[Bonus Plugin] Commercial Agent
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secretgimp
- Posts: 61
- Joined: Wed, 4. Oct 06, 11:27

Hi all,
I've been merrily using commercial agents to sell stuff that my complexes make, and I find it to be a really effective and powerful tool to push my wares out.
Recently however a strange thing happened, I have come to notice that all my commercial agents stopped functioning. I did not go around changing anything, as far as I know, they were all functioning correctly and then suddenly they all stopped.
I manually checked to make sure there are viable customers within range, and found that there are plenty. Checked various things, found all settings and parameters correct, can't seem to find any reason why the agents have all stopped.
Only thing I can think of is that I have recently built 2 new complexes in a different sector, might there be some obscure reason why a newly built complex might cause all existing commercial agents to sieze up?
Also, I recently installed Anarkis plugin for carrier commands ver 1.40. Although it's not related to trading and selling products, might there be some sort of conflict with the commercial agent? Anyone encountered something like this before?
Is there something I need to do with the script editor? I have never touched the script editor before, don't really know what it is. Everything seems to have been working well without me (to the best of my knowledge that is) activating the script editor before.
Please let me know if I am providing enough information, anything else I should elaborate?
I've been merrily using commercial agents to sell stuff that my complexes make, and I find it to be a really effective and powerful tool to push my wares out.
Recently however a strange thing happened, I have come to notice that all my commercial agents stopped functioning. I did not go around changing anything, as far as I know, they were all functioning correctly and then suddenly they all stopped.
I manually checked to make sure there are viable customers within range, and found that there are plenty. Checked various things, found all settings and parameters correct, can't seem to find any reason why the agents have all stopped.
Only thing I can think of is that I have recently built 2 new complexes in a different sector, might there be some obscure reason why a newly built complex might cause all existing commercial agents to sieze up?
Also, I recently installed Anarkis plugin for carrier commands ver 1.40. Although it's not related to trading and selling products, might there be some sort of conflict with the commercial agent? Anyone encountered something like this before?
Is there something I need to do with the script editor? I have never touched the script editor before, don't really know what it is. Everything seems to have been working well without me (to the best of my knowledge that is) activating the script editor before.
Please let me know if I am providing enough information, anything else I should elaborate?
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Ruut
- Posts: 639
- Joined: Fri, 26. May 06, 16:17

How i can activate this option ?Satellite network: If this function is activated, then the pilot operates only in sectors, which contain player-owned advanced satellites. The name of the advanced satellite must be [Advanced Satellite] or [Advanced Satellite - {Homesector}]
Ok i find it
2 - 2 - 1
Last edited by Ruut on Fri, 10. Nov 06, 14:55, edited 1 time in total.
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jlehtone
- Posts: 22735
- Joined: Sat, 23. Apr 05, 21:42

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Graphil
- Moderator (DevNet)

- Posts: 3931
- Joined: Sun, 6. Jun 04, 11:59

Latest bonus pack and game patch installed.
Started the agent and it went and bought some energy cells. It then landed and has been on standby ever since. The factory still needs energy cells and there are some available in the selected jump range at the configured buy price.
Started the agent and it went and bought some energy cells. It then landed and has been on standby ever since. The factory still needs energy cells and there are some available in the selected jump range at the configured buy price.
Graphil
There are two secrets to life: 1) Don't tell everything you know...
There are two secrets to life: 1) Don't tell everything you know...
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Chieftonw
- Posts: 49
- Joined: Mon, 15. Nov 04, 03:38

Agent question
Is it possible to configure the commercial agent to only work with player stations and not NPC stations? There are some situations where it would be useful to have, where it is not practical to use something like the CLS (since it is more open ended). A good example would be if I wanted it to collect a particular ware to a specific location from all of my stations around the universe, but not to buy it from a NPC’s.
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jlehtone
- Posts: 22735
- Joined: Sat, 23. Apr 05, 21:42

