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===Section4.3===
===Section4.3===
{{DescrBox|Übersetzt (Blacky_BPG)}}
{{DescrBox|Übernommen (Blacky_BPG)}}
<t id="628">\033YCommodity Logistics Software MK2\033X\nThis software supports the pilot to \033Wplan ahead a route\033X. The pilot is instructed to follow a given route and the corresponding commodity transfer orders for each intermediate stop. This enables the pilot to fulfil special tasks within the company or even at different stations. The route will be repeatedly followed until the pilot receives new orders or his route is changed. The software was originally developed by an Argon software engineer and as such is being sold in every argon equipment dock. It is also available in the \033Wfree Trading Station\033X located in Herrons Nebula.\nOver time the pilot will learn to use this software more efficiently, nobody starts out as an expert. Additionally he might participate in special training courses by utilizing his \033WTrading Computer Extension\033X. Those training courses are offered in the pilots home base at specified time intervals.\n\n\033YQuick start guide\033X\n\033W1.\033X Equip a TS class transporter with \033WNavigation Software MK1\033X and \033WCommodity Logistics Software MK2\033X\n\033W2.\033X Choose "\033YAdd/remove intermediate stopps\033X" in the additional command slots of the ship \(0=Add\), select a target station, the commodity, the price and the volume \(if you input a negative volume it will be unloaded/sold instead loaded/bought\). Repeat for all stations.\n\033W3.\033X Choose the command "\033YStart external commodity logistics\033X"\n\n\033YAdditional pilot qualifications\033X\n\033WApprentice\033X: The apprentice is able to use up to 4 stops in total in the tour. The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.\n\033WAuxiliary courier\033X: The auxiliary courier is able to use up to 6 stops in total in the tour. Additionally, he will be able to deliver commodities to equipment docks and trading stations. The auxiliary courier gets a wage of 20 credits per mizura flown, paid after completing each trip.\n\033WCourier\033X: The courier is able to use up to 10 stops in total in the tour. Additionally, he will be able to supply large ships. He buys in the current sector fight drones and equips his ship with more speed and agility. The courier gets a wage of 25 credits per mizura flownm, payable upon completion of each trip.\n\033WFreighter pilot 2nd class\033X: The freighter pilot 2nd class is able to use up to 15 stops in total in the tour. He is also able to use modern jump drive technology to move around more quickly. The freighter pilot 2nd class is paid a wage of 30 credits per mizura in flight, paid after each trip.\n\033WFreighter pilot 1st class\033X: The freighter pilot 1st class is able to use up to 20 stops in total in the tour. Furthermore, he pays close attention to the commercial radio network and will not enter any sectors in which enemy ships have been reported. The freighter pilot 1st class is paid a wage of 35 credits per mizura in flight, paid after each trip.\n\033WFreighter pilot\033X: The freighter pilot 1st class is not restricted in the amount of stops in his tour. Furthermore, he will repair his ship on his own by visiting a shipyard if necessary. The freighter pilot is paid a wage of 40 credits per flight-mizura, payable after each trip.\n\033YShip equipment and requisites\033X\nA ship belonging to the small ship class \(\033WM5, M4, M3, TS, TP\033X\) or to the corvette class \(\033WM6\033X\)\n\033WNavigation Command Software MK1, Commodity Logistics Software MK2\033X\n\033WBoost Extension\033X \(optional: increases the jump energy reserve from 10% to 20% of maximum cargo\)\n\033WVideo Enhancement Goggles\033X \(optional: use jumpdrive only on emergency, keep minimal fuel onboard\)\n\033WDuplex- and Triplex-Scanner\033X \(optional: decreases the minimum jump range by one sector\)\n\033WTrading System Extension\033X \(optional: needed to participate in training courses\)\n\033WFight Command Software MK1\033X \(optional: change the behaviour at contact with the enemy\)\n\033WFight Command Software MK2\033X \(optional: change the behaviour at contact with the enemy, in addition to the Fight Command Software MK1.\)\n\033WJump drive\033X \(optional: can be utilized after a special training course\)\n\033WTransporter Device\033X \(optional: if big ships like TL class transporters are chosen as a viable destination and the transporter may not dock at the ship\)\n\033WCargo Scanner\033X \(optional: affects the collection-strategy\) \n\n\033YUsage \(Route planning\)\033X\nThe \033Ymain command\033X is started over the \033Ytrade menu\033X. The command "\033YStart external commodity logistics\033X" becomes visible, if the \033WCommodity Logistics Software MK2\033X and the \033WNavigation Command Software MK1\033X are installed in the ship.\nThe \033Ywaypoint list\033X is maintained over the command slot of the ship with the command "\033YAdd/remove intermediate stopps\033X". After the start of this command six further inputs must be made. As the first the kind of adding must be indicated. An input of "0" causes that the new entry is attached in the back to the waypoint list. An input of over "0" however causes that the new entry is inserted before the indicated position. If a negative number is indicated, then the appropriate entry is changed. Next a station is indicated as waypoint. Afterwards must a be-prominent factory, which goods which can be treated and the transfer price per unit is indicated. As the latter still the transfer volume is needed. With the volume the quantity of the commodity is meant. A positive number causes the pilot to inviting and/or buying and a negative number to the discharge and/or selling.\nSince the number of configurations which are possible with the two commands "\033YAdd/remove intermediate stopps\033X" and "\033YConfigure intermediate stopps\033X" is very high, a extra page is dedicated to this information. So this overview remains clear.\n\n[center][select value="103"]Configuration settings \(new page\)[/select][/center]\n\033YFurther information\033X\n* You can change the lists mid flight but the changes become effective only after finishing the current tour.\n* \033WJump drive\033X: If a jump drive is used, the pilot will supply himself with energy from the homebase. He may buy energy from other sources, too, if he is not doing a chain supply tour. The pilot may jump to adjacent sectors if both scanner types \(duplex/triplex\) are installed. Normally a jump will only be done if the distance is at least one sector in between. Scanner range is not being enhanced.\n* \033WEnemy contact\033X: If the freighter has the \033WFight Command Software MK1\033X, 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 \033Wjump drive\033X, then he ventures also into unsafe sectors. If the pilot can have the \033WFight Command Software MK2\033X and can have the \033WMissile Defence System Mosquito\033X he will self equip with mosquito missiles.\n* \033WTransporter Device\033X: Transporter of the class TL also can be loaded with freighters which cannot dock to a Transporter of the class TL. To this the freighter needs a Transporter Device, this one makes possible a transport of wares to a TL class ship from the distance. If the pilot has a TL class ship as target and does not dispose of a Transporter Device, then he waits till the TL has docked to a station and follows him for a transfer to this station. The TL class ship must otherwise be in the same sector and have stopped its machines or it must stand. Distant sectors are only approached by the pilot when the pilot can have a \033Wjump drive\033X.\n* \033GHint\033X: If you buy the Commodity Logistics Software at the software producers offices at the free argon trading station in Herrons Nebula, the producer Machiel Software Corporation tries to provide qualified personnel. If you start the software at the trading station you might get lucky and receive qualified pilots from the very beginning.</t>


