[Bonus Plugin] Commercial Agent
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Nadrek
- Posts: 71
- Joined: Wed, 19. Mar 08, 23:50
My M7 Hyperion CAG (from Bala Gi, RE'd at my HQ), stuffed to the gills with ship extensions, has its shields at a constant 1,200 to 1,202MJ (40% of the 3GB actual capacity - and yes, it still has 3 1Gj shields in the cargo bay).
When taken off CAG duty, shield strength increases.
When it docks while on CAG duty, shield strength goes instantly to the full 3,000MJ, then instantly back to 1,200MJ as it undocks.
???
X3 2.5 + latest bonus pack
Gazz's Complex Cleaner
MARS 2.60
Anarkis Carrier Commands
Player Owned Equipment Docks
some extra Xai Corp Group Management stuff
When taken off CAG duty, shield strength increases.
When it docks while on CAG duty, shield strength goes instantly to the full 3,000MJ, then instantly back to 1,200MJ as it undocks.
???
X3 2.5 + latest bonus pack
Gazz's Complex Cleaner
MARS 2.60
Anarkis Carrier Commands
Player Owned Equipment Docks
some extra Xai Corp Group Management stuff
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riceiq999
- Posts: 9
- Joined: Mon, 18. Aug 08, 10:30
CAG doesn't sell 25MJ shields produced from my complex
I have a self-sufficient complex pumping out 25MJ shields. I used Ashley's XXL plant mod and every plants in that complex are XXL and the shield factory is XL. So I can store maximumly 140 shields. And I told my CAG to sell product when the storage is more than 30% stocked. Buy intermediate products when below 0% (cuz the complex is self-sufficient), and I also locked all the intermediate products and silicon wafers, which I transport using a CLS2 ship. Finally I set to let it sell intermediate products when they are higher than 40% stocked but that doesn't really matter I think cuz all the wares, except the 25MJ shield (the product), are locked. As you can see below:
[ external image ]
Jump range is set to 50 and sell price set to minimum from the station parameters. The freight pilot just wont go. And I'm pretty sure there are equipment docks which are in urgent need of these shields and I even manually commanded a ship to sell some shields to nearby equitment docks that are 15 jumps away no problem.
As you can see here they are all on stand-by:
[ external image ]
The scripts that I installed are LV cheats/Ashley's XXL fabs/Satellite limited trader/Bonus Package/Race Rapid Response/Jump Drive Delivery/Factory complex constructor/Capital ship crews and finally, XTM 0.7.3. What have I done wrong here? How can I make my CAGs sell my products? Thanks.
PS: the CAGs used to sell the shields when I first started this factory (they transport and sell 2-7 shields every time = good $$) and after a while they just totally stopped selling shields.
[ external image ]
Jump range is set to 50 and sell price set to minimum from the station parameters. The freight pilot just wont go. And I'm pretty sure there are equipment docks which are in urgent need of these shields and I even manually commanded a ship to sell some shields to nearby equitment docks that are 15 jumps away no problem.
As you can see here they are all on stand-by:
[ external image ]
The scripts that I installed are LV cheats/Ashley's XXL fabs/Satellite limited trader/Bonus Package/Race Rapid Response/Jump Drive Delivery/Factory complex constructor/Capital ship crews and finally, XTM 0.7.3. What have I done wrong here? How can I make my CAGs sell my products? Thanks.
PS: the CAGs used to sell the shields when I first started this factory (they transport and sell 2-7 shields every time = good $$) and after a while they just totally stopped selling shields.
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Storm666
- Posts: 2013
- Joined: Wed, 3. Mar 04, 23:42

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riceiq999
- Posts: 9
- Joined: Mon, 18. Aug 08, 10:30
No enemy spotted.Storm666 wrote:@riceiq999
check for pirate or khaak activity in the home sector
Also I checked the station parameter and you can see for other intermediate products their Jump values are like 0, 1 or 8 (meaning there are deals within this jump range right?). But for 25MJ shield the jump shows as None. I dont know why. Also I have other CAGs for that complex that sell excessive intermediate products and they sell well.
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jlehtone
- Posts: 22866
- Joined: Sat, 23. Apr 05, 21:42

