[S] [02.03.08] [X3 3.3.04] Economy and Supply Trader (Trade MK3 II)

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kippling
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Post by kippling »

jumbled wrote:A couple of items come to mind, but they're all academic... (gotta start somewhere, though)

1) Do you have docking privileges at the docks you would sell to (race rep)?

2) Do you have race rep to actually sell the weapons? (Sometimes I see some weapons and shields are red at low ranks and I can't buy OR sell at the EQ).

3) What are your Friend/Foe settings at? Maybe something got switched and it prevents them selling to a certain race?

4) What rank are your ship pilots? They probably can't sell to EQ's if they're still low rank.
Yes to the first 2 and I think my F/F settings are okay and my pilots were of the highest rank.

However I think I've sorted it out. I didn't have the fight command software on either of the freighters that were causing me problems, the result being they wouldn't travel to sectors that had pirates in. Now i've installed the fight command software they seems to behave a lot better. Awesome!

I think the fight command software is a must for freighters running this script. I was tearing my hair out, but i'm pretty happy now =D

Thanks for the interest =)
Chieftonw
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Post by Chieftonw »

I saw this script and was excited to give it a try. It seems to have many cool features for automatic trader. But I was surprised to find out that there is an incompatibility with it and Cycrow's Ship Jamming script. I have no idea why, as they seem to be completely unrelated scripts. In any case I find that after I install this script I am unable to access the jam ship command from the ships additional command slot. If I uninstall this script the command comes back. Any idea how I can get them both working together?
spoidz
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Post by spoidz »

Is there a trick or a sequence to getting the
Input - {2} {3} {X}
The pilot keeps jump drive energy of X energy-cells instead of keeping 10% of cargo space in energy-cells or 20% in case of boost drive installed (X = 0 standard amount)
to work?

Every time I use it, the first thing my EST A/AC's do is sell themselves down to the 20% (boost drives), even if there assigned ware is not Ecells. With my 20K hulls still only leaves 40Ecells.

Was it meant to only be used w/o some other piece of equipment installed? Or is there a particular sequence I have to use, like starting with zero energy loaded or only from fresh start EST?
EDIT: Nevermind me, when it said "within X jumps" for A-C i assumed it meant "with his jumpdrive" I now have a few FP-2nd and they are jumping and holding the 500 Ecells I set them at.



But, also, as with the CLS system, there are a few unwritten details in the readme, as posted e.g. the specifics for the ship name data append 1-6 information variants. Is there a more complete readme in English anywhere?

Wondering if there is a delete assigned ware command w/o having to delete his entire operating data. The message always asks you, "should I delete a ware" if you assign a 2nd one to an Apprentice, but gives you no way to execute an answer to the question.



Thanks
jlehtone
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Post by jlehtone »

spoidz wrote:But, also, as with the CLS system, there are a few unwritten details in the readme, as posted e.g. the specifics for the ship name data append 1-6 information variants.
First post is the best you can get. There may (is in CLS :oops:) be translational errors, but the german source readme omits some details too.

Names, this was the original explanation (page 11 of development thread):