===Section4.4===
===Section4.4===
{{DescrBox|Übersetzt (Blacky_BPG)}}
{{DescrBox|Übernommen (Blacky_BPG)}}
<t id="629">The \033YEconomic and Supply Trader\033X takes care of efficient trade of predetermined goods in specified area of sectors. Companies usually train their traders over time to handle wider market. Installation of Trading System Extension allows the Trader to attend these training courses. All pilots get a share from the profits. After each successful trade run 1% of the pure profit is shared by pilots. However, the sales of leftovers, ie goods not sold to the intended buyer, are not considered for this\n\033YShort instructions\033X\nThese pilots work only for \033Yestablished companies\033X. One must have trade rank of at least \033YTrader\033X to hire Economy and Supply Trader\n1. Equip a TS class transporter with \033YNavigation Software MK1, Trading System Extension, Trade Command Software MK1 and MK2\033X\n2. Choose the command "\033YEconomics Trader: Ware Add/Remove\033X" from the Additional Ship Commands menu and select a product \n3. Choose the command "\033YStart Economics and Supply Trader...\033X"\n\033YPilot qualifications\033X: The individual abilities of the economy and supply traders are available depending on course participation\n\033WApprentice\033X: The apprentice trades one ware in indicated sector and the adjacent sectors, which are one jump away. The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time. \n\033WAuxiliary Courier\033X: The auxiliary courier trades three wares within three jumps from his central sector. Furthermore, he can buy or sell goods to Equipment Docks and Trade Stations. The auxiliary courier is paid a wage of 20 credits per mizura flown, paid after each trip\n\033WCourier\033X: The courier trades five wares within five jumps from his central sector. He will equip his ship with more speed and agility, and Fighter Drones if they can be bought in the current sector. The courier is paid a wage of 25 credits per mizura flown, paid after each trip\n\033WFreighter pilot 2nd class\033X: The freighter pilot 2nd class trades seven wares within ten jumps from his central sector. He can use a jumpdrive if one is installed. The freighter pilot 2nd class is paid a wage of 30 credits per mizura flown, paid after each trip\n\033WFreighter pilot 1st class\033X: The freighter pilot 1st class trades ten wares within fifteen jumps from his central sector. He also monitors the trade radio traffic and does not enter any sectors with enemy ships or pirates. The freighter pilot 1st class is paid a wage of 35 credits per mizura flown, paid after each trip\n\033WFreighter pilot\033X: The freighter pilot can trade all wares within twenty jumps from his central sector. Furthermore, he keeps his ship in good condition and repairs it at a shipyard when needed. The freighter pilot is paid a wage of 40 credits per mizura flown, paid after each trip\n\033YEquipment and Prerequisites\033X\nA small class ship \(\033WM5, M4, M3, TS, TP\033X\) or a ship of the corvette class \(\033WM6, M7\033X\)\n\033WTrade Command Software MK1\033X, \033WTrade Command Software MK2\033X, \033WNavigation Command Software MK1\033X\n\033WBoost Extension\033X \(optional: increases the jump energy reserve from 10% to 20% of maximum cargo\)\n\033WVideo Enhancement Goggles\033X \(optional: use jumpdrive only on emergency, keep minimal fuel onboard\)\n\033WDuplex- and Triplex-Scanner\033X \(optional: decreases the minimum jump range by one sector\) \n\033WTrading System Extension\033X \(optional: needed to participate in training courses\)\n\033WTrade Command Software MK3\033X \(optional: turns on automatic configuration and trade mode: The Trade Command Software MK3 takes over all control of the configuration. The additional configuration commands are disabled and faded out.