Problems with the Universal Trader

Ask here if you experience technical problems with X³: Terran Conflict, X³: Albion Prelude or X³: Farnham's Legacy.

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Gavrushka
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Post by Gavrushka »

The main problem I identified was a UT JUST checking the station it was at for one good and even if it was on minimum not buying and going back to standby - I have zero problems at level 25 now - For at least three game days there's been not a single standby that never resolved quickly and naturally. - The way I kicked it back into action prior was to manually jump it to an energy producing sector like power circle and reissue the UT command- Always worked.
krait_daoc
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Post by krait_daoc »

I'm not sure if Patch 1.3 has fixed it though.......... a level 17 trader in Emperors mines repeatedly goes into standby even though being in a mine selling at 50cr and with 3 fabs in Paranid prime buying ore at 206.
A lev 10 trader in Friars retreat also would'nt buy Soja husk at minimum when it's surrounded by empty fabs. :/
SieurNewT
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Post by SieurNewT »

first disable all commands in the ship menu and restart it.

maybe also its needed to try with a "new" ship where you can install your mk3 in order to be sure that no old mk3 scripts is running for it ?
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Mad Ashy
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Post by Mad Ashy »

Does 1.3 patch fix the MK3 traders?
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Mythix
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Post by Mythix »

Mad Ashy wrote:Does 1.3 patch fix the MK3 traders?
Sorry Ashy, it doesn't. They still get stuck and go into standby.
It seems to be a little less frequent perhaps, but I could be deluding myself.
I just make sure I check what they are all doing every now and again and restart the stuck ones.
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vasmann
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Post by vasmann »

Mythix wrote:
Mad Ashy wrote:Does 1.3 patch fix the MK3 traders?
Sorry Ashy, it doesn't. They still get stuck and go into standby.
It seems to be a little less frequent perhaps, but I could be deluding myself.
I just make sure I check what they are all doing every now and again and restart the stuck ones.
All my UT work just fine.
I don't know, but I have nav sat network all over sectors I discovered, may be that's why they are workin normal.
Mad Ashy
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Post by Mad Ashy »

Holy hell if they didnt fix the Mk III that means its as broke as the retail version. It was that buged now Ive got 1.3 patch im starting again from the begining will be a while before I test MK III Il give that trader mod a try if they havent fixed it then hopefull the Devs will come here and see what their beta testers found out.
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TSM
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Post by TSM »

in my game yes they seem to need little more management than before but when they reach level 8, that no longer seems to be the case, also don't forget TC has more NPC trader's than Reunion did, so trading not so easy for them :)
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Mythix
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Post by Mythix »

vasmann wrote: All my UT work just fine.
I don't know, but I have nav sat network all over sectors I discovered, may be that's why they are workin normal.
Hmmm....what difference would the nav sats make? :?

I've got 3 UTs sitting in Sared Relic's space jewellery factory alternating between "standby" and "buy ware for best price...majaglit:0".

These guys are level 21 and 22 traders!

If I just pick one of them and start its universe trader again, it buys the majaglit and sets off!

I did this with two of them, they both bought majaglit and raced off for the local trading dock. the first one there sold up and moved on, the second one, obviously in a sulk about losing out decided to go on standby in the trading dock instead.

This is mad.

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SlainteMaith
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Post by SlainteMaith »

Yup.
*Sigh*
This script is STILL broken. Sad, really. It's a fairly important one. I'm sure some die-hard X3ites are going to say that Universe Traders aren't what the developers intended and that -real- players move themselves to every individual ship and manually make every trade run...
...but Universe Traders are still broken, and since I'm a wimp-player, I rely upon them.
...therefore I'll be waiting even LONGER to play the game.

I'm starting to have extremely impolite feelings about you, Egosoft.
andrewas
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Post by andrewas »

If its that important to you, then install the EST script, which has always worked better than the stock UT anyway. Sure, you get a modified tag, but that doesn't matter much.
Kroyon
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Post by Kroyon »

andrewas wrote:If its that important to you, then install the EST script, which has always worked better than the stock UT anyway. Sure, you get a modified tag, but that doesn't matter much.

Can give link please?

PS: never mind I found it http://forum.egosoft.com/viewtopic.php?t=222408
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Mad Ashy
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Post by Mad Ashy »

Its in Mods and scripting part of the forum it works really well and cheaper than paying 500k for MK III only problem is the pilots are still effected by the Ai bugs causing you to loose a trade ship now and then.
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Cuddly_Tomato
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Post by Cuddly_Tomato »

Chris150150 wrote:Its definately an issue now. I'm up to 5, all leveled between 15-20, they seem obsessed by energy cells when they do move and most of the time they dont.

Anyone had any joy fixing this? I remember there was a similar issue with X3:R and it was fixable (i forget how, but it definately was) yet here no joy.
Ha! My Baldric is obsessed with energy cells but it only seems to be buying 28 of them at a time even though it has an empty cargo bay (except for its equipment).

Hey Egosoft lads, any chance of addressing this in the next patch?
rmoore
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Post by rmoore »

Me too...

I have a couple of level 18 universe traders that spend most of their time in standby.
Goldo
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Post by Goldo »

Same probs here... resorted to using them as sector traders with full jump range set... might try a script though...
Mad Ashy
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Post by Mad Ashy »

The trade mods cure it all and improve on what Universe trader does anyway I was realy mad when i discovered 1.3 patch didnt cure the worst in your face bug but now with the mods Im not waiting for another patch TC is now the game it is ment to be apart from.
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Mathra
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Post by Mathra »

I actually disagree, the trade mods do NOT solve anything at all. They still require you, unless I've missed a mod, to manually input waypoints, what to buy/sell and how much/where to buy/sell the wares. That's not what the UT is for, that's what the "manual trade run" is for, the only difference beeing that it repeats the route you plotted.

The UT/ST is supposed to adapt as the market changes. At the moment all it does is trade energy crystals and the occasional processed ware untill it goes into "standby mode" at your local rhymes factory for the forseeable future.

A thought, though. Could the guy behind Universal Best Trade/Sell maybe adapt the script so that the UT/SC prioritizes that list of goods over whatever the heck it is it prioritizes at the moment?

Just a thought. Personally I have no clue as to how to script (I've tried and failed, horribly), otherwise I'd give it a go.

And Egosoft: Fix this.
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Carlo the Curious
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Post by Carlo the Curious »

Mathra wrote:I actually disagree, the trade mods do NOT solve anything at all. They still require you, unless I've missed a mod
You did - see the EST link further up the page.
SlainteMaith
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Post by SlainteMaith »

No, the modified script works like a charm, and has a lot of flexibility.
My only issue with it is having a 'cheated' game to add it. This is merely a moral issue, since I tend to find that once I had -one- cheated thing, I can't help myself to add others. =)

I wonder if the powers that be, since they can't find the time to correct the Universe Trader, might accept this script instead--since it's Much MUCH better than anything Egosoft did originally.

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