Code: Select all

0 = deaktiviert
1 = <WVH> <Name> <Lehrgang>
2 = <WVH> <Name> <Lehrgang>-<Sprungantrieb;Nachbarsprung>
3 = <WVH> <Name> <Warenanzahl/Sprünge>-<SatNetzwerk> <Lehrgang>-<Sprungantrieb;Nachbarsprung>
4 = <WVH> <Name> <Sektor> <Fabriknummer> <Schiffnummer> <Warenanzahl/Sprünge>-<SatNetzwerk> <Lehrgang>-<Sprungantrieb;Nachbarsprung>
5 = <WVH> <Typ> <Sektor> <Fabriknummer> <Schiffnummer> <Warenanzahl/Sprünge>-<SatNetzwerk> <Lehrgang>-<Sprungantrieb;Nachbarsprung>
6 = <WVH> <Objekt> <Sektor> <Fabriknummer> <Schiffnummer> <Warenanzahl/Sprünge>-<SatNetzwerk> <Lehrgang>-<Sprungantrieb;Nachbarsprung> 
That is similar to CLS names.
Lehrgang=Level
Warenanzahl=traded wares
Sprünge=Jumprange
Sprungantrieb=has Jumpdrive
Nachbarsprung=has Triplex&Duplex scanners
Wondering if there is a delete assigned ware command w/o having to delete his entire operating data. The message always asks you, "should I delete a ware" if you assign a 2nd one to an Apprentice, but gives you no way to execute an answer to the question.
:gruebel: Choose the command "Economics Trader: Ware Add/Remove"?
You 'add/remove' the 1st ware. Two beep sounds indicate removal. Single beep means 'added'.
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spoidz
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Post by spoidz »

Thanks for all that Jlehtone,

I was hearing the second beep but not thinking to look at the result, I figured it was just telling me he can't have another one.

I'll take a look at that development thread as soon as I find it and maybe teach myself some German. If most of the code is in single word lists I can look them up on-line.

Cheers
spoidz
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Manual FP EST to EST Trade MK3 operation?

Post by spoidz »

I have leveled a few full FP EST but i have a question on Trade MK3.

I have run these EST completely manually so far. Exactly what happens when a Trade MK3 is then purchased? Does it clear all the current wares and jump data? Or does it just automatically continue whatever settings have already been set, and add all available settings for a FP rank (wares/jumps)?

I ask because those FP only have at most 10 wares set and I want them to start trading all wares. Do I have to manually add all wares now or do I just add a Trade MK3?

Thanks
jlehtone
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Post by jlehtone »

Not sure, but logically:

Addition of Mk3 disables most of the configuration commands, as the automatic mode "does it all". Thus, it is likely to do whatever FP with Mk3 does, overriding all previous settings.

How about a test:
* Stop EST FP
* Add Mk3
* Start EST (let process a bit)
* Stop EST
* Eject/transfer Mk3
* Check configuration

Two foreseeable options: (1) Mk3 mode ignores normal configuration variables, and (2) Mk3 mode adjusts same configuration variables as the manual mode.
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wyvern11
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Post by wyvern11 »

Mk3-EST will surely ignore previously given ware-selections and trade with
*everything* -
this leads to the effect, that it will definitely earn (*a lot*) less than a non-Mk3-EST tuned to a profitable ware

so a good idea would be to keep some EST tuned to the profitable stuff only in addition to the Mk3-EST just to skim the cream off

my most profitable trader (in a caiman hauler) does 700.000/h - guess what he trades !
my Mk3-EST do about 220.000/h

!! if you want to get correct statistics remember to clear stat-memory *before* adding Mk3 - else you cannot do that without jettisoning Mk3 or always have the offset
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jlehtone
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Post by jlehtone »

wyvern11 wrote:Mk3-EST will surely ignore previously given ware-selections and trade with *everything* -
Thought so, but does it update the list of "tradeables" to contain *everything*. Because if it does, giving Mk3 to FP and immediately jettisoning it would "fill the shopping list", wouldn't it? I know that is no smart tuning, but would get around the "add all one by one" interface, if one so desires.


700k/h, I guess the Hauler is not far from where you bought it. Good food on the holy triple, perhaps. :P
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wyvern11
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Post by wyvern11 »

@jlehtone : though i did not analyze lucikes scripts i'm quite positive, that the shopping of Mk3 is quite independent of "lists". i thought i read lucike posting in german thread that auto-EST generates a list of wares in surrounding sectors and randomizes on that - but i'm to stupid to find that

@lucike : plz confirm ?!
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jlehtone
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Post by jlehtone »

Lucike's code is quite "clean". Even I think that I can read it. :wink:

Firstly, Mk3 sets the the productlist to 'null' on start.
Secondly, Mk3 ignores the productlist variable anyway. Instead, it makes a list of tradeable wares of the sector where it is every time it starts a new run.

