[SCRIPT] [2012.04.02] Universal Best Buys/Sells Locator v2.51a

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alex2069
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Post by alex2069 »

The required notoriety to buy the ware is at the top heading of the results "Require Notoriety: xxxxx". Or I think there's a function to convert it to the "Rank"; is this what you mean?
I'd considered it, but some of the ranks are quite "long" and I'm not sure what the columns would do with long text, or how to counter for it exactly.
I think they automatically cut off the text with a "..." if it encounters the next column or something but how "neat" that would look I'm not sure. (I don't want to add too much more there otherwise it'll look cluttered)
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vampirecosmonaut
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Post by vampirecosmonaut »

Honestly, I think that it is fine the way it is.
Putting titles for each and every rank would be a hassle and wouldn't fit. :wink:
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
alex2069
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Post by alex2069 »

Updated to v2.50
  • v2.50 - 2009.12.06
    • Updated the send script so it now uses my intelligent jump lib (automatic energy refuelling, etc).
      Updated the sent ship to use its command status so it will now notify you if you have it set.
      Updated the Save Results to Log to include the Race and Notoriety.
      Added ability to force jump drive usage on sending ships.
      Added the option to message you when the sent ship arrives.
      Fixed a few graphical issues that had been irritating me.
      Fixed a bug relating to gate-less/"disconnected" sectors like Aldrin causing inf. loops.
      Fixed a couple more read-text errors.
For vampirecosmonaut: When sending ships, it'll now use its jump drive intelligently - buying energy if it needs to, and sector hopping intelligently if it can't hold enough for 1 jump. This is using the lib I developed for the Auto Sat Net... It should be working 100%.... Should... lol
As such it'll also use the command states and update accordingly (still a bit of work to do on it, but it works now).

And for Reisser: Added the required notoriety of the ware at the top of the column now as well. I know it still doesn't help in terms of giving you a "rank", but it'll help.
At some point I'll look into how to make it easier to understand/get a relative idea of just how far off you are from something.
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Reisser
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Post by Reisser »

One question: I've installed the script by unpacking the zip in my folders. Now I want to uninstall them. But when I only delete the script - how get I rid of the two hotkeys without having ugly "read-text" in my hotkey-list??

(I have to uninstall all last new scripts because my game freezes at a specific time of the game and now have to search for the failur :( )
alex2069
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Post by alex2069 »

The hotkeys are managed by Cycrow's hotkey manager plugin. Install this script and it will clear them automatically - rest assured that this (the hotkey manager) script would not be causing any game freezes. Other than the initial game loading, it's only called by other scripts and doesn't do anything active itself; it's basically a library (so safe to install and rule out as a possible cause).

As for this script, the only possible time it could cause freezing is when you use the extended part of it - the send ship to station part.
If you don't use that, it's safe to say this script is not causing your problem (the bulk of the script is only running when *you* run it).
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Reisser
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Post by Reisser »

Thanks. I believe too that your script isn't the cause for the freeze, but I've try to do all to make my game running :oops:
draba
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Post by draba »

A while back i used this script, and now i gave it another go with a new install. You've came a long way from the initial wall of text, a very impressive and useful script.

My only minor problem was that it always used stations without proper surveillance in their sector( even if based on the posts it shouldn't ). I decided to bite the bullet and modify it, so I found that the functionality is there. The ultimate satnetscanner is just a commentline away( $blindness = [FALSE] in a2069.uniloc.main ).
Possibly just a classic case of RTFM, but if anyone else has the same problem alex thought about us, too :)

Thanks for the great work.
Aristoi
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Post by Aristoi »

draba wrote:My only minor problem was that it always used stations without proper surveillance in their sector( even if based on the posts it shouldn't ). I decided to bite the bullet and modify it, so I found that the functionality is there. The ultimate satnetscanner is just a commentline away( $blindness = [FALSE] in a2069.uniloc.main ).
Possibly just a classic case of RTFM, but if anyone else has the same problem alex thought about us, too :)
I'm sad to report I'm having the same problem. I've only been to a few systems (just started out) and the list contains dozens of sectors some 20+ jumps away. Seeing everything feels a bit too much like cheating for me. Is there any way I can fix this myself?

