[Script][LU] Mk3 Improvement Reloaded Reloaded (v0.6.1b) 2014-10-29
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Mine is stuck also. I have 7 UT's. 4 seem to be normal, 1 is slow, 2 are completely stuck. I left it on SETA 10x for 2 to 3 hours. The 2 that are stuck did not buy or sell anything. Compared to the normal ones (level 12 to 19), all got to level 25 for the same duration. The 2 that are stuck, all the sectors around them have advanced satellites in them.
I think I found out what is wrong with these 2 UT's. Their salary level are around $350,000. Whereas, the normal ones (after 2 to 3 hours of SETA 10x) at level 25 are around $6000 to $12000. These 2 TS, I originally use them to store things, so when I start ST/UT, they sell everything they have in the cargo to equipment dock. Since salary is proportional to $profit.avg.per.flight, their salary becomes so big that they essentially cannot make any profit on anything.
Maybe one way to fix it is to decrease UT's salary every time they go into Standby mode. For example, by increasing the 'flight.number' every time a failed trade occurs (Standby).
$profit.min=$salary * 2, so a $350,000 salary requires $700,000 profit per trade run, pretty much impossible to achieve.
$profit.min=$salary * 2, so a $350,000 salary requires $700,000 profit per trade run, pretty much impossible to achieve.
Yes, I did. Several different sectors but no trade runs with super high profit. I have LU 1.7 and XM-R installed so I have't try creating new stations for NPC. So there just isn't any super great trade runs available anymore. Anyway, I fixed the stuck ones by increasing the number of flight.number to account for the number of failed trade runs 2 UTs are performing. So now both of their salaries are around $20,000 and they are now working just fine.Joubarbe wrote:Did you both try to start your UTs from another sector ? They have an arbitrary maximum jump range depending on their level. If they don't find any good deal, they will "scan trade routes" forever, or until a good deal shows.
Found a bug in !plugin.autotrade.movepilot.xml, pilot's fightskill is not moved with the pilot. To fix, add to line 29
Code: Select all
* Fight Skill
$value.1 = [THIS]-> get pilot fightskill
$value.2 = $move.to-> get pilot fightskill
$move.to-> set pilot fightskill to $value.1
[THIS]-> set pilot fightskill to $value.2
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Can someone please explain how to add this fix better? There is nothing that looks like this when I open the xml file...Xo3oToC wrote:Found a bug in !plugin.autotrade.movepilot.xml, pilot's fightskill is not moved with the pilot. To fix, add to line 29
Code: Select all
* Fight Skill $value.1 = [THIS]-> get pilot fightskill $value.2 = $move.to-> get pilot fightskill $move.to-> set pilot fightskill to $value.1 [THIS]-> set pilot fightskill to $value.2
- X2-Illuminatus
- Moderator (Deutsch)
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You cannot edit scripts file with an ordinary xml or text editor. You have to edit those files either in the ingame Script Editor or with a dedicated external Script Editor like the one from mr.bear.
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The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
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- LordSekmeth
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Are there any other mods out there that could auto rename the traders like this one does? I am using gnasirator's mod that this one is based upon, but the autonaming is amazing. I would play XRM, but playing a StarWars mod atm that would be hard to get to work with Litcube's Universe :/
If it ain't broken, fix it anyway
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So, I've been away for a while, but just like gnasirator it's nice to see my mod living on.
I got a question from Joubarbe via PM about including it in a script pack and i'll extend my answer to everyone.
The licensing situation is complicated, with this mod based on gnasirator's work which is I believe based the old MK3 trader mod. But I have no objection to anyone basing their mods/mod packs on it.
Just don't blame me for any bugs introduced by your changes!
I got a question from Joubarbe via PM about including it in a script pack and i'll extend my answer to everyone.
The licensing situation is complicated, with this mod based on gnasirator's work which is I believe based the old MK3 trader mod. But I have no objection to anyone basing their mods/mod packs on it.
Just don't blame me for any bugs introduced by your changes!
Thanks man, hope gnasirator won't object. I've included in Mayhem 2.1.2 (current version) and with the other modifications I've done about the other agents, it makes perfect sense.
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Re: [Script][LU] Mk3 Improvement Reloaded Reloaded (v0.6.1b) 2014-10-29
Sorry, I know this is a dormant thread, but this is the right place for my question. How can I remove trader status from a ship once it has been assigned as an ST.
I set one of my M6s as a ST but now that I'm trying to use it for combat again it autojumps away every time it starts to get hurt. I have disabled emergency jump in the ship's console but it doesn't seem to matter.
I've also noticed that every time the ship is initially attacked i get a `Personal Log Entry` that says "ReadText 1500-425".
I set one of my M6s as a ST but now that I'm trying to use it for combat again it autojumps away every time it starts to get hurt. I have disabled emergency jump in the ship's console but it doesn't seem to matter.
I've also noticed that every time the ship is initially attacked i get a `Personal Log Entry` that says "ReadText 1500-425".