MK III trader - level stuck at 10
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MK III trader - level stuck at 10
Apologies if this is already dealt with elsewhere.
I've 4 or 5 of these traders in different sectors - sectors with loads of stations, so there should be plenty of trade - but all of the ships apart from 1 are stuck at level 10 and don't move beyond it.
When they send the message to say they've run out of trade, I always tell them to carry on trading in the same sector, sometimes two or three times before I move them on to another sector.
Is this a known issue or is there something I'm doing wrong?
TIA
I've 4 or 5 of these traders in different sectors - sectors with loads of stations, so there should be plenty of trade - but all of the ships apart from 1 are stuck at level 10 and don't move beyond it.
When they send the message to say they've run out of trade, I always tell them to carry on trading in the same sector, sometimes two or three times before I move them on to another sector.
Is this a known issue or is there something I'm doing wrong?
TIA
Isn't the universe is a fantastic place? I certainly wouldn't live anywhere else.
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Consider yourself lucky. Mine still trades in Cells ONLY. That means, if there is only one Powerplant in the secotor, after 2-3 runs (Manta) he is pretty much done there and yells for help. 
note: edited because i meant "Manta" of corse. Sorry for the typo.

note: edited because i meant "Manta" of corse. Sorry for the typo.
Last edited by CHAZZ on Wed, 31. Mar 04, 19:26, edited 1 time in total.
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CHAZZ wrote:Consider yourself lucky. Mine still trades in Cells ONLY. That means, if there is only one Powerplant in the secotor, after 2-3 runs (Mamba) he is pretty much done there and yells for help.

That's hilarious!
Sorry, shouldn't laugh really.
Isn't the universe is a fantastic place? I certainly wouldn't live anywhere else.
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This may be a stupid question, but how exactly do you know what level your trader is?
I've had the problem of traders stopping after 2-3 runs but somebody posted a few systems where this doesn't happen. I've had good success with the 4 systems I tried so far. Especially the trader in Priest's Pity is awesome. He did over 400 runs before stopping for the first time.
Btw, I was a bit surprised when he told me how much money he made. It only came out at about 500$ per run. I'd probably be better of with another fab, unless relations with other races matter for things besides whether I may dock or not. (do they?)
I've had the problem of traders stopping after 2-3 runs but somebody posted a few systems where this doesn't happen. I've had good success with the 4 systems I tried so far. Especially the trader in Priest's Pity is awesome. He did over 400 runs before stopping for the first time.
Btw, I was a bit surprised when he told me how much money he made. It only came out at about 500$ per run. I'd probably be better of with another fab, unless relations with other races matter for things besides whether I may dock or not. (do they?)
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- EGOSOFT
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Simple reason - to keep your profits high 
The amount of credits you pay every 50000 cr profit is calculated like this:
level * 100 + 2000
imagine a trader on level 50 - that would cost you 7000 credits every 50000 credits it makes - now we had people with traders on level 280 before 1.3 - see why we capped it?

The amount of credits you pay every 50000 cr profit is calculated like this:
level * 100 + 2000
imagine a trader on level 50 - that would cost you 7000 credits every 50000 credits it makes - now we had people with traders on level 280 before 1.3 - see why we capped it?

BurnIt!
In der Ruhe liegt die Kraft. / In peace lies strength.
In der Ruhe liegt die Kraft. / In peace lies strength.
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Big *BUMP* to that.Telemikus wrote:I'd like to know how you know the level as well...
I know that with the scripted pre-1.3 MK3 trader(which is still running under 1.3 of corse) you could look @ their Salvage Ins. thing and all, but how about now in 1.3? There is nothing that tells me what level is my MK3 trader. It would be nice to know that information, for RPG's-sake if nothing...
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I think I'll reset my traders, they're all well over level 10 (138 is the highest I think). No wonder their profits started decreasing.BurnIt! wrote:Simple reason - to keep your profits high
The amount of credits you pay every 50000 cr profit is calculated like this:
level * 100 + 2000
imagine a trader on level 50 - that would cost you 7000 credits every 50000 credits it makes - now we had people with traders on level 280 before 1.3 - see why we capped it?

By the way, why was this moved to scripts and modding? It has to do with an ingame feature, not scripting.

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My trader in Atradus Clouds usually makes 3.5mil before he gets to 40% damage amnd docks each time. Also my trader in Family Pride hasnt stopped trading in like 6 real days constanly using 10x SETA at night not even sure how much money he has made so far. Just pick places with like 3-4 stations of a base product then 3-4 stations that the uses the base product. Also split has alot of places that use secondary trade goods. So can cause a infinate loop of trading. But best 2 sectors I found were Atradus Clouds and Family pride. Home of Light does small trades but last a long time. Family Zein is decent to.
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Actually it's the best sell...
Go to autotrader ship and press 5...near the bottom of the list it will show how many salvage insurance that ship has...one per level with a max level of 10 (games from 1.2 may show a higher level but that is irrelevant now).
They are only virtual salvage insurance though. They will disappear if you enter the ship, resetting the level to zero.
Go to autotrader ship and press 5...near the bottom of the list it will show how many salvage insurance that ship has...one per level with a max level of 10 (games from 1.2 may show a higher level but that is irrelevant now).
They are only virtual salvage insurance though. They will disappear if you enter the ship, resetting the level to zero.