I also noticed that it was showing the system Aldrin as 1 jump away when I was in Boron space. I don't know anything about the plot or or what, but I assume with a jump drive it would be only 1 away (I don't have a jump drive in any ships)?

Thanks for the great work!
alex2069
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Post by alex2069 »

Ahh, crap, really sorry about that guys. It was a debug switch I'd forgotten to disabled before release - fixed now.
(sorry about the delay, was busy with fun fun family stuff over Christmas)

@draba: ty, made fixing it much easier.

@Aristoi: Yea, you need a Jumpdrive, and yea, it is plot related - sorry about that. I know exactly how you feel; it really does feel too cheatish if it can scan all over like that (very handy when debugging though, lol).

Since I'm not actually "set up" to do a proper release at the moment (my comp is in the middle of cleaning), I had to extract the 2.50 release and quickly edited just 1 file and repacked as 2.51... Saying that, it's possible it may not fix it (depending on how the spk installer works), but I'm pretty sure it should be fine.
If someone could post an update status with the fix installed over the top of 2.50 that would be really helpful.

And finally, for those of you that do like the "cheat enabled" version, it's still on my filefront account (though personally I feel any cheating simply kills the game).
Aristoi
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Post by Aristoi »

Thanks for the quick fix!
alex2069 wrote:If someone could post an update status with the fix installed over the top of 2.50 that would be really helpful.
I downloaded your new package and installed it over 2.50 via the plugin manager. It caused no problem and in game the list is now restricted to the 2 systems I have assets in. Seems like a fix to me, though this is hardly exhaustive.

Thanks again! The idea that a far future space ship couldn't tell me where to get the best deal bugged me the moment I knew enough about the game to notice. Glad I found your script shortly after!
boran_blok
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Post by boran_blok »

Aaah perfect, it DID feel like a cheat the way it was before, going to test it now and give feedback.

Edit: Confirmed fix, I now only see the sectors I have property in.
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ThalonMook
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Post by ThalonMook »

Hi,

at first thx for this script. I like how clear all things are shown.

I've made a german t-file for it if you need I can give it to you.

One question is it possible to sort also the ships that I can send to the stations or can you make some favorites ?


It's hard to find a ship if you have hundreds of them :-)

CU Thalon
boran_blok
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Post by boran_blok »

now, I might be mistaking, but I have the impression the jump executed by your script does not use energy, is this correct ?

Edit: I was mistaking, But I will test some more, I think it only happens in one specific circumstance.
What I DID notice is that the jump is not influenced by SETA, normally I enable seta after having chosen my destination, and the jump then usually happens around 20%, here this is not the case, the timer stays constant regardless if I enable SETA or not.
Last edited by boran_blok on Fri, 1. Jan 10, 11:14, edited 1 time in total.
draffutt
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Post by draffutt »

bug:

it appears you can not sell needle, thorn, beta kyron or gamma kyron using this "software". they don't appear in the list if you have these items in your inventory.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
marko22
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Post by marko22 »

Is it possible to add sort of ships? Or define the selected? As in Teladi Information Service?
lamoyja
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Post by lamoyja »

I just came back from exploding in my game to say this is a great mod.


:)

Darn pirates got me while I was searching for a profitable venture to go into. :o
Canning_s
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Post by Canning_s »

I gather you need a Best Buys Locator or Best Sells Locator installed to use this script... where can i get these?
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Argonaught.
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Post by Argonaught. »

Canning_s wrote:I gather you need a Best Buys Locator or Best Sells Locator installed to use this script... where can i get these?
Best Buys/Selling locators can be found in Teladi Equipment Docks.

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
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Canning_s
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Post by Canning_s »

Is the latest version of this script compatable with with X-Universe Plugin Manager Lite 1.10?

The script will not load when i am playing X3:TC
ADStryker
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Post by ADStryker »

Canning_s wrote:Is the latest version of this script compatable with with X-Universe Plugin Manager Lite 1.10?

The script will not load when i am playing X3:TC
Canning_s: I used X-Universe Plugin Manager Lite 1.10 to install this script. Seems to work fine. :?

alex2069: Excellent script! I love it! This is exactly the kind of functionality an advanced satellite network should enable. :thumb_up:
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