My complex supply ships and universal traders forget their commands, it's occurring frequently now and I only have 3 complexes with maybe 18 factories in them also only three universal traders.
Is this a bug?
It's getting tiresome having to re-task 15 ships every few mins.
What is going on.
Masrock
Complex traders and universal traders forgetting commands
Moderators: timon37, Moderators for English X Forum
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I'm having a similar problem.
After a while the ships just dock up somewhere and their current command becomes "none". From what I can tell it's related to one of the ships not being able to process it's given command and it just tells all of the ships owned by the station to stop work until it gets resolved.
For example I had 2 ships buying EC's (for best price, with a buy price set to 12) and 2 ships delivering Teladianium to the X-Hub (with the sell ware command only, not best price). At some point all my Hub's cash dissappeared so the selling ships couldn't complete their task. Even though the Teladianium complex still had millions of available cash, the EC buying ships also stopped working.
The selling ships docked at the Teladianium Complex, while the EC buyers were docked at the closest SPP which had stock available at minimum price.
With only 1 UT, I think it's been working as well as they do in TC. (ie: just sits on standby most of the time)
I have a few complexes setup with Ship-A buying ECells and Ship-B selling end product, or some mix thereof, and it seems as soon as something happens, all of the ships owned by that station stop working.
The only similarity I have found is using ships with Trade Command v1 to either buy or sell ware. Complexes with ships all using buy/sell for best price keep functioning without a problem.
Being that my game is still vanilla, the only automated way to move goods between complexes that I have found is to set them to buy ware and choose the station that they buy from. Or sell ware and select which station it get's sold to. The catch is you need to have cash available on the stations else the ships don't seem to do anything at all.
Is it not possible to link your own complexes to you main cash account other than transfer when > some amount?
After a while the ships just dock up somewhere and their current command becomes "none". From what I can tell it's related to one of the ships not being able to process it's given command and it just tells all of the ships owned by the station to stop work until it gets resolved.
For example I had 2 ships buying EC's (for best price, with a buy price set to 12) and 2 ships delivering Teladianium to the X-Hub (with the sell ware command only, not best price). At some point all my Hub's cash dissappeared so the selling ships couldn't complete their task. Even though the Teladianium complex still had millions of available cash, the EC buying ships also stopped working.
The selling ships docked at the Teladianium Complex, while the EC buyers were docked at the closest SPP which had stock available at minimum price.
With only 1 UT, I think it's been working as well as they do in TC. (ie: just sits on standby most of the time)
I have a few complexes setup with Ship-A buying ECells and Ship-B selling end product, or some mix thereof, and it seems as soon as something happens, all of the ships owned by that station stop working.
The only similarity I have found is using ships with Trade Command v1 to either buy or sell ware. Complexes with ships all using buy/sell for best price keep functioning without a problem.
Being that my game is still vanilla, the only automated way to move goods between complexes that I have found is to set them to buy ware and choose the station that they buy from. Or sell ware and select which station it get's sold to. The catch is you need to have cash available on the stations else the ships don't seem to do anything at all.
Is it not possible to link your own complexes to you main cash account other than transfer when > some amount?
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You could try Manual Trade Run (needs TSE, I think) - that's what I was using to transfer wares from my teladianium and ore complexes. It still needs credits though, iirc.grokk wrote:Being that my game is still vanilla, the only automated way to move goods between complexes that I have found is to set them to buy ware and choose the station that they buy from.
Not in vanilla.Is it not possible to link your own complexes to you main cash account other than transfer when > some amount?
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thanks
yep! This seems to be what I am encountering.
It's not related just to cash. The same thing can happen if you max out on a certain commodity such as energy cells, ALL of the other ship working your complex, their commands go to 'None' rather than 'standby' including any universal traders that have that complex as home base.
This may also spread to other complexes, or the other complexes are having the same issue at the same time due to their own commodities maxing out or running low on credits.
Masrock
PS I'm running a vanilla game.
It's not related just to cash. The same thing can happen if you max out on a certain commodity such as energy cells, ALL of the other ship working your complex, their commands go to 'None' rather than 'standby' including any universal traders that have that complex as home base.
This may also spread to other complexes, or the other complexes are having the same issue at the same time due to their own commodities maxing out or running low on credits.
Masrock
PS I'm running a vanilla game.
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I have had this..
I think it's when you add a station to a complex,It's like the program has to break the complex up then rebuild it,so there for the complex that the ship was working for in the game was not there for a sec,so the ship stops and goes someplace safe...I think...
But anyway i get this problem after i add a station to a complex,It resets all prices/all commands/all ship commanded by that factory complexs and all ships protecting the complex too....
I hope this help...
O and i do not have my own ships working for my complex's,I let the other traders ships do most of the work for me...I still make money ,but do not have to buy all the ships...
The thing is donot make a complex that is self feeding,let it run out of something that the other trader have a lot of and sell low ,buy higher,It's all about the turnover...
regards..
I think it's when you add a station to a complex,It's like the program has to break the complex up then rebuild it,so there for the complex that the ship was working for in the game was not there for a sec,so the ship stops and goes someplace safe...I think...

But anyway i get this problem after i add a station to a complex,It resets all prices/all commands/all ship commanded by that factory complexs and all ships protecting the complex too....
I hope this help...
O and i do not have my own ships working for my complex's,I let the other traders ships do most of the work for me...I still make money ,but do not have to buy all the ships...
The thing is donot make a complex that is self feeding,let it run out of something that the other trader have a lot of and sell low ,buy higher,It's all about the turnover...
regards..
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the resetting of prices ad the need to re-task ships after adding a new factory to a complex has been an issue since complexes were first introduced.
This is a new issue specific to X3TC but hanks for the suggestion.
it would be interesting to see how more profitable running your own ships compares to letting the npc ships do the work.
Masrock
This is a new issue specific to X3TC but hanks for the suggestion.
it would be interesting to see how more profitable running your own ships compares to letting the npc ships do the work.
Masrock
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O my bad..
I have seen this in Aldrin..
I have a fleet of 10 traders there and they keep stopping trading..I just put it down to the fact the ship had too many weapon that they cannot sell so they stopped...I see your point..
Off topic....yes letting the npc do the work of trading at this point in my plan is ok,it gives me more time and money to plan other things
..and i do not have to have wings to protect them and so on...+ if you let the pirate trade then you can make more friends
and more money .saves on replacing lost ship all the time...then when i have all i need i will rule the universe wahahaha....hehe....or just smoke all the spaceweed i can....
best regards john..

I have seen this in Aldrin..
I have a fleet of 10 traders there and they keep stopping trading..I just put it down to the fact the ship had too many weapon that they cannot sell so they stopped...I see your point..
Off topic....yes letting the npc do the work of trading at this point in my plan is ok,it gives me more time and money to plan other things



best regards john..
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