trading more buggy in 1.16 than it was in 1.15

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dmk
Posts: 682
Joined: Fri, 25. Nov 05, 00:59
x4

trading more buggy in 1.16 than it was in 1.15

Post by dmk »

trading more buggy in 1.16 than it was in 1.15

somebody knows what is

Code: Select all

<value name="$failreason" type="string" value="5906"/>
anyway trader bugged at end of trade transaction...
(in case of selling he sells wares, gets money but going on retry)
(in case of buying (if you are on board) just stucks docked, seems like money and wares transferred too)

in 1.16 it is much more difficult to clean trading queue (which now is displayed in captain info)
because it is doubled, and referenced from ship, station, and commander.
KopiG
Posts: 270
Joined: Sat, 16. Nov 13, 11:07
x4

Post by KopiG »

Yes I have a sell order stuck as well with 500 million worth of cargo! Wtf should I do know? The Construction Ship just sits there with 0/270k Cargo while the Trading screen shows -259k/270k Cargospace wtf? If I remember correct the previous sell order showed like this as well on the Trade menu but managed to succeed. This subsequent 2nd SAME trade seems to be bugged.
Also why can I buy only 43 333 Wheet when the Construction ship still has around 10k Cargospace left (was loaded to something like 25 998)?

EDIT:Found the trade failreason maybe?

Code: Select all

<script id="4112" name="trade.performplayertraderun" version="1" label="perform trade" time="62721.4" index="11">
<command type="trade">
<param type="component" value="[0x1a69]"/>
</command>
<vars>
<value name="$debugchance" type="integer"/>
<value name="$detail1" type="string" value="668"/>
<value name="$detail2" type="string" value="667"/>
<value name="$details" type="list" value="3720"/>
<value name="$failreason" type="string" value="724"/>
<value name="$offer" type="trade" value="[0x5c]"/>
<value name="$parkresult" type="integer" value="1"/>
<value name="$price" type="money"/>
<value name="$reserved" type="integer" value="43333"/>
<value name="$shoppinglist" type="list" value="3557"/>
<value name="$targetobject" type="component" value="[0x1a69]"/>
<value name="$timeout" type="time" value="69921.4"/>
<value name="$tradeoffer" type="trade" value="[0x5c]"/>
<value name="$tradeoffers" type="list" value="3800"/>
<value name="$tradeorder" type="trade" value="[0x5d]"/>
<value name="$tradeorder2" type="trade" value="[0x5d]"/>
<value name="$traderesult" type="integer"/>
</vars>
</script>
Yes this is surely correct. I bought 43 333 and I wanted to sell all that Wheat. This must the record but it failed? :( Please fix trading already :(
Im way past the angry stage Im just so disappointed :(
xandicar
Posts: 135
Joined: Wed, 16. Jun 10, 01:54
x4

Post by xandicar »

I have the same problem, I think.

I have two new freighters that sit and wait for something. I did some easy buy and sell orders, but they don't execute. (they are accepted in the trade screen and money is deducted) Now the prices on the two locations have changed and both are frozen in there commands.

The first has a buy order of 1 at a significant lower price as the local price that is show on the sales/order menu when I checked.

They other has a sales order of items bought before, which where loaded. Now cargo hull is empty, but sales order isn't set as fulfilled.

I See that there are price differences on both locations on check moment. Maybe there is some interference between the price on placement and the price on execution? (wild guess) Maybe that is why they are waiting?

If this would be the case, it isn't logical, since you buy / sell on screen and on contract basis in my opinion. So purchase / sales price are set on execution of the command. So if the local price changes it shouldn't effect the contract price. I am curious if it is programmed like this.

Just an idea:
If the screen price is different from local price then a contract should be bounced or a different price should be offered with a yes or no question. This way you cover timing differences between local arrival and pick-up / delivery and changes in prices in the mean time.

Hopefully I can get some enlightenment on what is wrong, me or the script logic.
Palanor
Posts: 91
Joined: Sat, 16. Apr 11, 01:20
x4

Post by Palanor »

Got 1 that used to work now looping trying to buy . It goes to the spot ,positions itself, sends the message "ready to receive goods" but no lifters come out. It stays there for a few then either comes to me in an other zone then goes back and tries again and again .I must stress that no later then last night it was working perfectly on version 1.15
KopiG
Posts: 270
Joined: Sat, 16. Nov 13, 11:07
x4

Post by KopiG »

xandicar wrote:I have the same problem, I think.

I have two new freighters that sit and wait for something. I did some easy buy and sell orders, but they don't execute. (they are accepted in the trade screen and money is deducted) Now the prices on the two locations have changed and both are frozen in there commands.

The first has a buy order of 1 at a significant lower price as the local price that is show on the sales/order menu when I checked.

They other has a sales order of items bought before, which where loaded. Now cargo hull is empty, but sales order isn't set as fulfilled.

I See that there are price differences on both locations on check moment. Maybe there is some interference between the price on placement and the price on execution? (wild guess) Maybe that is why they are waiting?

If this would be the case, it isn't logical, since you buy / sell on screen and on contract basis in my opinion. So purchase / sales price are set on execution of the command. So if the local price changes it shouldn't effect the contract price. I am curious if it is programmed like this.

Just an idea:
If the screen price is different from local price then a contract should be bounced or a different price should be offered with a yes or no question. This way you cover timing differences between local arrival and pick-up / delivery and changes in prices in the mean time.

