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Section1

Section2

Section2.2

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<t id="280">\033GSector Security Network: Patrol:\033\nThis Command initializes a patrol flight for the \033YSector Security Network\033X. To start it a ship needs the Fight Command Software MK1 & MK2 and the best possible Scanner. After that it could fly a patrol route between two sectors. \n\033YSpecial case:\033XIf the chosen ship is the player ship the software will sends a List with endangered sectors to the player.</t>

<t id="281">\033GMaintain merchant fleet:\033X\n The \033YSector Mother\033X - however it is in the most cases male - supervises the players merchant fleet. The Sector Mother calls every ship back to a station if it has a small damage. There she advises him to fly as fast as possible to a near ship yard to repair the damage. If its home base trades with the necessary goods to repair a ship - Ore, Teladianium, Microchips, Computer Components, Cloth-Rimes and Energy Cells - the Sector Mother is able to do repair the ship.</t>

<t id="282">\033GHold Stock:\033X\n\033CLEVEL 1:\033XThe \033YStorage manager\033X sees to it that the wares which are not used will be sold. He could used in every factory. If the storage is more than 80 percent full he loads this ware in his freighter and flies away. He sells the ware best but at least for the set price at his homebase. If this is not possible he waits. Furthermore he can buy wares for the station in an emergency case: If the storage amount falls short \(less than 30 percent)\ he will automatically buy new wares for the station. Thereby he will take 25 percent of the profits\(Difference: Price at his station - purchase price)\ for himself. \n\033CLEVEL 2:\033XIf a \033YTrading system extension\033X is installed the software makes sure that the ship is used optimal: The ship is always on the way to buy and sell the wares of his homebase. In addition to the support of its hombase the manager supports the logistics in the region, too. Attention: This could be lengthen the training period of sector trades in this region. The manager uses also at this level a small part of the profits for himself. \n\033CLEVEL 3:\033X The manager generates on \033YTrading Stations and Equipment Docks\033X a particular intelligence: He can connect himself to a \033YTrading Stations network\033X \(HSN\) and organises the forwarding of wares between a row of trading stations. This feature is developed furthest. A very useful behavior of the pilot is to spend its leisure not at its homebase but at AI stations. So he saves docking bays for other ships. \n\033CLEVEL 4:\033X Is the homebase the \033YPlayers Headquarter\033X the ship is able to get all for the ship building required wares and not only one as long as this wares are listed at the station. If the \033YTrading system extension\033X is installed the ship will support also players capital ships with enough goods. Except at the headquarter the manager administered the storage amount of \033Yonly ONE ware\033X. Therefore he uses at least the half of the freight space. In case of doubt the software messages the player automatically. It is necessary to install the \033Y Navigation Command Software MK1\033X to start the command at a freighter!</t>

<t id="283">\033GBuy ware till percent ... and sell ware ex percent ...:\033X\n With the \033Yenhanced Trade Command Software MK1 and MK2\033X a ship can buy and sell wares best. Thereby the ship observes to a defined stock which should at least at the station so that the station can produce along and that there enough wares for selling and process. A new targeting algorithm makes sure that the ship in according to the sets approachs only defined stations. It is possible to modifie and enlarge this algorithm.\n\033CSpecial features:\033X IF you add following numbers to the percentage the ship uses special features:\n\033C100\033X: favoured dealing with player owned stations\n\033C200\033X: favoured dealing with AI stations\n\033C300\033X: favoured dealing with trading stations\n\033C400\033X: exclusive dealing with player owned stations\n\033C500\033X: exclusive dealing with AI stations\n\033C600\033X: trade only at stations where other races can trade,too.\n\033C1000-9000\033X: Jump range set\n\033YAchtung:\033X 1000 would be a range of 0 jumps, 2000 a range of 1 jump and so on. Maximum count are 8 jumps.\nA list of all special features appears also if you choose the command in the command menu and press "i"</t>

<t id="284">\033GConnect factories:\033X\nIt is necessary to enter 2 factories. It uses a ship like a \033YComplex Construction Kit\033X: It controls what ware is produced on one station and needed on another station and equalizes the amounts. To use the command the ship needs the \033YTrade Command Software MK1\033X and \033YTrade Command Software MK2\033X, too.</t>