\)\n\033WFight Command Software MK1\033X \(optional: change the behaviour at contact with the enemy, The pilot may make his ship safer. He buys fight drones in the current sector and equips his ship with more speed and agility. If the experienced pilot has a jump drive, then he can venture into unsafe sectors.\)\n\033WFight Command Software MK2\033X \(optional: change the behaviour at contact with the enemy, in addition to the Fight Command Software MK1. If the pilot can use the missile defence mosquito, then he also will get himself a stock of mosquitos.\)\n\033WJump drive\033X \(optional: can be utilized after a special training course\)\n\033YUsage\033X: The command is started over the trade menu. The command "\033YStart Economics and Supply Trader...\033X" becomes visible, if the Trade Command Software MK1, Trade Command Software MK2 and Navigation Command Software MK1 are installed in the ship. Then the sector must be selected, in which the trade is to begin. The pilot is trading with his assigned wares. You can choose with the command "\033YWare Add/Remove\033X", which wares the pilot can trade. After the start of this command you must choose a ware. A further configuration option offers the instruction "\033YConfiguration\033X", which is to be likewise found in the command slot of the ship. With this command can be requested an overview. Here a list of all possible commands\n\033WInput 0 - 0 - 0\033X : The pilot sends a report containing configuration, the payment received up to now, the flight time, and the income. \n\033WInput 0 - 1 - X\033X : The pilot adds information to the name of the ship. \(X = 0 Information service deactivate; X = 1 to 6 Information variants\)\n\033WInput 0 - 2 - X\033X : The pilot notes his ship number for the information service\n\033WInput 0 - 3 - X\033X : The pilot notes his station number for the information service\n\033WInput 0 - 4 - X\033X : The pilot logs the transaction data of every transaction to the company server. \(Logfile 8005\). \(X = 0 deactivate; X = 1 activate\)\n\033WInput 1 - 0 - 0\033X : The pilot deletes all his operating data\n\033WInput 1 - 1 - 0\033X : The pilot deletes his achievements overview\n\033WInput 2 - 0 - 1\033X : The pilot does not trade with other Player-owned stations. \(X = 0 deactivate; X = 1 activate\)\n\033WInput 2 - 1 - X\033X : The pilot operates within jump range of X from homesector. The maximum jumps is limited by pilot level. \(X = 0 to 20\)\n\033WInput 2 - 2 - X\033X : The pilot does trade only in sectors with advanced satellites. \("\033YAdvanced Satellite\033X" or "\033YAdvanced Satellite\033X - \033YHomesector\033X"\).  \(X = 0 deactivate; X = 1 activate\) \n\033WInput 2 - 3 - X\033X : The pilot looks for trade runs, which make at least X% of profit\n\033WInput 2 - 4 - X\033X : The pilot looks for buyers, which have at least X% free space in their stock\n\033WInput 5 - X - Y\033X : The pilot copies his ware list to Company server or reads it from there. \(X = 0 to 9, List storage slot; Y = 0, Get list from server; Y = 1, Save list to server\)\nIn the Command console of each player station one can find command "Calculate station prices". This command will dynamically adjust station prices. After command start you must select the mode \(0-4\)\n\033WMode 0\033X : The prices of all goods of the station are computed and set after stock\n\033WMode 1\033X : The prices of all products of the station are computed and set after stock\n\033WMode 2\033X : The prices of all resources of the station are computed and set after stock\n\033WMode 3\033X : The prices of all products and intermediate products of the station are computed and set after stock\n\033WMode 4\033X : The prices of all intermediate products of the station are computed and set after stock\nA full report of all Economy and Supply dealer ships can be called up over the command Slot of player Trading Station or player Headquarters. The report command, "Status Economics and Supply Trader" remains visible in the Slot while all data are collected and sorted. Then a message is added to the log.</t>
 