Nadrek wrote:... stuffed to the gills with ship extensions, has its shields at a constant 1,200 to 1,202MJ ...
???
Lucike wrote:Special bonus added in version 3.3.00. Keyword: FP AB Mk1.
Spoiler
Show
Check the speed of the ship when it is flying, and the shields if it gets near enemies.
@riceiq999:
These Docks you can sell to, do they stock the shields? Only the Split Docks (and that Argon Military Installation) do. CAG will sell only to those that stock/trade. The other Docks indeed do buy your surplus, when you do it manually, but CAG cannot see them.
Five CAG, all practically selling only the shields? One ship should be enough.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
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cale_online
- Posts: 669
- Joined: Sun, 6. Jul 08, 20:16

hey guys, is there a cheat/script to insta-train CAGs?
my save games broken again, dispite installing every script to get it working again, it just wont load (2nd time thats happened!!) so i need to start again, but just cheat a few bits into place so i dont have to start ALL over again. the CAGs are the most annoying bit cos i had 6 Freight Pilots, and 2 FP 1st class's, and that took ages, esspeically with just 1 small complex. lol
(tho i did just have 2 busters getting e-cells from very far away)
i did have a script to train the cags, but it doesnt work anymore, it did say it was for a much older version. lol
my save games broken again, dispite installing every script to get it working again, it just wont load (2nd time thats happened!!) so i need to start again, but just cheat a few bits into place so i dont have to start ALL over again. the CAGs are the most annoying bit cos i had 6 Freight Pilots, and 2 FP 1st class's, and that took ages, esspeically with just 1 small complex. lol
(tho i did just have 2 busters getting e-cells from very far away)
i did have a script to train the cags, but it doesnt work anymore, it did say it was for a much older version. lol
Cosmic Spacehead
Twitch.tv/cosmic_spacehead
Twitch.tv/cosmic_spacehead
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bluebird1927
- Posts: 46
- Joined: Fri, 11. Aug 06, 05:02

CAG's: Are they Lazy or just stupid?
I'll get straight to the point, I have a closed SPP loop in sector, I have also just set up a Whisky compley (1 Space Fuel Dis and 1 Wheat Farm). I've got a CAG with all the kit, I set him to buy energy and he just sits there or trades with NPC SPP's, he will not trade with my complex in the same sector (which is set for 12 creds so should be the first point of call). Is there a reason why he's not doing anything or is he just bone idle. When I set up on a normal 'buy ware for best price' sure enough they go straight for my power complex. Can anyone suggest anything?
Intel E8400
HD4850
Seagate 250GB
Vista Premium 64bit
HD4850
Seagate 250GB
Vista Premium 64bit
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Pogi
- Posts: 522
- Joined: Thu, 13. Apr 06, 12:35

CAG's..Arrrgg!...I've been known to strip them down, put them in a beat up old ranger at 20mps and send them straight to the closest Xenon sector to hear them scream!...From my experience (I "do" use them), they are as stupid as a cucumber until they lvl up some...I have a BIRE Forge in Ringo Moon set at 4 jumps only..I had never even entered "any" pirate sectors..Yet..The "just hired pilots" will take THE LONG WAY HOME through Farnhams Legend just to piss me off! That is a six jump return home!..they just can't help but to peek in and ruin your day...My advice is to train them as close to the homebase as possible until they are lvl'ed up a bit..But, most important WATCH THEM CLOSELY...One more thing..Sector Waypoint (Dr Xavia) script helps a lot when training these just hired pilots...If they are heading to a sector that you do not want them in, just give them a command with Sector Waypoint and they will change direction and get home the way you want them to go..It will also "not" mess up their trade run..You just have to watch them close when they are working close to self blacklisted sectors until they lvl up...All in all the script rocks and I love it, you just have to nanny them a bit at first..Cheers
X3..The most fun a man can have...With his clothes on.
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jlehtone
- Posts: 22866
- Joined: Sat, 23. Apr 05, 21:42