Thus, it does not update the tuned list the user may have made. Worse, it wipes it out altogether.

So when you give the EST pilot the Trade Mk3 Software, you give him free hands, just like you give to UT pilot. Without your interference they will achieve what the AI can achieve. :roll:
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spoidz
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Post by spoidz »

Yes, as posted, it wiped the original list out.

The only thing it kept was his IFF settings which would be separate anyway.

He did immediately start using all wares, started running weapons etc which I only had foods before.


I'm not much worried about the payoff diffs, as I am in a new XTM start with old X3 imported and plenty of money.

But I am about to try to check the NPC loops in my verse and was going to wonder if the EST completely replaces a CLS2 for feeding NPC loops. Since you can restrict the wares to only what the loops need, and since an FP can cover the entire 'verse, wouldn't he serve as the ultimate CLS2 Pusher?
misioooo
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Post by misioooo »

Different question.

Any suggestions where to set my ESTs and what wares should they trade? (I mean ESTs, not MKIII ESTs) to maximize profits? I am rather new to X3. Playing X3 + XTM + some scripts, got 15 MKIII ESTs and 30mil credits. But they seem to not make any big profits :/
jlehtone
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Post by jlehtone »

Don't know about XTM, but in principle you want complete loops, as many as possible. The full chain from (NPC) SPP to Docks. At least in vanilla the Paranid food does not travel. That is one suggestion, whenever new player asks for good trade runs. If it is a good market manually, would it not be good automatically?
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wyvern11
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Post by wyvern11 »

@spoidz: i think it is difficult to tune how many EST you need for a given ware, while they cross all of the uníverse they are somehow erratically. but to my calculations (regular x3-universe) 2-3 6000unit-freighters should be sufficient to distribute say soybeans

@misioooo
if you wanna be spoilt, so be it :wink:
for profits in a regular universe
Spoiler
Show
soybeans : 2 ships, ca 5000-6000units, est.return per hour 600.000 each
soyhusk : 1 ship, 5000-6000units, 500000
rastar: 1 ship, 5000-6000, 330000
chelt: 1 ship, 5000-6000, 350000
nostrop : 1 ship, 5000-6000units, 500000
flowers : 1 ship, 5000-6000units, ? (trader had to hide because of pirates)

argon and boron foodstuffs kind of suck in my universe

ore and silicon: 1 ship each, 3000-3500units, 250000

note, this is for a fully developped and discovered end-game-universe and thus may differ

this fleet will *not* close NPC-loops optimally - it was not designed for this
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DaveyP
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Post by DaveyP »

Anyone got a rough estimate on how long it takes for an EST to level up?

Cheers
jlehtone
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Post by jlehtone »

The level system in EST, CAG, CLS (and couple other Lucike's scripts) is one and the same: fly 2 hours and you get one level. So a ship that never stops makes a level in 2 hours. A ship that has to wait for something needs more time.
DaveyP
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Post by DaveyP »

Gotcha.

Cheers.
misioooo
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Post by misioooo »

Thanks wyvern11.
I have whole universe explored (maybe not all xenon sectors and no Khaak sectors visited yet. I am playing XTM mod so my Xverse is much bigger than regular vanilla universe ;)

Already completed main ES plot and gathering resources to prepare myself for BalaGi missions (in XTM they are way harder than in vanilla).
spoidz
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Post by spoidz »

Thanks as well Wyvern11,

Without too much detailed planning, I started my FPs with what I saw was most needed in the sector I set them in, since they could only do one ware. As they leveled, I added the rest of the foods in that area.

Now I need to look at whether a single EST does better with all the parts of a loop, or with only one part as you describe. Again, my main goal is to keep my verse from stagnating like last start, and not so much max profit.

Also I want to see if the EST is any better at feeding specific loops like the Adv SAT and 1G shld and PPC that I need.

Thanks again

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