===Section4.5===
===Section4.5===
{{DescrBox|Übersetzt (Blacky_BPG)}}
{{DescrBox|Übernommen (Blacky_BPG)}}
<t id="633">%s\n\n\033CTaxi Software MK1 at the M5\033X\nWith the \033YTaxi Software MK1\033X, a taxi-driver is hired who as of now uses the taxi for \033Ypassenger transportation\033X on an M5-class ship. He moves from one station to another and looks for passengers with whose transport he then earns his money. The more experienced he gets, the further he'll move: Although at the beginning, the taxi is to be found only in the start sector, you can later find it in the whole universe. The salary is calculated by \033Yrank, distance, transported passengers and number of passed sectors\033X. As input, the command requires the sector in which the taxi-driver shall start. To get started, the M5 needs the \033YExplorer Software\033X as well as the \033YCargo Life-support System\033X.\n\n\033CTaxi Software MK1 at the TP\033X\nA driver is hired at the TP as well. He takes over the \033YShuttle Service\033X now, this means he either transports passengers of the stations of one single sector to the \033Ytrade station and other traffic hubs\033X for travellers, or connects several different sectors from these assembly points. The more frequently it visits a station, the larger numbers of passenger will want to fly with the ship. In a sector, only one TP can work, the connection between 2 or more sectors however can be maintained by several TPs. As input, the command requires \033Ytwo sectors\033X between which the ship shall work. If the same sector is chosen twice, the ship switches to the \033YInSector Shuttle Service\033X. The payment is determined by rank of pilot, covered distance and number of transported passengers. As a software, the TP needs the \033YExplorer Software\033X.\n\n\033CTaxi Software MK2 at the TP\033X\nAs of the rank \033YExperienced Chauffeur\033X, the \033YTaxi Software MK1 Pilot\033X can use the \033YTaxi Software MK2\033X. To start this service, the TP needs the \033YExplorer Software\033X. He offers the ship for \033Ytravel trips to the surrounding sectors\033X. However, he will not use the jumpdrive in order to show the passengers as many sectors as possible. As input the command requires a \033Ystart sector as well as the jump radius\033X which it shall cover. Payment depends on distance, rank of the pilot, passengers and number of passed jump gates.</t>
 