Hopefully I can get some enlightenment on what is wrong, me or the script logic.
THis is exactly the case for me! The sell order price has changed from what I have originally set up the order for. You might have caught the issue. I hope trading will be fixed very soon. Tbh the game is literally unplayable since the release. Way too many trading bugs to enjoy it.
STarted Assasins Creed Black Flag :|
dfm5000
Posts: 272
Joined: Fri, 12. Oct 12, 20:40

Post by dfm5000 »

http://forum.egosoft.com/viewtopic.php? ... de572a14b2

When you lock forums for personal enjoyment, please put a link to the forum we are suppose to be posting in.

We are here posting on this slow as hell glitchy forum, to resolve issues with a game that was in development for 7 years with an interface that looks like it has been in development for 3 months.

So forgive us if we don't want to search 50 threads to find the right one to post to.

With that said 1.16 is breaking saves, we are no longer able to load our games it freezes at 93 percent. Without an autosave feature we aren't able to just go back to a previous save.
xandicar
Posts: 135
Joined: Wed, 16. Jun 10, 01:54
x4

Post by xandicar »

xandicar wrote:I have the same problem, I think.

I have two new freighters that sit and wait for something. I did some easy buy and sell orders, but they don't execute. (they are accepted in the trade screen and money is deducted) Now the prices on the two locations have changed and both are frozen in there commands.

The first has a buy order of 1 at a significant lower price as the local price that is show on the sales/order menu when I checked.

They other has a sales order of items bought before, which where loaded. Now cargo hull is empty, but sales order isn't set as fulfilled.

I See that there are price differences on both locations on check moment. Maybe there is some interference between the price on placement and the price on execution? (wild guess) Maybe that is why they are waiting?

If this would be the case, it isn't logical, since you buy / sell on screen and on contract basis in my opinion. So purchase / sales price are set on execution of the command. So if the local price changes it shouldn't effect the contract price. I am curious if it is programmed like this.

Just an idea:
If the screen price is different from local price then a contract should be bounced or a different price should be offered with a yes or no question. This way you cover timing differences between local arrival and pick-up / delivery and changes in prices in the mean time.

Hopefully I can get some enlightenment on what is wrong, me or the script logic.
Pfffhh...this is a hard nut.

I did some testing and looked at the data in the save file. Found the lines where to edit the orders, but that didn't have any effect on load. The Capt of the ship is stuck in the command and keeps stuck.
That command doesn't change even if I change the lines of the order. Also seen that if you order 1 single unit of an item it doesn't add the command line amount= "1" min="1". This can be on purpose but it is different from the other two order lines where the amount and min are shown. Adding these to the order doesn't conflict on load and in game. Everything seems the same when adding. But still the Capt is stuck in his command and doesn't do anything.

I found a strange workaround (or fault) that changed the orders on my other stuck freighter. This one had an finished unload at a station, but didn't complete the order and still had the sell in the Capt command line.
I did contact him and gave him >> new order >> take me too and selected a different sector and did <Plot Course>. This popped up and when it dropped from screen the orders where cancelled and sales money added to my account. All 3 of them and I could assign a new order to this Capt. So I added a simple buy order and it got accepted and shown in details for this Capt. Only downside is that he doesn't move since the command is still on the old command that did cause the block.

The idea that comes to my mind is the code in the trading (order) procedure is open and doesn't have a reset loop if there is an unexpected event. I haven't been able to find the line where the command is written for these Capt(s) / Ship(s) combination.

For now I have seen enough code. :lol:
xandicar
Posts: 135
Joined: Wed, 16. Jun 10, 01:54
x4

Post by xandicar »

dfm5000 wrote:http://forum.egosoft.com/viewtopic.php? ... de572a14b2

When you lock forums for personal enjoyment, please put a link to the forum we are suppose to be posting in.

We are here posting on this slow as hell glitchy forum, to resolve issues with a game that was in development for 7 years with an interface that looks like it has been in development for 3 months.

So forgive us if we don't want to search 50 threads to find the right one to post to.

With that said 1.16 is breaking saves, we are no longer able to load our games it freezes at 93 percent. Without an autosave feature we aren't able to just go back to a previous save.
To be honest I don't have problems with broken saves and I am not clear what you trying to refer to. Is this posted on the correct topic?
User avatar
juju1111
Posts: 60
Joined: Tue, 10. Jan 12, 08:28

Post by juju1111 »

xandicar wrote:I have the same problem, I think.

I have two new freighters that sit and wait for something. I did some easy buy and sell orders, but they don't execute. (they are accepted in the trade screen and money is deducted) Now the prices on the two locations have changed and both are frozen in there commands.

The first has a buy order of 1 at a significant lower price as the local price that is show on the sales/order menu when I checked.

They other has a sales order of items bought before, which where loaded. Now cargo hull is empty, but sales order isn't set as fulfilled.

I See that there are price differences on both locations on check moment. Maybe there is some interference between the price on placement and the price on execution? (wild guess) Maybe that is why they are waiting?

If this would be the case, it isn't logical, since you buy / sell on screen and on contract basis in my opinion. So purchase / sales price are set on execution of the command. So if the local price changes it shouldn't effect the contract price. I am curious if it is programmed like this.

Just an idea:
If the screen price is different from local price then a contract should be bounced or a different price should be offered with a yes or no question. This way you cover timing differences between local arrival and pick-up / delivery and changes in prices in the mean time.

Hopefully I can get some enlightenment on what is wrong, me or the script logic.
I had the same problem try the fix here, that worked for me http://forum.egosoft.com/viewtopic.php?t=353960

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