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You might not have resources in range.
I had same prob till i got 3 star pilots.
It shows the range in the behaviour tab i think
https://steamcommunity.com/sharedfiles/filedetails/?id=2990283411
This is about the function not actually working at all.
B) That soja husk factory had prices in the green.
C) Almost every station was in desperate need of food since the system is under constant attack and traders aren't faring well.
But, as I said in my original posting, this isn't just happening for one sector, one ship, or one particular time. It has been an ongoing issue across a dozen sectors now, with or without satellites, with or without trade subscriptions.
You also need to make sure there is a buy offer at the place you want to sell to that wants the stuff in sufficient amounts (look at the paces buy offer and see the amount they want); thus setting several places to sell is always a good idea or just set *sector* to sell in if there are lots of choices.
Autotraders waste some time on finding trades, but if there are trades it's usually not much.
The behavior does work if it's set up correctly, but there's some non-intuitive and undocumented things like the average price rule i mentioned above that you need to take into account.
Repeat orders are more efficient if you only want to trade one ware and i use them quite a bit, but autotraders win on flexibility (and being so much less hassle to set up).
Local autotrade is kind of useless though. It only has the ease of setup going for it.
I've never run into a problem like this until I started playing 6.0. I just started a new game real quick (using creative setup to recreate the game I'm in) but turned off KE. Trading worked fine.
I went back to my other game, tried in every sector. I got a local autotrade to fire exactly once. The order was to local trade medical supplies and I parked it at the trade station in Holy Vision. The ship spun around, searching for orders, for 2 minutes, then popped up with a failed order. I checked the station... no medical supplies. Okay, cool. So, I checked the two medical supply stations. Both had generous supplies in with a dark green price (best). As I checked the first one (near the gate to True Sight), the ship set course and performed a buy command. It sold the goods on the other end of the sector near the Cardinal's Redress Jump Gate, then sat and spun again. I tried to open and close both stations again but this time, nothing. And so, the ship still sits, spinning in place, doing nothing 20 minutes later, with two fully stocked medical supply stations to buy from.
The second suggestion is to use Fill Shortages. You can still select Soja Husk for example, limit your ship to HOP only if that's who you want to build rep with, and let it do its thing. Works much better than AutoTrade in my experience.
Yep. This is the way.
I never use it, and it seems to be prone to wierdness. It's best avoided
A ship with autotrade won't do anything unless it has both a purchase and sale offer, so even if there are cheap Soja Husks available in this system, if there's no station buying at a decent price, the ship will remain idle.
On the other hand, with "fill shortages" the ship will fill its cargo with cheap wares and only then worry about selling them.
My own preferred method of trading is to use "fill shortages" with high-capacity ships like the Vulture Sentinel set to only one ware (creating trade fleets with "Mimic" as the need arises), and for autotrading I build a trade station in a central sector to save up on high-level captains.
So, please, I don't need advice how to play. I need to figure out why my game isn't working the way it is supposed to. Confine any responses to that, if you would. Thank you.
Is that clear enough writing for you? Or shall I interpret into 23 different languages? (or have google translate do it, at any rate)