After playing many hours it's seems like all trade as stop. Transport ship are completely block at stations and so it's impossible to trade. URV don't work anymore so all the machine is completely block.
arg
Trade stop in all the universe
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My trade and economy works well from 1.10 - 1.16.Faeron Ebonfist wrote:This is not 1.17, it's been happening since launch
Since 1.17 everthing is crashed
It,s seems there are no drones who loading unloading the ships.
But you are right , stacking ships is a zero day bug.
No drones to load unload is a new 1.17 bug
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Überzeugter Spaceweed Spediteur seit 1999
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Meine DxDiag
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There's a potentially huge design flaw with the game...
And that said design flaw is stations are too full of their own production to work on any trading. They simply produce so much of their own product and while NPC/PC isn't interested in hauling around for bad profit that the station is filled to brim. And also, the Buying offers from said station are still active (revisit sector/zone, trade computer, manual visit at the outlet) even if the station is FULL, thus deadlocking the system and fooling players/npc's to think that they actually COULD complete their trade planners step.
I witnessed this said "feature/design choice" in the exemplar food ration delivery mission. As of playing 1.17 version of the game and trying both vanilla and modded campaign, my new shiny Rahanas (that I built because never got the original back) would pull up to the station, huddle closer and when it's time to send out some cargolifter URV's, captain calls me and said trade isn't possible and backs away.
http://forum.egosoft.com/viewtopic.php?p=4218727
I had to resort to Morgan K's advice (last post on 1st page of linked thread) to fix the situation, which is, empty the said station in your save.xml so much that you can deliver those dingy rations.
As Morgan hypothesized, station holds ~190K of cargo, and on my guess, clearly needs some sort of production limiter to keep trading working.
So yes, this could be what ADDITIONALLY hangs the trading system in X:R universe along with the known bugs of NPC/PC trade ships just idling infront of the station (could be same "feature"?) or cargolifter drones not available in region or pathfinding bug or or... Thanks Egosoft.
I witnessed this said "feature/design choice" in the exemplar food ration delivery mission. As of playing 1.17 version of the game and trying both vanilla and modded campaign, my new shiny Rahanas (that I built because never got the original back) would pull up to the station, huddle closer and when it's time to send out some cargolifter URV's, captain calls me and said trade isn't possible and backs away.
http://forum.egosoft.com/viewtopic.php?p=4218727
I had to resort to Morgan K's advice (last post on 1st page of linked thread) to fix the situation, which is, empty the said station in your save.xml so much that you can deliver those dingy rations.
As Morgan hypothesized, station holds ~190K of cargo, and on my guess, clearly needs some sort of production limiter to keep trading working.
So yes, this could be what ADDITIONALLY hangs the trading system in X:R universe along with the known bugs of NPC/PC trade ships just idling infront of the station (could be same "feature"?) or cargolifter drones not available in region or pathfinding bug or or... Thanks Egosoft.
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I wonder why trade ships need to be in my squad - they have capitans on board, it was rly stupid to have 50 trade ships follow "skunk" around the universe just so you can give them trade/mining orders.
I dont mind having fighter class ships that use pilots to be under some command like other capitans or in skunk squad - it would be even more logical. Let us use trading without the requirement of ships being in our squad - they just waste fuel on unnecessary jumps when following skunk. Adding and removing them from squad so they wont leave a sector trying to follow player is a PITA (Manual command extension MODs - hold position doesnt always work as intended)
I dont mind having fighter class ships that use pilots to be under some command like other capitans or in skunk squad - it would be even more logical. Let us use trading without the requirement of ships being in our squad - they just waste fuel on unnecessary jumps when following skunk. Adding and removing them from squad so they wont leave a sector trying to follow player is a PITA (Manual command extension MODs - hold position doesnt always work as intended)
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its worked in 1.15 even food mission had no such bug.
because ai trader in 1.15 normally buy wares and not allow full stock.
when in 1.16 and in 1.17 they significantly changed way of trading they damaged ai's one, and ai's traders begun to hung, so economy crushed, some station no production, some station has too many.
because ai trader in 1.15 normally buy wares and not allow full stock.
when in 1.16 and in 1.17 they significantly changed way of trading they damaged ai's one, and ai's traders begun to hung, so economy crushed, some station no production, some station has too many.
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for manual trading you usually needs be around station for buying stuff.nieprawda wrote:I wonder why trade ships need to be in my squad - they have capitans on board, it was rly stupid to have 50 trade ships follow "skunk" around the universe just so you can give them trade/mining orders.
I dont mind having fighter class ships that use pilots to be under some command like other capitans or in skunk squad - it would be even more logical. Let us use trading without the requirement of ships being in our squad - they just waste fuel on unnecessary jumps when following skunk. Adding and removing them from squad so they wont leave a sector trying to follow player is a PITA (Manual command extension MODs - hold position doesnt always work as intended)
so squad is not that bad as it worked in 1.15 you adds ship in squad (usually before going shipping), you make order him to buy something, then to sell in other side of galaxy, then orders leave squad (all same time)
and it worked without bug in 1.15, ship will stay in zone of last trade.
for auto ai trading your ship should be assigned to manager,
who normally runs they.
but manager area responsibility limitation is not working.
(with !zone! limitation he send mining vessel WITHOUT FUEL !3 sectors! away to ALBION gate which was swarmed by PMC, to return it (I was lucky PMC was neutral to me that time), I should fly(no remote link for captain, who has superior npc) to ship, assign to my squad, and fly in sector where I needed him).
and I don't know how force manager to get escort for traders with heavy ships.
and anyway we need large ship shield just to protect ship from random fighters, and allow heavy convoy to kill enemy capship before it kills transport is begin convoyed.
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I also suspected this and reported it here: http://forum.egosoft.com/viewtopic.php? ... 35#4249435Faeron Ebonfist wrote:This is not 1.17, it's been happening since launch
Latest patch did a real nosedive but i believe it started happening sooner.