<t id="285">\033GConnect stations for TL:\033X\nIt is necessary to enter 2 stations and a ware which have to be chosen from one station. This command lets the TL work like a \033Yhuge tanker\033X: He searchs all TS and TP ships in his ownership which have installed a \033Y Transporter Device\033X to either charge wares in the first sector and coordinate the discharge in the second sector. The TS/ TP wil be started automatically and buy or sell maximum till the average price. To use the command it is necessary to install a \033YTrade Command Software MK1\033X and \033YTrade Command Software MK2\033X, furthermore the TL needs als a \033YTransporter Device\033X and of course TS ships which have the TL as their homebase. \nThis command is made for the cooperation with the \033GMinerals Prospector\033X.</t>

Section3


Section4

Section4.1


<t id="626">\033YCommercial Agent\033X \nThe Commercial Agent, as a representative for his homebase, will buy and sell wares for his homebase within a certain jumprange. Over 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 trading computer extension. Those training courses are offered in the pilot's homebase at specified time intervals. \n\033YAdditional pilot qualifications:\033X \n\033WApprentice:\033X The apprentice buys resources for his homebase. 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 buys resources and sells products for his homebase. Furthermore, he can buy or sell goods to equipment docks and trade stations. He can also have these stations as homebase. The auxiliary courier is paid a wage of 20 credits per mizura flown, paid after each trip. \n\033WCourier:\033X The courier coordinates with his homebase and sector colleagues. 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 can handle intermediate products of a complex in addition to its products and resources. 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 monitors the financial situation of his homebase and when funds are too low he will only sell products. 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 searches for new trade possibilities during flight and takes care of these, if possible, in the current flight. 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 \(\033WM3, M4, M5, TS, TP\033X\) or a ship of the corvette class \(\033WM6\033X\) \n\033WNavigation Software MK1\033X, \033WTrade Command Software MK1\033X and \033XMK2\033X are needed to start the command \n\033WBoost Extension\033X \(optional: increases the jump energy reserve from 10 percent to 20 percent of maximum cargo\) \n\033WVideo Enhancement Goggles\033X \(optional: prevents usage of an installed jump drive, emergency jump still works\) \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 Software MK1\033X If the freighter has the \033WFight Software MK1\033X, then 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. But independent from an installed Fight Software the pilot will never fly into such sectors, that are marked as enemy sectors by the ship's Friend and Foe settings. The switch "\033Wif enemy to me, display as enemy\033X" should be turned off. \n\033WFight Software MK2\033X If the freighter also has the \033WFight Software MK2\033X and the pilot can download the \033WMissile Defense Mosquito\033X he will build up a stock of Mosquitos. \n\033WJump drive\033X If a jump drive is utilized, the pilot will automatically supply himself with energy cells of his 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\033YUsage:\033X \nThe command "\033YStart Commercial representation\033X" in the Trade Menu is visible if the ship has the necessary software installed and meets the other prerequisites. It also needs a homebase. \nIn general, the pilot deals with the complete line of wares at his homebase. However, the pilot can be ordered not to trade with certain wares. The ware's lock is toggled with the command "\033YWare lock/unlock\033X" in the Additional Ship Commands Menu. \nThe command "\033YConfiguration\033X", found in the Additional Ship Commands Menu, can handle many things. Here is a list of all possible orders: \n\033Winput 0 - 0 - 0\033X : The pilot sends a report containing the payment received up to now, the flight time and the income. \n\033Winput 0 - 1 - X\033X : The pilot adds informations to the name of the ship. \(X = 0 Information service deactivate; X = 1 to 9 Extended information in different variants\) \n\033Winput 0 - 2 - X\033X : The pilot notes his \(or her\) ship-id. \n\033Winput 0 - 3 - X\033X : The pilot notes his \(or her\) homebase-id. \n\033Winput 0 - 4 - X\033X : The pilot logs the transaction data of every transaction to the company server. \(Logfile 8001\). \(X = 0 deactivate; X = 1 activate\) \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. \nUsing the command "\033YConfiguration\033X" the buying and selling settings for the pilot can be adjusted. Here a list of all possible orders: \n\033Winput 2 - 0 - X\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 trades within the jump range predefined by the homebase. By this command the pilot overwrites that default. \(X = 0 to 50 jumps, X = -1 standard jump range\) \n\033Winput 2 - 2 - X\033X : With this function activated, the pilot only deals in sectors, where a player-owned advanced satellite can be found. Mind also the naming of the advanced satellite: "\033YAdvanced satellite\033X" or "\033YAdvanced satellite - sector\033X". \(X = 0 deactivate; X = 1 activate\) \n\033Winput 3 - 0 - 0\033X : The settings are reset to default. \n\033Winput 3 - 1 - A\033X : Apprentice or higher: Resources are bought when stock is below \033WA\033X percent \(default 80 percent\) \n\033Winput 3 - 2 - B\033X : Apprentice or higher: Resources are bought when the station's credit balance is at least \033WB\033X Credits \(default 30,000 credits\) \n\033Winput 3 - 3 - C\033X : Auxiliary Courier or higher: Products are sold when stock is above \033WC\033X percent \(default 20 percent\) \n\033Winput 3 - 4 - D\033X : Auxiliary Courier or higher: Products are sold if the pilot can load \033WD\033X percent into his cargobay \(default 30 percent\) \n\033Winput 3 - 5 - E\033X : Freighter Pilot 1st class or higher: Ignore the product selling regulations if the station's bank balance is below \033WE\033X credits \(default 20,000 credits\) \n\033Winput 3 - 6 - F\033X : Freighter Pilot 2nd class or higher: Buy intermediate products when stock is below \033WF\033X percent \(default 10 percent\) and when the station's credit balance is at least \033WB\033X credits \(default 30,000 credits\). \n\033Winput 3 - 7 - G\033X : Freighter Pilot or higher: Intermediate products are sold when stock is above \033WG\033X percent \(default 80 percent\) \nThe pilot takes at default the jump range of his homebase. The origin naturally is the homesector. This origin can be moved: \n\033Winput 4 - X - Y\033X : The pilot uses the sector at coordinates \033WX\033X, \033WY\033X as the center for his jump radius. \nOtherwise, the pilot uses the stations' sector as the center. \n\033WHeadquarter:\033X If working for a HQ, the reserved cargohold in that HQ is the same as the size of the freighter's cargohold. That is for each good. The Dock Ware Manager can remove this restriction and assign hold for each good seperatly. \n\033WTrade stations and equipment docks:\033X If working for a trade station or an equipment dock, the pilot only buys goods, if the dock is closed for other races. Otherwise the pilot only sells goods, if the dock is open for other races. The same applies to the headquarter. \n\033WImportant:\033X If the pilot works for a complex and his complex is changed during his work, he may need new orders when his current flight is complete.</t>