Not AFAIK. You can prevent the CA from trading with player stations, but not the other way. But a top level CLS1 can collect from 10 (producer) stations (but they all must produce same hauled wares) and the top level CLS2 can have quite many waypoints. IMO, CLS is the tool for the job. Assuming that you desire to gather various resources into HQ, I would choose CLS2. Laborous to configure though. It is easier to set up one CLS1 ship for each ware type.
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unmarkedhelicopter
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16

CAG 3 4 D question
I am experimenting with CAG but have an issue.
I read in the support doc for the bonus pack :-
I would prefer the latter as I have a large Space Fuel / Space Weed complex and would like to stop my CAGs going out to deliver 16 space fuel, this costs me as much as them going out to sell 166 so the profit is a LOT less. I've tried adjusting this figure but with no decernable results.
Anyone know of a way to control this ?
I'm using Split Caimen (Normal) Maxed Cargo - 3500
Tried Dragon's, not enough cargo space for the jump fuel needed to cover the Map
I read in the support doc for the bonus pack :-
Is D then a percentage of his cargobay or a percentage of the vendee's total stock holding ? i.e. 30% of what ?Input - {3} {4} {D}
Auxiliary Courier or higher: Products are sold if the pilot can load D% into his cargobay (default 30%)
I would prefer the latter as I have a large Space Fuel / Space Weed complex and would like to stop my CAGs going out to deliver 16 space fuel, this costs me as much as them going out to sell 166 so the profit is a LOT less. I've tried adjusting this figure but with no decernable results.
Anyone know of a way to control this ?
I'm using Split Caimen (Normal) Maxed Cargo - 3500
Tried Dragon's, not enough cargo space for the jump fuel needed to cover the Map
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L12
- Posts: 140
- Joined: Thu, 25. Nov 04, 13:28

I've got the same problem with my freighter pilot returning to base and just sitting there whilst my factory needs E-cells.
Dunno if it helps, but my guy has a jump drive installed and if I tried to manually place some e-cells in the station. When I tried to restatrt the commercial representation, he'd transfer them into his cargo hold and then just sit there.
I know the guidelines say something about the fact that there shouldn't be e-cells in the hold when you kick them off, I dunno if the fact that he takes the stations e-cells and puts them into his hold is the reason he's just sitting there.
It's a shame really, because when it works, it's a great script and really useful. If it can be fixed (or even explained why they go idle) I can see myself using it extensively.
Dunno if it helps, but my guy has a jump drive installed and if I tried to manually place some e-cells in the station. When I tried to restatrt the commercial representation, he'd transfer them into his cargo hold and then just sit there.
I know the guidelines say something about the fact that there shouldn't be e-cells in the hold when you kick them off, I dunno if the fact that he takes the stations e-cells and puts them into his hold is the reason he's just sitting there.
It's a shame really, because when it works, it's a great script and really useful. If it can be fixed (or even explained why they go idle) I can see myself using it extensively.
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Ruut
- Posts: 639
- Joined: Fri, 26. May 06, 16:17

Try to form your pilote into a normal usine besore assign him into a complex.L12 wrote:I've got the same problem with my freighter pilot returning to base and just sitting there whilst my factory needs E-cells.
Dunno if it helps, but my guy has a jump drive installed and if I tried to manually place some e-cells in the station. When I tried to restatrt the commercial representation, he'd transfer them into his cargo hold and then just sit there.
I know the guidelines say something about the fact that there shouldn't be e-cells in the hold when you kick them off, I dunno if the fact that he takes the stations e-cells and puts them into his hold is the reason he's just sitting there.
It's a shame really, because when it works, it's a great script and really useful. If it can be fixed (or even explained why they go idle) I can see myself using it extensively.
Novice never deal with intermediate product.
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L12
- Posts: 140
- Joined: Thu, 25. Nov 04, 13:28

