Commercial Agent
(Version 3.2.00 - August 06, 2006)
Overview Commercial Agent
- The Commercial Agent buys resources quit cheap and sells products at high prices. He approaches factories, trade stations and equipment docks.
- The Commercial Agent buys intermediate products produced too little in complexes and sells an overproduction.
- The Commercial Agent cares about the complete line of goods of the homebase. However single goods can be locked for him.
- The Commercial Agent holds on to the purchase and terms of the management strictly and realizes change as quickly as possible. Purchase and selling conditions can be transmitted to him up to the smallest detail.
- The Commercial Agent arranges things with his colleagues, which target stations are approached. This applies to the homebase colleagues as well as also to the sector colleagues.
- The Commercial Agent pays attention to the financial situation of the homefactory and starts a clearing of the store at too low funds.
- The Commercial Agent changes his route in the flight if he stumbles about a special offer in the aim sector. Are very important to firm customers in his, though.
- The Commercial Agent can handle the jump drive and keeps his ship in good condition.
- The Commercial Agent is always an open-minded contemporary and keeps in touch to customers and colleagues of other strange enterprises steadily. He can therefore calculate the prices better and what goes in front of himself in distant sectors gets. He is not a fighter and avoid and report sectors in those of enemies was reported.
Preparation Commercial Agent
Downloading
-> Commercial Agent (Version 3.2.00)
-> Needed Libraries (You must install this!)
-> Recommended Shiptools (Pilots move, hire or fire / delete homebase)
-> Files in XScriptManager Format (Commercial Agent, Libraries, Shiptools)
Installation using the script editor
The X³ Script Editor has to be activated for this extension. To activate the script editor follow the following steps:
- enter the menu to change your pilot's name
- type Thereshallbewings (note the capital T) and press enter
- the menu will close, your player name will NOT have been changed, and a confirmation beep will sound on correct activation
- you will now find the "Script Editor" menu item in the command console
- Save your game now and leave X³
saved game afterwards. Activating the script editor causes your save to be marked as "modified"
which can not be removed by normal means.
Installation without activating the script editor
In the case that the script editor is active, several ingame menus are showing additional information about scripts and the script engine. Since this may disturb a player you may use another method to use unsigned scripts without the use of the script editor. You have to modify the scripts for that. It does not prevent your game from becoming modified.
Open the file "setup.plugin.com.agent.xml" with any text editor. Notepad, which is a included in MS Windows®, can be used without problems. You must not use MS Word® or MS WordPad® because the file is encoded in UTF 8 which is not supported by these programs. Notepad will not cause any problems with this encoding.
You have to change the following lines in the script file, but the only change is the insertion of an exclamation mark. After applying the changes, save the file.
Change:
<name>setup.plugin.com.agent</name>
to
<name>!setup.plugin.com.agent</name>
<codearray>
<sval type="array" size="10"><sval type="string" val="setup.plugin.com.agent" …
to
<codearray>
<sval type="array" size="10"><sval type="string" val="!setup.plugin.com.agent" …
Save the file now and quit notepad. You have to rename the file now by inserting an exclamation mark at the beginning.
C:\Games\X3 - Reunion/scripts/setup.plugin.com.agent.xml
to
C:\Games\X3 - Reunion/scripts/!setup.plugin.com.agent.xml
Instruction Commercial Agent
Overview
The Commercial Agent has the task, for the contract products within the contract field transmitted to him or circle of customers' businesses bill and on behalf of the enterprise to mediate and to execute out.
The Commercial Agent is developed in the own enterprise and tasks are assigned to him more more and more with the time. If an education is particularly wished by the enterprise, then the Commercial Agent receives a trade computer expansion.
Quick start guide
- Equip a TS class transporter with Navigation Software MK1, Trading System Extension, Trade Command Software MK1 and MK2
- Assign a homebase
- Choose the command "Start Commercial representation"
Apprentice
The apprentice cares about the receipt of goods of the enterprise, means the purchase of goods. The apprentice is in the probationary period and no salary gets for this reason.