Section4.2

<t id="627">\033YWarenlogistiksoftware MK1\033X \nDiese Software ermöglicht es dem Piloten eine \033Winterne Produktionslogistik\033X durchzuführen. Sie übernimmt die Bestellaufnahme der einzelnen Verbraucher des Unternehmens und koordiniert dazu die angegebenen Lieferanten. Somit ist es möglich die Heimatprodukte an mehrere Verbraucher zu liefern und von warenverwandten Lieferanten abzuholen. Die Software ist ein Produkt eines argonischen Softwareentwicklers und wird in allen argonischen Ausrüstungsdocks verkauft, kann aber auch in der \033Wfreien argonischen Handelsstation in Herrons Nebel\033X gekauft werden, wo der Hersteller sitzt. Wenn also das Startkommando in der Handelsstation fällt, so kann man mit etwas Glück gute Piloten erhalten. \033WVerbraucher\033X werden grundsätzlich nach Dringlichkeit sortiert und beliefert, wobei sie nur dann angeflogen werden, wenn die Lager der Verbraucher einen Mangel von 5 Prozent aufweisen. Genau so werden \033WProduzenten\033X nur dann angeflogen, wenn die Lager des Produzenten mindestens 5 Prozent gefüllt sind. Der Pilot lernt mit der Zeit immer besser mit dieser Software umzugehen und kann mit Hilfe der Handelscomputer Erweiterung neue Lehrgänge besuchen. Diese Lehrgänge finden zu bestimmten Terminen in der Heimatstation des Piloten statt.

\n\033YKurzanleitung\033X \n\033W1.\033X Transporter der Klasse TS mit Navigationssoftware MK1 und Warenlogistiksoftware MK1 ausrüsten \n\033W2.\033X Homebase zuordnen \n\033W3.\033X Im Kommando-Slot-Menü mit dem Befehl "\033YHinzufügen/Entfernen von Produkten\033X" Produkt auswählen und Preis vergeben \n\033W4.\033X Im Kommando-Slot-Menü mit dem Befehl "\033YHinzufügen/Entfernen von Stationen\033X" Destinationen auswählen \n\033W5.\033X Im Handelsmenü den Befehl "\033YStarte interne Warenlogistik\033X" starten