 




<t id="681">%s\n\nIn addition, the pilot tries to equip the ships with the best shields and other stuff it finds in the cargobay of its homebase, if possible. This means:\n\033YEnergy Cells\033Y, if a jump drive is installed in the target ship\n\033YMass Driver Ammunition\033X, if a corresponding weapon is available in the target ship\n\033YFight Drones\033X for Universe Trader\n\033Y1MJ, 5MJ, 25MJ and 125MJ-Shields\033X, if lower shields are being installed at the target ship\nMoreover, the Sector Mother will also take\n\033YOre\nTeladianium\nMicrochips\nComputer Components\nCloth Rimes\nEnergy Cells\033X\nalong to carry out repairs, if ALL wares are on stock at the homebase.</t>


===Section4.6===
===Section4.6===

Version vom 5. Juli 2007, 22:16 Uhr

Diese Seite ist kurzfristig von mit geöffnet worden, weil ich für mein Projekt CIAD noch Übersetzungshilfe brauche. Folgendes File darf jeder, der gerade lustig ist, von der deutschen in die englische Sprache bringen:

Info

  • Die Zeichen \033Y, \033A, \033W etc. setzen eine andere Farbe. \033X beendet den Bereich der geänderten Schriftfarbe.
  • \n markiert einen Zeilenumbruch
  • %s steht als Platzhalter für eine Variable, die später in den Text eingefügt wird.
  • Wenn man nur eine "Section" editiert, verringert das die Gefahr eines "Bearbeitungskonfliktes". Daher ist es sinnvoll, die "Bearbeiten"-Felder in den Sections zu nutzen, als den "bearbeiten"-Link am Anfang dieses Artikels.


 

Section1


Section2


Section2.2


Section3


Section4

Section4.1


Section4.2


Übersetzt von neomedes - Ich habe zum Schluss noch ein paar zusätzliche Hinweise eingefügt, die auf der englischen Script-Seite (http://forum.egosoft.com/viewtopic.php?t=151491) zu finden waren --Neomedes

Damit hast du die 100 Zeilen um genau 5 überschritten - ich musste die Hinweise wieder rausnehmen ;) --SymTec 21:58, 5. Jul 2007 (CEST)