Auxiliary courier
The auxiliary courier does only not care about the receipt of goods but also around the sale of goods of the enterprise, means the sale of goods. Furthermore he can buy or sell goods of or on equipment docks and trade stations. He can these stations also are attached. The auxiliary courier gets 20 credits at a mizura flytime paid off after every flight.
Courier
The courier cure arranges things with his home and sector colleagues and is with them in permanent communication. Furthermore he ship with more speed and agility buy he be fight drones and equip out in the current sector. The courier cure gets 25 credits at a mizura flytime paid after every flight.
Freighter pilot 2nd class
The freighter pilot 2nd class worries not only about products and resources, separates also around the intermediate products of a complex. It can likewise buy and sell these. Furthermore he can use the modern jump propulsion technology. The freighter pilot 2nd class gets 30 credits at a mizura flytime paid off after every flight.
Freighter pilot 1st class
The freighter pilot 1st class gets information about the financial situation of the enterprise and therefore can carry out a clearing of the store at too low funds. Furthermore he takes more into account the trade radio traffic and does not approach any sectors in which was reported by enemy ships or pirates. The freighter pilot 1st class gets 35 credits at a mizura flytime paid off after every flight.
Freighter pilot
The freighter pilot already asks about new trade possibilities during the purchase or selling flight and takes care of these if possible in the current flight. Furthermore he keeps his ship in good condition and this flies in the need into a shipyard. The freighter pilot gets 40 credits at a mizura flytime paid off after every flight.
Equipment and requisites
- A ship belonging to the small ship class (M5, M4, M3, TS, TP) or a ship of the corvette class (M6)
- Boost Extension (optional: increase needed jumpdrive energy from 10% to 20% of cargospace)
- Duplex- and Triplex-Scanner (optional: increase the minimum jump distance to one sector)
- Trading System Extension (optional: if you wish a training session)
- Trade Command Software MK1
- Trade Command Software MK2
- Fight Command Software MK1 (optional: change the behaviour at contact with the enemy)
- Navigation Software MK1
- Jump drive (optional: can use after a special training session)
The trade order is started over the trade menu. The command "Start Commercial representation" gets visible if the ship the Navigation Software MK1, the Trade Command Software MK1 and MK2 in the ship are installed as well as a station as a homebase is assigned to.
In principle, the pilot cares about the complete line of goods of the factory or the factory complex. However, single goods can be locked for the pilot. The block will executed with "Ware lock/unlock" about the command Slot of the ship. To the start of this command a product which shall be locked or unlocked still must be indicated.
The command "Configuration" which also can be found in the command slot offers another configuration possibility. With this order an overview can among others be requested. Here a list of all possible orders.
Input - {0} {0} {0}
The pilot sends an overview of his stored data. Also previous salary, flying time and income are obvious in the overview.
Input - {0} {1} {X}
The pilot adds additional information to the name of the ship. (X = 0 Informationservice deactivate; X = 1 additional Informations)
Input - {0} {4} {X}
The pilot transfers the transaction data of every transaction to the company server. (Logfile 8001). (X = 0 deactivate; X = 1 activate)
Input - {1} {0} {0}
The pilot deletes all his operating data.
Input - {1} {1} {0}
The pilot deletes his achievements overview.
With the command "Configuration" the sell and buy conditions also can be sent to the pilot. Here a list of all possible orders.
Input - {2} {0} {1}
The pilot doesn't fly to own factories and stations.
Input - {3} {0} {2}
The defaults are to the pilot sends.
A pilot of level apprentice buys resources at a stock level below A% (standard 80%) and a station bank balance of about B Credits (standard 30,000 credits). A pilot of level auxiliary courier otherwise skips the purchase and goes over to the sale. This also applies to the case that he cannot buy any resources in the surroundings.