I've had the same problems with 1st Class Freighter Pilots too on a Silicon Mine (only resource required is E-Cells). It's just a straight up factory so the E-cells aren't an intermediate.
It's not price and availability either, because there's lots of energy about so it's really cheap. Unfortunately I was a bit of an idiot when I started playing
My first SPP I saved up for was an XL SPP which I put in Argon Prime, thereby totally flooding the market with E-cells so they're always available for a lot less than the 15credit limit I've put on the silicon mine in Herron's Nebula.
Thanks for the suggestion though. Like I say it's a great script and really makes things easier when it does work, I'm just having problems getting it to run 100% reliable.
It's not price and availability either, because there's lots of energy about so it's really cheap. Unfortunately I was a bit of an idiot when I started playing
Thanks for the suggestion though. Like I say it's a great script and really makes things easier when it does work, I'm just having problems getting it to run 100% reliable.
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Ruut
- Posts: 639
- Joined: Fri, 26. May 06, 16:17

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unmarkedhelicopter
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16

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L12
- Posts: 140
- Joined: Thu, 25. Nov 04, 13:28

I think he's saying add an L or XL SPP to the factory as it would be easier to manage a lack of crystals rather than a lack of E-Cells.
The thing is I already have an XL SPP 1 sector south and there's plenty of spare energy around anyway. I'm not sure it's worth it for me to buy another SPP just to run a Silicon Mine.
Thanks again for the tip though. It may help with some of the other complexes out their where I've had the same problem.
The thing is I already have an XL SPP 1 sector south and there's plenty of spare energy around anyway. I'm not sure it's worth it for me to buy another SPP just to run a Silicon Mine.
Thanks again for the tip though. It may help with some of the other complexes out their where I've had the same problem.
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Everyones Antihero
- Posts: 1198
- Joined: Fri, 28. Oct 05, 14:44

i cant see the link to this in the main post? how can i dl this script?
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L12
- Posts: 140
- Joined: Thu, 25. Nov 04, 13:28

It's now installed automatically as part of the bonus plugin. Once your freighter has the bits listed on the main page (trade software 1 & 2 for the most notably), you'll get the option to start commercial representation in the trade command list.
Just refer to the readme (or 1st page) for all the commands and specs you need (for example if you want them to go up levels you'll need the trading system extension).
Just refer to the readme (or 1st page) for all the commands and specs you need (for example if you want them to go up levels you'll need the trading system extension).
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unmarkedhelicopter
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16

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jlehtone
- Posts: 22735
- Joined: Sat, 23. Apr 05, 21:42

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Graphil
- Moderator (DevNet)

- Posts: 3931
- Joined: Sun, 6. Jun 04, 11:59

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Maahes
- Posts: 872
- Joined: Wed, 20. Nov 02, 15:14

Request for next version:-
Could you add a command to lock all the available products.
The reason for this is that I use CAG to run my homebase, I lock all the products (of which there are several) and then unlock only the product(s) I want him to get at the time, mostly this will be weapons to outfit the next M2.
I use this over "Buy ware for best price" because I want him to use his jumpdirve with a range of 50 jumps so he can get to all the EQ docks and Fabs.
But at the moment it takes an age to manually go through and lock each of the products at the start.
Could you add a command to lock all the available products.
The reason for this is that I use CAG to run my homebase, I lock all the products (of which there are several) and then unlock only the product(s) I want him to get at the time, mostly this will be weapons to outfit the next M2.
I use this over "Buy ware for best price" because I want him to use his jumpdirve with a range of 50 jumps so he can get to all the EQ docks and Fabs.
But at the moment it takes an age to manually go through and lock each of the products at the start.
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unmarkedhelicopter
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16

Request for next version.
I like Maahes' thinking, you should also include an unlock all wares for the same reason.
I would like a config that will ONLY allow the CAG to run if he can take sufficient Wares to fill X% of the total client stock holding.
i.e. - Such that the client price has reached a certain level and/or (as in my case with Space Fuel) such that he makes 1 journey to a station to fill it rather than 10 journeys at 16 units each (costs in wages and energy cells)
(Thanks for the help so far Lucike
)
I like Maahes' thinking, you should also include an unlock all wares for the same reason.
I would like a config that will ONLY allow the CAG to run if he can take sufficient Wares to fill X% of the total client stock holding.
i.e. - Such that the client price has reached a certain level and/or (as in my case with Space Fuel) such that he makes 1 journey to a station to fill it rather than 10 journeys at 16 units each (costs in wages and energy cells)
(Thanks for the help so far Lucike
