I have a problem after assigning a trade ship to a station where the ship reports that there is no scanning array for system wide operations. Seems the only system the ships will trade in is De Vries.
What I have tried is to have the ship join my squadron then instruct it to fly say to Albion, once there reassigned the ship back to the station under the Manager and selected any sector in Albion for that ship to trade in under the command of the station manager but I get the message "Missing Module Scanning Array For System Wide Operations". I know the scarring array was included in the overall cost when purchasing the ship. This applies to 10 ships I have in the game.
Any idea as to what the problem is.
Trading
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Has your station a radar module?
If not, build it, its always located at the very bottom in the module list.
http://www.egosoft.com/games/x_rebirth/ ... en_016.jpg
*Edit: After reading your post again I have missed the information that you want to trade in Albion with your station located in DeVries.
Long story short: You can't. There is no universe wide trading.
The message you get is that you have probably set your station to trade system wide (whole DeVries) but are missing the radar module to do so.
If not, build it, its always located at the very bottom in the module list.
http://www.egosoft.com/games/x_rebirth/ ... en_016.jpg
*Edit: After reading your post again I have missed the information that you want to trade in Albion with your station located in DeVries.
Long story short: You can't. There is no universe wide trading.
The message you get is that you have probably set your station to trade system wide (whole DeVries) but are missing the radar module to do so.
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I have a similar problem:
I have a water distilery in OL: eclipse cloud, equipped with a command relay. The manager have 2 gigurum (energy and liquid) for trades, but both ships gets lost in the sector while "searching for trade". Mining ships works correctly, however.
I have set the operational range to the whole OL system, where there's plenty of energy offer and water request, but my traders do nothing.
I have 3 stations in different sector/systems up to now, and I'm stuck to doing all the trades manually. It's fine for now, but it might get a tad complicated with 15 stations who doesn't manage themselves.
What am I missing? Do you absolutely need a jump capable ship to trade between sectors of the same system? Or do I need to play with the trade offer prices? (Haven't touch that yet)
I have a water distilery in OL: eclipse cloud, equipped with a command relay. The manager have 2 gigurum (energy and liquid) for trades, but both ships gets lost in the sector while "searching for trade". Mining ships works correctly, however.
I have set the operational range to the whole OL system, where there's plenty of energy offer and water request, but my traders do nothing.
I have 3 stations in different sector/systems up to now, and I'm stuck to doing all the trades manually. It's fine for now, but it might get a tad complicated with 15 stations who doesn't manage themselves.
What am I missing? Do you absolutely need a jump capable ship to trade between sectors of the same system? Or do I need to play with the trade offer prices? (Haven't touch that yet)
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I'm wondering this also.. If there are cases where a capitol trade ship is required for some reason, in some cases.
I have within a single sector and trade range limited to sector:
A - water distillery (ecell and water unrestricted, ice restricted)
B - argnu stockyard (ecell unrestricted, water and wheat restricted)
C - NPC wheat farm
- Ice for A provided by Dwalin miners
- I provide e-cells manually to my stations
- nothing else within the sector
1. assigned to manager at A
- gigurum (L) only flys around looking for trades. also the upkeep mission for adding a trade ship stays unresolved.
- a titurel instead of gigurum (L) -- did a water delivery to B once, but then for some crazy reason decided to fetch wheat from the NPC station and it was all over. The titurel doesn't work for the stockyard, thus it never had a reason to sell wheat and no longer had any room for water.
2. assigned to manager at B
- gigurum (L) will fetch water from A
- gigurum (B) will fetch wheat from C
3. NPC wheat farm has it's own ecell and water delivery but no trade ship selling wheat to anywhere AFAIK.
Granted there are many variations I haven't tried yet, it's just sort of a pain getting gigurum to this sector.
The curious part, which is related to your post, is the fact that the upkeep mission for the water distillery remains unsatisfied with only a gigurum (L) assigned. Surly with ice storage full and miners assigned it isn't wanting a (Bulk) capable ship. The fact that there is no ecells in the sector, it doesn't make any sense that an (Energy) ship is needed.
It's more a nag that I am even focusing on this issue though. Having only 2 gigurum (liquid and bulk) assigned to (B) the stockyard works fine and I could just turn off upkeep guidance for the (A) water distillery.
I would like the water distillery to have a water trader though in case the NPC wheat farm might buy some water from me.
My next move I guess will be to get one of each type of storage trade ship in there and see if any one or multiple will satisfy the upkeep.
It would be interesting why, -if- a capitol (liquid) trader satisfied the upkeep mission when a gigurum (L) doesn't.