Pirates are "Friend" by default on all property. Have you tried the "Foe"?
The sizes of the sectors seems to affect the choice of route. I think it is actually a hardcoded function. The Hole is large, and President's End is tiny. As insane it is, the "more sectors" route might actually be shorter (and certainly is, if natives of Farnham are "playful").
The sizes of the sectors seems to affect the choice of route. I think it is actually a hardcoded function. The Hole is large, and President's End is tiny. As insane it is, the "more sectors" route might actually be shorter (and certainly is, if natives of Farnham are "playful").
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
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suntox
- Posts: 25
- Joined: Fri, 5. Sep 08, 23:04
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suntox
- Posts: 25
- Joined: Fri, 5. Sep 08, 23:04
great, thanks
edit; is this the one? http://forum.egosoft.com/viewtopic.php?t=134751
seems to be same version as the bonus plugin
edit; is this the one? http://forum.egosoft.com/viewtopic.php?t=134751
seems to be same version as the bonus plugin
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Gandalf The White
- Posts: 2185
- Joined: Sat, 9. Nov 02, 12:21

hi,
where can i find the start command representation comand? i've got all the tech but for the life of me i can't remember where the command is.
where can i find the start command representation comand? i've got all the tech but for the life of me i can't remember where the command is.
some who deserve life receive death. Others who deserve death receive life. Can you give it to them? Don't be eager to deal out death in judgement, for not even the wise can see all ends.
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Carlo the Curious
- Posts: 16999
- Joined: Mon, 5. Mar 07, 22:03

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Gandalf The White
- Posts: 2185
- Joined: Sat, 9. Nov 02, 12:21

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Melter
- Posts: 707
- Joined: Fri, 15. Oct 04, 19:59

Universal CAG strike.
I have browsed the thread for similar occurences but can't see specifically similar.
I noticed that at least 2 of my fabs/complexes have got CAGs sittting on standby for no good reason.
1 is a x4 food plex with plenty of buyers and the CAGs had worked for many in game days without problem. The plex is full and the price is with plenty of available buyers and plenty of cash in the station.
I haven't changed anything but they just have stopped working.
I have the same with a Silicon mine that was running fine and then just stopped as well.
Of course I checked all the usual obvious things that I may have accidentally changed, but all is fine, I re-started all the CAGs as well, but nothing.
With the mine, I actually built another and moved the CAG accross and added a new trained CAG, they both just sat there for no good reason...
I started to think hard what might be the cause and came to this conclusion:
I use the game on 2 machines, a laptop and a PC, I have about 12 game days and for the whole time the saves have been switched between the 2 machines, this is the first time that this issue has arisen but I can't think of anything else that may have anything to do with it.
The only other major game change would have been the buying of Avarice and the laying of the HQ around the time that the problem seems to have started (when I check old saves to see when it started)
I have started the game 3 or 4 times for lengthy games (many game days) accross 2 machines but not had anything like this (that I noticed
)
edit: I'm wondering if it's possible for save games to become corrupted when copied on such a minor scale...
Any comments please?
I noticed that at least 2 of my fabs/complexes have got CAGs sittting on standby for no good reason.
1 is a x4 food plex with plenty of buyers and the CAGs had worked for many in game days without problem. The plex is full and the price is with plenty of available buyers and plenty of cash in the station.
I haven't changed anything but they just have stopped working.
I have the same with a Silicon mine that was running fine and then just stopped as well.
Of course I checked all the usual obvious things that I may have accidentally changed, but all is fine, I re-started all the CAGs as well, but nothing.
With the mine, I actually built another and moved the CAG accross and added a new trained CAG, they both just sat there for no good reason...
I started to think hard what might be the cause and came to this conclusion:
I use the game on 2 machines, a laptop and a PC, I have about 12 game days and for the whole time the saves have been switched between the 2 machines, this is the first time that this issue has arisen but I can't think of anything else that may have anything to do with it.
The only other major game change would have been the buying of Avarice and the laying of the HQ around the time that the problem seems to have started (when I check old saves to see when it started)
I have started the game 3 or 4 times for lengthy games (many game days) accross 2 machines but not had anything like this (that I noticed
edit: I'm wondering if it's possible for save games to become corrupted when copied on such a minor scale...
Any comments please?
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Storm666
- Posts: 2013
- Joined: Wed, 3. Mar 04, 23:42

