite dissapointed with the HQ and CAG's as I lost more than 2 million credits because of these silly movements. Oh, and all of my freighters are on the highest level now, but they're still going through pirate sectors, however I set the pirates as foe. :cry:

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