I have within a single sector and trade range limited to sector:
A - water distillery (ecell and water unrestricted, ice restricted)
B - argnu stockyard (ecell unrestricted, water and wheat restricted)
C - NPC wheat farm
- Ice for A provided by Dwalin miners
- I provide e-cells manually to my stations
- nothing else within the sector
1. assigned to manager at A
- gigurum (L) only flys around looking for trades. also the upkeep mission for adding a trade ship stays unresolved.
- a titurel instead of gigurum (L) -- did a water delivery to B once, but then for some crazy reason decided to fetch wheat from the NPC station and it was all over. The titurel doesn't work for the stockyard, thus it never had a reason to sell wheat and no longer had any room for water.
2. assigned to manager at B
- gigurum (L) will fetch water from A
- gigurum (B) will fetch wheat from C
3. NPC wheat farm has it's own ecell and water delivery but no trade ship selling wheat to anywhere AFAIK.
Granted there are many variations I haven't tried yet, it's just sort of a pain getting gigurum to this sector.
The curious part, which is related to your post, is the fact that the upkeep mission for the water distillery remains unsatisfied with only a gigurum (L) assigned. Surly with ice storage full and miners assigned it isn't wanting a (Bulk) capable ship. The fact that there is no ecells in the sector, it doesn't make any sense that an (Energy) ship is needed.
It's more a nag that I am even focusing on this issue though. Having only 2 gigurum (liquid and bulk) assigned to (B) the stockyard works fine and I could just turn off upkeep guidance for the (A) water distillery.
I would like the water distillery to have a water trader though in case the NPC wheat farm might buy some water from me.
My next move I guess will be to get one of each type of storage trade ship in there and see if any one or multiple will satisfy the upkeep.
It would be interesting why, -if- a capitol (liquid) trader satisfied the upkeep mission when a gigurum (L) doesn't.
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I just found this tread which might explain how to unbug traders, at least in DeVries
http://forum.egosoft.com/viewtopic.php?t=379436
It's not the exact same problem, but I'll try to play with the trade price anyway and see what it does.
As for your problem with the upkeed mission, I think a station will ask you for traders as long as it can't trade every wares it consumes and produces. In your case, since it doesn't have an energy trader, it wants one (even though there's no trade offer in the sector).
I'm not 100% sure about that, though, but once again I'll test it in a few hours and confirm if that's the source of the problem.
Edited
I've fooled around the trade system for a few hours while watching the hockey playoffs.
-I managed to confirm about station needing trade ships for every ware types it buys in order for it to remove the upkeep mission. It does not seem to be necessary to have ships able to sell it's wares, although these ships will (eventually I guess, see the second point) sell the station wares anyway.
-I also managed to make my traders (Ecells buyer and water seller) operate for my water station, and both ships with and without jump drives works for the whole system. However, I have many other stations having the same problems as the first one, and I'm not sure exactly what I did to solve the problem. I played with the ware price, set it manually for a few hours, then put it back to automated. So now at least I have 1 fully operational station. Still 3 to go, but hey! It's progress...
I'll keep you updated if I manage to nail down what prevent traders to keep searching for trades like morons. If a veteran player feel like sharing his wisdom, it would be appreciated.
http://forum.egosoft.com/viewtopic.php?t=379436
It's not the exact same problem, but I'll try to play with the trade price anyway and see what it does.
As for your problem with the upkeed mission, I think a station will ask you for traders as long as it can't trade every wares it consumes and produces. In your case, since it doesn't have an energy trader, it wants one (even though there's no trade offer in the sector).
I'm not 100% sure about that, though, but once again I'll test it in a few hours and confirm if that's the source of the problem.
Edited
I've fooled around the trade system for a few hours while watching the hockey playoffs.
-I managed to confirm about station needing trade ships for every ware types it buys in order for it to remove the upkeep mission. It does not seem to be necessary to have ships able to sell it's wares, although these ships will (eventually I guess, see the second point) sell the station wares anyway.
-I also managed to make my traders (Ecells buyer and water seller) operate for my water station, and both ships with and without jump drives works for the whole system. However, I have many other stations having the same problems as the first one, and I'm not sure exactly what I did to solve the problem. I played with the ware price, set it manually for a few hours, then put it back to automated. So now at least I have 1 fully operational station. Still 3 to go, but hey! It's progress...
I'll keep you updated if I manage to nail down what prevent traders to keep searching for trades like morons. If a veteran player feel like sharing his wisdom, it would be appreciated.
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- Posts: 1258
- Joined: Mon, 12. Feb 07, 14:29
I bit the bullet and bought a swarm of gigurum and sent them to the zone. As you mentioned, the upkeep finally was satisfied with the arrangement.
