stations should automatically be able to do that now in 4.00. You set it up through the station manager I believe.I3laze wrote:Hi Yorrick, mod is still working flawlessly. Is there any way you can add options for traders to buy defence, repair and cargo drones themselves if they lose them? Just like the options for stations to restock drones when needed.
[MOD] Yet Another Trader v2.03c (updated 11th March '16)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- YorrickVander
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I3laze means the ships not the stations I was gonna wait for a bit. I have no idea if ES intend more content for XR now or whether they plan to re-add this functionality for ships. They may just want to put their energies into the next project. I'm gonna hang fire with this type of addition for the moment until ES tell us (ok that's not gonna happen but we live in hope) or sufficient time passes that I can assume there will be no 5.0 or next big release for XR with shiney new toys.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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- YorrickVander
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Condition for notifications and write in logbook always false here:
For some reason ship that assign to Yat always leaves player squad.
Code: Select all
aiscripts\yat.trade.performplayertraderun.xml:503: <do_if value="this.ship.commander == player.primaryship">
aiscripts\yat.trade.performplayertraderun.xml:542: <do_if value="this.ship.commander == player.primaryship">
aiscripts\yat.trade.performplayertraderun.xml:600: <do_if value="this.ship.commander == player.primaryship">
aiscripts\yat.trade.performplayertraderun.xml:671: <do_if value="this.ship.commander == player.primaryship">
aiscripts\yat.trade.performplayertraderun.xml:704: <do_if value="this.ship.commander == player.primaryship">
aiscripts\yat.trade.performplayertraderun.xml:757: <do_if value="this.ship.commander == player.primaryship">
- YorrickVander
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Ah yeah, my bad not removing some legacy stuff - I had intended that YAT ships could be in or out of squad for this version. Some unforseen issues with stuff added in 4.0 made it a buggy thing, so I reverted to forcing YAT ships to be out of squad. The design for yat 2 was done before 4.0 was announced in beta so it became a mission each beta release to check for new incompatabilities and changes to the base ai I leverage.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
Well I took a gamble and it seems to be working just fine, both in and out of zone.YorrickVander wrote:afaik i know sensible miners hasn't been updated in quite some time so I cannot vouch for whether it works at all.
The only "downside" with having an auto-miner is that you can't see how much money it's made, I guess because it tries to use the regular profit calculations which doesn't work if you got the resources for free?
In any case, thanks a lot for this mod, it's a great addition.
Is it possible to somehow group those ships that we assign to YAT2 to have groupings set up so that when we lookup at the property owned we can have something like below, rather than having them listed down (so that we can minimize and check which ships are yet to be assigned to any Manager
-- Albion Skunk
-- YAT2
-- -- Trader
-- -- -- Ship1
-- -- -- Ship2
-- -- -- Ship3
-- -- Miner
-- -- -- Ship1
-- -- -- Ship2
-- -- -- Ship3
If there is a way to do this already can someone share it pls?
thanks
-- Albion Skunk
-- YAT2
-- -- Trader
-- -- -- Ship1
-- -- -- Ship2
-- -- -- Ship3
-- -- Miner
-- -- -- Ship1
-- -- -- Ship2
-- -- -- Ship3
If there is a way to do this already can someone share it pls?
thanks
i dont mind actually, as long as they are as efficientw.evans wrote:@wazlord, not exactly what you're asking for, but wouldn't something similar be accomplished by assigning ships to a warehouse and using Yorrick's Galaxy Station Range? They wouldn't then running be YAT though but just the vanilla trading scripts with galaxy (or whichever-you-set) range. (I think?)
never really compared both but if they can do the same, ill go for that method instead
- YorrickVander
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- YorrickVander
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Hello,
Firstly, thanks so much for the mod. I love having a similar convenience of automated trading like I did in X3:AP whilst I get on with the fun stuff of capping ships and doing missions.
I was just wondering if there is any reason to invest in the MK3 trading computer which at around 50 million is a massive amount of money for me starting off. Assuming I only ever use YAT for my trading ships I assume they won't benefit from it or will they? Any other reason it might be useful for me in the early game stages (20 hrs in or so)?
Thanks,
DrH
Firstly, thanks so much for the mod. I love having a similar convenience of automated trading like I did in X3:AP whilst I get on with the fun stuff of capping ships and doing missions.
I was just wondering if there is any reason to invest in the MK3 trading computer which at around 50 million is a massive amount of money for me starting off. Assuming I only ever use YAT for my trading ships I assume they won't benefit from it or will they? Any other reason it might be useful for me in the early game stages (20 hrs in or so)?
Thanks,
DrH
- YorrickVander
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"YAT traders will not show up in manual trade dialogs."
After this mod starts and I make first 'Cancel Trade Offer Updates' at one station,
all my ships disapears from manual trade dialog.
I disabled mod and load from the previous save. No effect! all my ships stell not shows in manual trade dialog.
where there is a lock? how to return?
After this mod starts and I make first 'Cancel Trade Offer Updates' at one station,
all my ships disapears from manual trade dialog.
I disabled mod and load from the previous save. No effect! all my ships stell not shows in manual trade dialog.
where there is a lock? how to return?
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