Not got much expirence with SCH's. Might be to do with how traders won't touch illegal goods if they can help it?Scoob wrote: Pirates are great for early-game rep with the Argon, I used to camp out in Elena's Fortune and snag rep, loot and the odd bailed ship. Making friends with the Pirates makes the initial game a bit slower, but opens up their sectors for traversal and trade. Also, you can just sit and watch any Pirate vs. Race fights and collect any loot without any real danger.
Odd about your trade ships, I know UT's will only trade in a Sector with Player Property present, and I thought other (Station Agent equipped) ships followed the same rule. I've placed nav sats in every sector pretty much, so I can check for Xenon activity.
Oh, the best earner for me is being lucky enough to get a Xenon invasion and anti-Xenon Patrol mission in the same Sector at once. The former pays a LOT higher per ship, but the latter spawns a LOT more ships for a given difficultly. I made over a billion credits on one of these combo's, but it was a HUGE fight with all my heavy military ships involved. The Xenon Z's (18gj shielding) generally prove the toughest to take down.
Btw: do you have much experience with SCH's? Mine appear to be slightly bugged as per my post above. Perhaps it's some mod conflict as I do use a couple of additional scripts, thought they're all Litcube Mod approved I thought.
Scoob.
Anywho my problem wasn't them trying to trade. It was them jumping into pirate sectors to travel, or escape from fights. Since it was a known location, but with no player property present, they couldn't detect enemies and figured it was safe. Despite being a pirate/xenon sector full of things just itching to blow them up.
Edit: Aaaaaaaand they're still jumping into pirate sectors for some reason, maybe they just don't have enough jump fuel? I don't know how they're programmed but they just keep jumping into pirate sectors on the way back from selling things.