[Mod] UT CaC v0.20 ( Old Name: Not Another Trader ) - Architect integrated

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UniTrader
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Post by UniTrader » Sun, 30. Apr 17, 03:50

not by the Manager, since this is responsibility of the Engineer or Captain ;) (Engineer would be more logical, but its easier to implement for the Captain.. )
Manager is planned to get new Ships when he thinks he has too few and his budget is sufficient though - either by transferring Ships not needed by another Station or by ordering from a Shipyard.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

I3laze
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Post by I3laze » Sun, 30. Apr 17, 12:38

Nice features, I cannot wait for this to be added. Keep it up :thumb_up:

I3laze
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Post by I3laze » Sun, 30. Apr 17, 16:34

I've not played for a while and i'm confused with 2 folders I have for your mod. One is called UTCommandAndControl-master and the other is called Unitrader-develop but instructions said name the folder Unitrader instead. Am I only to have one of the folders in the extensions or both?

I'm pretty sure I downloaded the Unitrader-develop yesterday but I cannot find it on here now to look at the instructions. unless I'm being bind lol.

UniTrader
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Post by UniTrader » Sun, 30. Apr 17, 21:19

to be honest the github repo is a bit messy atm. the linked -master Version is the one i have released which contains everything in one mod,
the -development*** tree is my current development Version i am working on.
There are some drastic differences in the internal file structures because for the next Version i want to be able to do partial releases of new Functions so i am seperating everything in Modules (in addition to adding new functionality) so its basically multiple packages which can be combined as wanted - but this branch isnt really stable or in parts even working currently. so please use -master Version for now ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

I3laze
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Post by I3laze » Sun, 30. Apr 17, 22:00

Ok I'll remove the -develop folder. I tried setting up a ship to use it but is just sits there. maybe I just configured it wrong.

I3laze
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Post by I3laze » Thu, 4. May 17, 23:29

Can you not remote call managers to convert to Convert to UT CAC ?
The only way I can get it to work is by face to face. A while back I thought I did it remotely. Sorry if the answer is already in the thread. I did skim over to see if that is the case.

UniTrader
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Post by UniTrader » Fri, 5. May 17, 00:35

yep, currently remote only. EGO now uses the Dialogue Slot i had used before for that. will be fixed in the next Version where the Conversion is implemented as alternative Hiring Option instead of converting already-employees (and also the NPC type wont matter anymore because any of these employees can be convered to any non-specialist Job ;) the Skills will likely not be suited for another Job, but Skill levelling is implemented so it will get better over time ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

I3laze
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Post by I3laze » Fri, 5. May 17, 17:33

Ah ok, I was wondering if it was a mod conflict causing it.

Any ETA on next update? :wink:

I3laze
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Post by I3laze » Fri, 5. May 17, 22:30

I apologise for being a nuisance but I have another question/request feature.
How difficult would it be to have some kind of drone restock option for the trade ships? The stations have the option to restock drones automatically when they fall below a set limit. It would be nice for trade ships to have this feature to so that when they lose construction drones and attack drones after being attacked they automatically restock after they have finished their priority job.

Thoughts?

UniTrader
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Post by UniTrader » Tue, 9. May 17, 02:17

How difficult would it be to have some kind of drone restock option for the trade ships? The stations have the option to restock drones automatically when they fall below a set limit. It would be nice for trade ships to have this feature to so that when they lose construction drones and attack drones after being attacked they automatically restock after they have finished their priority job.
it is already present ;) just not configurable (drone amounts are calculated from the Ship Size Class, Purpose Class, already present Drones and the available Drone Slots). but i want to rewrite the drone amount calculation (and possibly make it more configurable) because its messy and i am not really satisfied with it - it just barely works good enough to be used imo..

also sorry for late reply, but wanted to be sure a problem with the Nav Scripts is fixed before checking what i have to do till this is useable again ;) (had to break some things for modularisation and change of dialogue handling)
my estimae for finishing next version would be 2-3 weeks, but its very rare for me to get this right... stuff i still need to do is:

=> Implement Personal Transfer and Handovers completely
=> get Captain and Manager Function working again when setting things up
=> Cleanup

and if possible there are also some things i want to do in the next Version, but these might gett postponed:

=> Rework Skill Levelling (currently based solely on Wage paid, will be bound to stuff speific to the Skill)
=> Implement more direct Orders and add Player Subordinate Script
=> rewrite Drone Restock behavior (it is already implemented, but i wasnt really satisfied with it because drone amount calculation got messy)
=> Fix Column Widths in custom Menus properly
=> Check if a Station as Range Setting works properly (implemented but untested)
=> Transfer Order for Employees so they can stay Standby on CVs and SYs to man the next Ship/Station built immediately upon completion
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

I3laze
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Post by I3laze » Tue, 9. May 17, 22:52

UniTrader wrote: it is already present ;) just not configurable (drone amounts are calculated from the Ship Size Class, Purpose Class, already present Drones and the available Drone Slots). but i want to rewrite the drone amount calculation (and possibly make it more configurable) because its messy and i am not really satisfied with it - it just barely works good enough to be used imo..
What is the ratio you use for drones? e.g 50 cargo, 50 repair, 50 defence.? Does your code prioritise buying cargo drones first to a set amount then start ordering the others after or does in just do it all in one go?

How ever it works I'm impressed with what you are creating. I look forward to the next update.