\n\033YLehrgänge\033X \n\033WLehrling:\033X Der Lehrling kann von einem Lieferanten ein Produkt abholen und an drei Verbraucher liefern. Der Lehrling ist in der Probezeit und bekommt aus diesem Grund kein Gehalt. \n\033WHilfskurier:\033X Der Hilfskurier kann von zwei Lieferanten zwei verschiedene Produkte abholen und an fünf Verbraucher liefern. Darüber hinaus kann er Ausrüstungsdocks und Handelsstationen als Verbraucher anfliegen bzw. beladen. Er kann diesen Stationen auch angeschlossen werden. Der Hilfskurier bekommt 20 Credits pro Flugmizura nach jedem Flug ausbezahlt. \n\033WKurier:\033X Der Kurier kann von drei Lieferanten drei verschiedene Produkte abholen und an fünf Verbraucher liefern. Darüber hinaus kann er Transporter der Klasse TL anfliegen und diese als Verbraucher anfliegen bzw. beladen. Er kauft im aktuellen Sektor Kampfdrohnen und rüstest sein Schiff mit mehr Geschwindigkeit und Wendigkeit aus. Der Kurier bekommt 25 Credits pro Flugmizura nach jedem Flug ausbezahlt. \n\033WFrachtpilot 2. Klasse:\033X Der Frachtpilot 2. Klasse kann von fünf Lieferanten vier verschiedene Produkte abholen und an zehn Verbraucher liefern. Darüber hinaus kann er die moderne Sprungantriebstechnik benutzen. Der Frachtpilot 2. Klasse bekommt 30 Credits pro Flugmizura nach jedem Flug ausbezahlt. \n\033WFrachtpilot 1. Klasse:\033X Der Frachtpilot 1. Klasse kann von fünf Lieferanten fünf verschiedene Produkte abholen und an zehn Verbraucher liefern. Darüber hinaus beachtet er mehr den Handelsfunkverkehr und fliegt keine Sektoren an, in denen von bedrohlichen Feindschiffen oder gefährlichen Piraten berichtet wurde. Der Frachtpilot 1. Klasse bekommt 35 Credits pro Flugmizura nach jedem Flug ausbezahlt. \n\033WFrachtpilot:\033X Der Frachtpilot kann von zehn Lieferanten Produkte abholen und an zwanzig Verbraucher liefern. Die Anzahl der Produkte ist nicht begrenzt. Darüber hinaus pflegt er sein Schiff und fliegt dieses im Bedarfsfall in eine Schiffswerft. Der Frachtpilot bekommt 40 Credits pro Flugmizura nach jedem Flug ausbezahlt.

