[Script][LU] Mk3 Improvement Reloaded Reloaded (v0.6.1b) 2014-10-29

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Raaaak
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Post by Raaaak »

Version 0.5.1 has been released

change log
- Traders send a message when they reach level 8
- Restart after E/I



NOTE: since this script overrides LUV files it must be reinstalled after updating LU.

The correct procedure is to first do whatever is required to update LU, and then reinstall this script before importing your game.
g_BonE
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Post by g_BonE »

Love it, thanks. Have been running 10 MK3 traders fpr ~4days now without a single loss and pretty good profitz. Keep it up!
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Dawgzilla
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Post by Dawgzilla »

Raak when LU updates do I have to wait till you release an update to your script if im running it?
Raaaak
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Post by Raaaak »

I see nothing in the LU changelog that would affect my traders. Please try it our and report back. or wait until my marines have finished training and I'll upgrade and check that everything works.
g_BonE
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Post by g_BonE »

Checked the files against LU 1.3.7 and indeed there were some changes affecting MK3RR. For example Combat Command Software MK1 / MK2 name change amongst others.
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OneOfMany
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Post by OneOfMany »

I can confirm the traders are suffering after 1.3.7 was pushed.

Most of mine are now on standby and when I try to restart them im getting an un handled exception error.

Have now imported latest game into clean Luv and using Litcubes routines.
Raaaak
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Post by Raaaak »

That's odd. I'll look into it tomorrow.

Edit: Wait! Did you reinstall Mk3IRR after upgrading LU? If not, try if that fixes the problems.
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OneOfMany
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Post by OneOfMany »

Yep Just did that and came back to let you know.

Re installing Mk3 sorts the issue. :)
Joelnh
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Post by Joelnh »

just restarted after a LU update... couldn't import my save and said hell with it...start fresh.

installed this and XMR.
I start ST with 1, I get 'unknown command! - engine tuning'
Raaaak
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Post by Raaaak »

@Joelnh:
With LU 1.3.8? I'll look into it.
Joelnh
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Post by Joelnh »

Correct, the most recent LU and XMR.

would you be able to change the naming convention?
i.e. ST Sector Name Jump Range
ST Moon J1 Hermes
Seon
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Post by Seon »

I just tried this with the latest LU version and I don't seem to have any issues. My trade ships have fully upgraded engines though, maybe Joelnh doesn't on his.
Raaaak
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Post by Raaaak »

@Joelnh
I've spent a few hours in LU 1.3.9 and could not reproduce your bug.

On naming conventions I can't change anything without rewriting lots of LUV code, which I am reluctant to do.
Joelnh
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Post by Joelnh »

thanks for looking into it... has to be something with my install then. I will have to refresh the install... and for the naming, I will just keep manually naming them.

is there any logic built into the script for if they are not very profitable?
i.e. haven't done any trades in over a few days?

or have them move themselves if they go a couple of days with no profitsssss

how much time do they spend scanning trade routes?

Update: re-doing the install so far looks like it fixed whatever was glitching in my install.
Raaaak
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Post by Raaaak »

Traders make a list of all tradeable wares and check 2-5 per second until they find an acceptable trade or the list is empty.

There is currently no logic in place to check if a trader is stuck for a very long time, but the probability of that happening should be very low. The only scenarios I can think of are if they sell something to the Yaki stations in Weavers tempest. Traders at level 14-19 have sell ranges enough to get in, but not buy ranges enough to get out.
Or if you load them up with some very expensive wares before starting them for the first time, then they will get a very high average profit and consider all other trades unacceptably poor.
Joelnh
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Post by Joelnh »

Raaaak wrote:Traders make a list of all tradeable wares and check 2-5 per second until they find an acceptable trade or the list is empty.

There is currently no logic in place to check if a trader is stuck for a very long time, but the probability of that happening should be very low. The only scenarios I can think of are if they sell something to the Yaki stations in Weavers tempest. Traders at level 14-19 have sell ranges enough to get in, but not buy ranges enough to get out.
Or if you load them up with some very expensive wares before starting them for the first time, then they will get a very high average profit and consider all other trades unacceptably poor.
so they will turn into Trader Snobs..... sorry Buffy i am not going to sell Food.... I am waiting to sell some Hornet missiles. food is so below me.
Raaaak
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Post by Raaaak »

Version 0.6.0 released.

Link

Changelog:
fix: traders occasionally getting stuck at stations in dangerous sectors
fix: error in initial move to trade sectors where fuel levels were occasionally set too low
fix: estimated cost of jump fuel spent is now included in profits
fix: delivery ships are now chosen correctly
change: trader salaries removed
change: no longer request delivery ships for non-essential wares (everything but jump fuel and jumpdrive)
change: now tries to buy 'Quantum Jumpgate Extension' at level 13.
change: trade ranges upgrade more smoothly
upgrade: upgrade costs decoupled from profit, expensive upgrades no longer affect average profit calculations or experience levels.


Request for feedback:
Fighter Drones have increased in cost significantly. How often are your traders attacked, and how often do the drones actually help them escape?

expect 0.6.1 in a day or so when I have decided what to do with the drone logic.
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OneOfMany
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Post by OneOfMany »

Thanks for the new release, although you should have a warning applied to it.

Installing this version to an already created trading fleet can kick you hard in the creds :)

I was like WTF where did I just blow 23 mil :lol:

will give feed back on drones if I ever get attacked.

Do you have any plans to make upgrades yes/no optional?
Raaaak
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Post by Raaaak »

Spending a lot of money on drones should be even worse in LUV, from a quick look at the code those traders still buy up to 12 drones from level 6. and switch to Mk2 Drones at level 18, which at ~0.5 million each comes out to 6 million/trader. Now that's expensive!

I currently have no plans to make upgrades optional. Can you make a good argument for why they should be?
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Litcube
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Post by Litcube »

I've changed that for 1.4.0.

They now only buy up to 10, and then, only regular fighter drones.

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