UniTrader
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Post by UniTrader » Wed, 10. May 17, 06:17

this is from memory, so maybe not entirely accurate:
Drone reequipment Script is called when current orders are completed and the Ship has fewer than 50% of its max drones or 10 Cargo drones (and mining drones for miners).
and the equopment Script called works iirc like this: it creates a list of drones how a ship should be equipped (based on a mixture of static amounts and ratios - first the statics are added and the remaining space is then filled depending on ratios), then the difference between equipped and desired drone amounts is calculated and for each type which has fewer than a cretain percentage of the desired amount (i think 80% or something) a Trade offer is searched (price irrelevant i think). then the Offers are sorted by proximity to each other and the Ship makes a tour to get them all. If some of the desired Drones are not available (happens often from my observation) the Ship ignores them and carries on. Note that the Drones are bought straight from the Factory, not from Shipyards. i dont see any sense in blocking the rare cradles for this..
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

I3laze
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Post by I3laze » Wed, 10. May 17, 12:14

Ok I sort of understand how you have it working. My understanding is you have not set a hard point in what you think should be the correct ratio of drones, you let the trader decide what he needs depending on how his trading goes. So for example if the trader gets attacked alot will he decide he needs to buy attack drones to help defend himself and purchase repair drones at a ratio and amount he see's fit for his job.

It boggles the mind the detail your scripts have :)

Exavier724
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Post by Exavier724 » Sun, 8. Oct 17, 12:25

Does this work with the new Warehouses?
I tried to set one up as an Ions/Plasma/Hydrogen gather point. Converted the lvl 5 manager & gave the station a couple of scoop drones. After setting up the buy/sell options the station never gathered anything from the resource filled zone it was sitting in.

Assigned it a M sized liquid mining ship to see if it would use that as a miner and the ship just flys around the zone with "calculating parameters" without actually doing anything.

SenseiKnight
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Post by SenseiKnight » Mon, 16. Oct 17, 12:53

Hiya folks - just wanted to check that UT CaC is broken under 4.10?


Whenever I assign ships to a manager, they just sit on Command: None. Whether they are mining ships with the appropriate drones, or trade ships.

UniTrader
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Post by UniTrader » Mon, 16. Oct 17, 17:48

=> Does the Manager have enough Money?
=> Do you have enough suitable Trades in your Trade Memory? (opposed to Vanilla i only use Trade Offers known to the Player so you can basically blacklist Objects by not having known Trades on them)
=> Also did you configure the Range that the Trade Offers and Ressources are both in the allowed Area? (this is a seperate Setting from the Vanilla one, found inside the Managers Dialogue, iirc under point 2)


PS dont worry too much about the current Command seen in the Object Info, i didnt get around to properly use this in the current public Version (mostly because its very restricted in what can be displayed in Vanilla). Whats relevant is the Order List in the Captains Dialogue under point 1
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

Exavier724
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Post by Exavier724 » Mon, 16. Oct 17, 19:38

Unitrader,
For my question above about using it as a warehouse mining base. The Manager did have some money, trade buy/sell was configured on warehouse, Warehouse was in a zone with multiple Cell Fabs (my own set to buy from player stations only) so there was demand for the collected gas, Range was configured for the entire cluster just in case, and the warehouse was in a zone with liquid resources.

After about 2hrs the station still hadn't actually got the M Miner to gather anything or used the Scoop Drones I loaded to the station to gather any resources. :(

SenseiKnight
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Post by SenseiKnight » Tue, 17. Oct 17, 02:21

Thanks for quick response UT

> Yep to Money, I think! ... I haven't given them 25% more than they request but simply covered the request off. (one manager requests 7.5m, has 10m budget; another requests 9m, and again has 10m budget)
> Trade Memory is complete; every station in OL, DV, and most in HL are in there (manager's are operating out of OL)
> All managers are all 5* and are configured to look for trades as 1) home sector (Commerce Core), 2) OL, 3) DV
> Additionally, trading "with Everyone and Player", and "trade with everything we have a license for" (I have every license in OL).

It was the ability to see the actual trips the manager was queuing, and a log of trades, that I was really looking forward to seeing. But when I realised that they just sit there I assumed that something went amiss with the 4.1 update.

One of the manager's here has 4 ships available to him; a Gas Miner; and Container, Bulk/Liquid, and Energy Traders. I would have at least expected to see the Gas Miner trundle off somewhere.

One resource is completely out as well. The manager is currently willing to buy Refined Metals at 185, there is a trade offer in Commerce Core itself selling at 171. (Before installing the mod I had manually fulfilled Refined Metal because I can manufacture it myself.) So I thought I'd see a trade for that one appear almost immediately.

I've also noticed that when I use the new Manager menu to "Take all my direct Subordinates", exit and go back in, I can't get the manager to "Give your subordinates to me" - yet if I use the vanilla "Assign new superior"; the ships appear to use the Vanilla Station trading scripts, and I get no logs of trades.

I've tried a few other things too but I'm nervous of making a (very) long post even longer! I'm willing to help if I can to track things down though.

Brinnie
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Post by Brinnie » Sat, 9. Dec 17, 17:49

Hi can I use this script to stop my traders (station based in particular) to avoid a specific sector?

I am having a problem with my traders going on a suicide runs as explained in this thread:

https://forum.egosoft.com/viewtopic.php?t=397670

Yonder
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Post by Yonder » Tue, 27. Mar 18, 22:13

Hello, does this mod have the formation flying improvements that you were demonstrating in your video here? The sticky post is mostly about Manager and Trader changes, so I was wondering if you had another mod that had those fleet changes.

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