A pilot of level auxiliary courier sells products if cargo hold higher then C% (standard 20%) or if he can load D% (standard 30%) in cargo bay. A pilot of level freighter pilot 1st class skip this regulation at a station bank balance below E Credits (standard 20.000 Credits).
A pilot of level freighter pilot 2nd class buy intermediate products at a cargo storage below F% (standard 10%) and a station bank balance higher then B Credits (standard 30.000 credits). He otherwise skip to buy intermediate products.
A pilot of level freighter pilot sells intermediate products at a cargo storage higher G% (standard 80%).
Input - {3} {1} {A}
Input - {3} {2} {B}
Input - {3} {3} {C}
Input - {3} {4} {D}
Input - {3} {5} {E}
Input - {3} {6} {F}
Input - {3} {7} {G}
The pilot takes the jump radius fixed in the station for the aim determination. Of course the starting point is the sector of the homestation. This starting point can be moved.
Input - {4} {X} {Y}
The pilot takes the starting point with coordinates X; Y as jump radius. (Sectormap by Sveno)
Further information
Unusual Features: At the first start be no product on board except for the homeproducts, installed weapons and shields, rockets of all possible classes, fight drones and jump energy.
Jump drive: If a jump drive is used, then the pilot supplies himself even with jump energy from the homestation. He buys jump energy also outside. If both scanner (duplex/trip lex) installed the pilot undertakes a neighbour sector jump. Only a jump normally is undertaken if at least a sector lies between this. However, the scanner performance itself is not increased.
Enemy contact: If the freighter has the Fight Command Software MK1, then the pilot starts to make his ship more for certain. He buys fight drones in the current sector and equip his ship with more speed and agility. If the experienced pilot can in addition have a jump drive, then he ventures also into unsafe sectors.
Important: The pilot works for a complex and his complex is changed during his work, it then finishes his work and waits for perhaps new instructions.
Technical Data Commercial Agent
Language file
448001.xml (ID 8001)
498001.xml (ID 8001)
Command slot
COMMAND_TYPE_TRADE_03 (403)
COMMAND_TYPE_CUSTOM_00 (700)
COMMAND_TYPE_SHIP_03 (1203)
COMMAND_TYPE_SHIP_04 (1204)
Object task
Task 0 and 25
Official abbreviation
"die HVT"
"the CAG"
Translator
Blacky_BPG
Lucike
Many thanks to Blacky for the help to translated this description. :)
Changes Commercial Agent
Downloading
-> Commercial Agent (Version 3.2.00)
-> Commercial Agent (Version 3.1.12)
-> Commercial Agent (Version 3.1.11)
-> Commercial Agent (Version 3.1.10)
-> Commercial Agent (Version 3.1.09)
Changes
09.04.2006 (Version 3.1.10)
- All goods, which the pilot cannot unload in the home station, are included now with the next route.
- The pilot inserts information now in the ship name at the beginning of his route and after each flight.
- Player-owned factories and stations can be locked for the pilot.
- Some configuration attitudes changed.
- Pilots flew to trade station, although there were no combat drones to buy there.
- Errors in the flight routine and the pertinent jump energy procurement corrected.
- There was a problem with the colleague routine.
- With a large jump radius the computing time was simply too large.
- Pilots stop, if the destination station were diminished during the flight.
- Pilots want to buy fight drones, although no loading space is free.
- In some cases pilots in complexes do not sell intermediate products.
- Flight routine divides and into module way again together set.
- Separated from reasons for performance some program segments from the main script.
- In cases in those pilots their loaded sales commodity not to sell could do perhaps came it to hanging the game.
- Purchase by fight drones improved and the selling of own fight drones prevented.
- Colleague arrangement revises and refines.
- At the performance screw turned.
- At the performance screw turned.
< Keywords: ScripterLucike, Script, Commercial Agent, Loop, Logistic, supply, automatic buy sell >