The management scripts IMO nonetheless have some issues.
I think in vanilla the player can better optimize the supply/resource chain(s) by ignoring upkeep as needed.
There is no logic to them other than to spend Cr and expand the station to fully completed.
Trying to make efficient close loops, say within a single zone -- the upkeep is a waste of cash and can just create useless production gluts.
Without question the player has to apply the 'think' factor which in a huge way means ignoring the default game reccomendations, wants.
Just to satisfy the upkeep, for kicks, I now have a mess of gigurum hovering around like fish in a barrel and doing useful.
Forunantly, the sector is very peaceful. If wanting to experiment with complex resource/supply chains I suggest something like what I've set up:
- post plot, sigma sector (maelstrom)
1. water distillery (cateran)
2. argnu stockyard (albion)
3. spice farm (albion)
4. foodstuff supply (albion - the one without wheat production)
5. med dispensary (albion)
6. solar farm (cateran)
..move around a bunch of stuff and boils down to one exclusive end product, medical supplies, which has a decent demand (list) universe wide.
In hindsight it seems screwy. Some of the intermediate products are actually more profit and maybe the same demand -- heck it could be that the medical supplies are actually a loss when looking at all the stuff going into making them.
No need to waste money on radar, and I expect the horde of gigurum can be streamlined with a bit of work. Generally they seem to be best at 'fetch what is needed' than selling what their station has.
EG: each station is better sending out their [E] ship as needed to get more ecells as opposed to having a bunch of [E] ships at the solar farm.
Also, building up stations to max and/or getting all specialists is a lot of extra money which can simply gorge production lines and render some/many production ships a waste/idle.
So far AFAIK, being in Maelstrom I have to manually sell off the medical supplies. There is a JSS ship or two that come in the area though. Could be in time they or the universe trader would clean out the medical supplies for me.
There should be a way to shutdown/restart the different production lines though... or at least tell the game to ignore them. The red "!" with a gorged production line is sort of a drag since it's quite possibly a known situation.
Being able to shutdown production lines could be a big help to finding a balance in such a chain. Also I'd expect the game to not alert about the shutdown production lines like it does with gorged ones.
..at this point I may move to the other side of the sector and see what I can do with the Split cut crytals. Seems about as infinate supply as the wheat from AG Sky Meadows.
The management scripts IMO nonetheless have some issues.
I think in vanilla the player can better optimize the supply/resource chain(s) by ignoring upkeep as needed.
There is no logic to them other than to spend Cr and expand the station to fully completed.
Trying to make efficient close loops, say within a single zone -- the upkeep is a waste of cash and can just create useless production gluts.
Without question the player has to apply the 'think' factor which in a huge way means ignoring the default game reccomendations, wants.
Just to satisfy the upkeep, for kicks, I now have a mess of gigurum hovering around like fish in a barrel and doing useful.
Forunantly, the sector is very peaceful. If wanting to experiment with complex resource/supply chains I suggest something like what I've set up:
- post plot, sigma sector (maelstrom)
1. water distillery (cateran)
2. argnu stockyard (albion)
3. spice farm (albion)
4. foodstuff supply (albion - the one without wheat production)
5. med dispensary (albion)
6. solar farm (cateran)
..move around a bunch of stuff and boils down to one exclusive end product, medical supplies, which has a decent demand (list) universe wide.
In hindsight it seems screwy. Some of the intermediate products are actually more profit and maybe the same demand -- heck it could be that the medical supplies are actually a loss when looking at all the stuff going into making them.

No need to waste money on radar, and I expect the horde of gigurum can be streamlined with a bit of work. Generally they seem to be best at 'fetch what is needed' than selling what their station has.
EG: each station is better sending out their [E] ship as needed to get more ecells as opposed to having a bunch of [E] ships at the solar farm.
Also, building up stations to max and/or getting all specialists is a lot of extra money which can simply gorge production lines and render some/many production ships a waste/idle.
So far AFAIK, being in Maelstrom I have to manually sell off the medical supplies. There is a JSS ship or two that come in the area though. Could be in time they or the universe trader would clean out the medical supplies for me.
There should be a way to shutdown/restart the different production lines though... or at least tell the game to ignore them. The red "!" with a gorged production line is sort of a drag since it's quite possibly a known situation.
Being able to shutdown production lines could be a big help to finding a balance in such a chain. Also I'd expect the game to not alert about the shutdown production lines like it does with gorged ones.
..at this point I may move to the other side of the sector and see what I can do with the Split cut crytals. Seems about as infinate supply as the wheat from AG Sky Meadows.