\n\033YSchiffsausrüstung und Schiffsvoraussetzung\033X \nEin Schiff der Kleinschiffklasse \(\033WM3, M4, M5, TS oder TP\033X\) oder der Korvettenklasse \(\033WM6\033X\) \n\033WWarenlogistiksoftware MK1, Navigationssoftware MK1\033X Nötig, um das Kommando zu starten. \n\033WBoost Erweiterung\033X \(optional: erhöht den Sprungenergievorrat von 10\% auf 20\% des Laderaums\) \n\033WDigitales Sichtverbesserungssystem\033X \(optional: Abschaltung eines installierten Sprungantriebes, Notsprung bliebt erhalten\) \n\033WDuplex- UND Triplex-Scanner\033X \(optional: verringert die Mindestsprungweite auf einen Sektor\) \n\033WFrachtscanner\033X \(optional: beeinflusst das Abholverhalten nach Lagerbestand\) \n\033WHandelscomputer Erweiterung\033X \(optional: wenn eine Lehrgangsteilnahme gewünscht wird\) \n\033WKampfsoftware MK1\033X \(optional: verändert das Feindberührungsverhalten\) - Verfügt der Frachter über die Kampfsoftware MK1, so beginnt der Pilot sein Schiff sicherer zu machen. Er kauft im aktuellen Sektor Kampfdrohnen und rüstet sein Schiff mit mehr Geschwindigkeit und Wendigkeit aus. Kann der erfahrende Pilot zusätzlich über einen Sprungantrieb verfügen, so wagt er sich auch in unsichere Sektoren. \n\033WKampfsoftware MK2\033X \(optional: verändert zusätzlich zur Kampfsoftware MK1 das Feindberührungsverhalten\) - Wenn der Pilot auch über die Kampfsoftware MK2 verfügt und er die Raketenabwehr Moskito herunterladen kann, so wird er sich auch einen Vorrat an Moskitos zulegen. \n\033WSprungantrieb\033X \(optional: Kann nach besonderem Lehrgang genutzt werden\) - Wird ein Sprungantrieb genutzt, so versorgt sich der Pilot selbst mit Sprungenergie aus der Heimatstation. Er kauft Sprungenergie auch außerhalb, wenn es sich nicht um eine kostenlose Kreislauflogistik handelt. Der Pilot führt einen Nachbarsektorsprung durch, wenn beide Scannerarten \(Duplex/Triplex\) installierten sind. Im Normalfall wird nur ein Sprung durchgeführt, wenn mindestens ein Sektor dazwischen liegt. Die Scanner-Leistung selbst wird aber nicht erhöht. \n\033WTransportererweiterung\033X \(optional: wenn Schiffe der Großschiffklasse beliefert werden sollen und der Versorger nicht andocken kann\) - Transporter der Klasse TL können auch mit Frachtern beladen werden, die an einen Transporter der Klasse TL nicht andocken können. Dazu benötigt der Frachter eine Transportererweiterung, die es dem Piloten ermöglicht die Waren aus der Ferne auf den Transporter der Klasse TL zu transferieren. Wenn der Pilot einen großen Transporter als Ziel hat und über keine Transportererweiterung verfügt, so wartet er bis der Transporter der Klasse TL an eine Station angedockt hat und folgt ihm für einen Transfer zu dieser Station. Ansonsten muss der Transporter der Klasse TL im selben Sektor sein und seine Maschinen gestoppt haben bzw. er muss stehen. Entfernte Sektoren werden nur vom Piloten angeflogen, wenn der Pilot über einen Sprungantrieb verfügen kann. \n\033YHandhabung \(Warenlogistik zwischen Fabriken, Docks und Transportern der Klasse TL\)\033X \nDer Hauptbefehl wird über das Handelsmenü gestartet. Der Befehl "\033YStarte interne Warenlogistik\033X" wird sichtbar, wenn die \033WWarenlogistiksoftware MK1\033X und die \033WNavigationssoftware MK1\033X im Schiff installiert sind, sowie dem Schiff eine Station als \033WHeimatbasis\033X zugeordnet ist. \nDie Stationsliste wird über den Kommando-Slot des Schiffes gepflegt. Nach dem Start dieses Befehls muss noch eine eigene Station bzw. ein eigener Transporter der Klasse TL ausgewählt werden. Der Pilot bzw. die Warenlogistiksoftware erkennt automatisch, ob es sich um einen Lieferanten oder aber um einen Verbraucher handelt. Eine Ausnahme sind Fabrikkomplexe, deren Zwischenprodukte normalerweise als Produktionsgüter erfasst werden. Sollen Zwischenprodukte als Verbrauchsgüter erfasst werden, so muss die Einstellung für den Zwischenprodukthandel der gewählten Station auf "\033WKauf\033X" oder "\033WKauf & Verkauf\033X" stehen. Nach dem Erfassen kann diese Einstellung wieder verändert werden. Sind noch weitere Stationen bzw. Transporter der Klasse TL möglich, so wird dieses durch einen Ton quittiert, ansonsten erhält man eine Fehlermeldung. Wird eine Station bzw. ein Transporter der Klasse TL ausgewählt, die bzw. der bereits in der Liste vorhanden ist, so wird die Station bzw. der Transporter der Klasse TL aus der Liste gelöscht. \nEs ist egal in welcher \033WReihenfolge die Verbraucher eingegeben\033X werden. Der Pilot fliegt Verbraucher immer nach Dringlichkeit und Lieferanten nach Eingabereihenfolge an. Ist im Schiff ein \033WFrachtscanner\033X installiert, so fliegt der Pilot die Lieferanten nach Lagerbestand an. Der Pilot sortiert die Stationen allerdings für die Stationsliste komplett alphabetisch. \nWählt man als Konfigurationsangabe irgendein Schiff, so wird die gesamte \033WKonfiguration gelöscht\033C. \nDie \033WProduktliste\033C wird ebenfalls über den zusätzlichen Kommando-Slot gepflegt. Nach dem Start dieses Befehls muss ein Heimatprodukt gewählt werden. Danach folgt eine numerische zweite Eingabe. Die Eingabe bestimmt den Transferpreis des Produktes der Heimatstation. Wird ein Wert von "\033W-1\033X" angegeben, so wird der Warenpreis der einzelnen Stationen zur Berechnung herangezogen. \n\033YHauptquartier:\033X Arbeitet der Pilot für ein Hauptquartier, so ist die Größe des eigenen Frachterladeraums auch die reservierte Größe im Hauptquartierladeraum. Das gilt für jede Ware einzeln. Der \033YDockwarenmanager\033X kann diese Regelung aufheben und für jede Ware separat eine Laderaumgröße festlegen. </t>



Section4.3

<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

<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

<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

<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>