Section4.3


Section4.4


Section4.5




Section4.6

<t id="682">%s\n\nExplanations:\n\n\033CStage 1 and 2:\033X\nOn the basic levels the order is a \033YSell ware for best price\033X and a \033YBuy ware for best price\033X, depending on need. Overproductions in circulations can be sold appropriately, single goods are acted over the resource store of the station \033Ylike in a trade station\033X. By the way: This order in Stage 1 also makes sense for a freighter if two freighters shall regularly sell at a factory: So one of the freighters is used only for full stores and the store always remains a little filled so that own freighters and customers can buy the product. Moreover, the freighter is protected while in station.\n\n\033CStage 3:\033X This order contributes to a \033Ymore sensible use of the trade stations and equipment docks\033X. Instead of with the quite restricted cargo bay which normal freighters would sell here the StoreHoldManager makes use of the whole cargo bay of its ship. The priorities of its aim search also can be configured. And the manager finally does not cover any docking bay in his breaks, something too more clarity and faster docking of other ships leads. In this adjusting the ship will trade to large parts with the AI therefore not approach player stations either on which docking is forbidden by NPC ships.\n\033YPriorities:\033X Depending on as the difference between the price is greatly on the own trade station and that one of the surrounding stations will the freighter use them directly or prefer the income to the transport need:\n\033YRelevance III:\033X The price difference amounts to 3 cr, the product is needed urgently or has to be picked up urgently. In this case the freighter will immediately approach and provide the station as well as possible, sell mainly the environment therefore AI stations to sell or be able to buy quantities as fast as possible as large as possible.\n\033YRelevance II:\033X At 2 cr difference the main emphasis is on a fast passing: Only if no supplier or no buyer can be found with the corresponding price difference, the ship approaches also other stations.\n\033YRelevance I:\033X In all other cases the ship tries in an old HSN tradition to buy goods on a trade station to then sell them to the AI factories. If it does not find any fitting AI factories, it passes the wares on to the next trade station or the next equipment dock.\n\033YFurther Attitudes:\033X A \033YTrading System Extension\033X concentrates the freighter on the trade still more: Then he will always when he cannot do any suitable trade journey to a trade station act between other AI factories. Its relationship to the homebase also comes loose: On the trade flights he still docks normally once to his home trade station but with this extension the ship recognizes that this is nonsense actually and lets be it.\nWith the \033YVideo Enhancement Goggles\033X he looks ahead, whether the station which he intends to approach is not an equipment dock perhaps. In this case, he stop this flight because he knows that the player does not like it if his wares stored on the equipment dock are sold.\n\033CStage 4:\033X The following wares are got in a corresponding crowd in the jump radius: \033YTeladianium, Energy Cells, Rastar Oil, ore, Silicon Wafers, Crystals, Microchips, Cloth Rims, Quantum Tubes, Computer Components\033X - The store is filled in the first case up to 92750 units. A product is chosen this one to not the listed above counts, will act the freighter like a normal StoreHoldManager. He will either try to keep the crowd chosen by the Dock ware manager or try, if the dock ware manager was not taken out for this product, to cover about 2500 cargo bay units with the product.\n\n\033YGeneral additional feature:\033X\nWith the \033YFight Command Software MK1\033X the pilot of the ship learns that there are sectors which one avoids better. All sectors whose race is sedate in the configuration as an enemy are excluded from the trade now.\nThe pilot knows, is \033Yno Duplex and no Triplex scanner\033X installed: I need the support of the environment! Only sectors in which a \033Ysatellite or an advanced satellite\033X is found are approached.\nIf both \033YDuplex and Triplex scanner\033X installed, this enlarges the horizon of the freighter considerably. The jump radius of the station is therefore increased by 1 for this ship.\n\n\033YRecommended Extensions:\033X\n\033YTrading System Extension\nDuplex- or Triplex-Scanner\033X</t>

<t id="683">%s\n\nUnlike the standard trade commands this expansion can not only buy resources and sell products but also reversed. If a wrong number is entered as a percentage, a warning note sounds. In every case, however, the ship flies off in the sale with a full cargo bay. No matter whether it falls with that below the percent brand. All other things would be senseless. The freighter tries to reach a compromise between short air route and good trade price. It avoids the pirate sectors to a low extent and fixes its trace priorities depending on attitude.\nThe priorities, whether a ship prefers to fly a longer way or prefers to choose an a little more expensive supply nearby, still can be changed afterwards too.</t>

<t id="684">%s\n\nThe ship will connect two stations like a \033YComplex Construction Kit\033X. It will act at the wares price on the stations so that the profit or loss of the homebase is imputed. It will not consist in doubt on payment. The homebase is arbitrary. The ship is able to use a jump drive.\n\nThe ship scans respectively the stations, whether this station needs a ware which has the other station in the abundance and becomes this ware \(or also several wares\) then take one from it to the other station. Is there not only own, \033Ybut AI stations also accepted\033X. If the ship has nothing to do, it waits. Money will always get it to itself first of the account of the homebase, then of the player account. If this is not possible, it simply will unload and load on player owned stations. Also with energy cells it will provide according to itself at the target stations.</t>