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	<show_changes>0</show_changes>
	<bp_title>X3 Bonus Pack v3.1.07</bp_title>
	<doc_version>3.1.32</doc_version>
	<language>
		<template_title>ReadMe</template_title>
		<template_language>English</template_language>
		<template_start>top</template_start>
		<template_back>back</template_back>
		<template_description>Description</template_description>
		<template_name>Name:</template_name>
		<template_date>Date:</template_date>
		<template_version>Version:</template_version>
		<template_scripter>Scripter:</template_scripter>
		<template_contact>Contact:</template_contact>
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		<scripts>


			<addon>
			<name>Commercial Agent</name>
				<version>3.3.01</version>
				<date>11.08.2007</date>
				<scripter>Lucike</scripter>
				<contact>xscripts@lucike.info</contact>
				<translator>AalaarDB/jlehtone</translator>
				<main>
					<point>
						<headline>Overview</headline>
						<description>
							The 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.
						</description>
					</point>
					<point>
						<headline>Quickstart</headline>
						<description>
							1. Equip a TS class transporter with Navigation Software MK1, Trading System Extension, Trade Command Software MK1 and MK2
							<br/>2. Assign a homebase
							<br/>3. Choose the command "Start Commercial representation"
						</description>
					</point>
					<point>
						<headline>Additional pilot qualifications</headline>
						<description>
							<u>Apprentice</u>
							<br/>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.
							<br/><u>Assistant courier</u>
							<br/>The assistant 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 assistant courier is paid a wage of 20 credits per mizura flown, paid after each trip.
							<br/><u>Courier</u>
							<br/>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.
							<br/><u>Freighter pilot 2nd class</u>
							<br/>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.
							<br/><u>Freighter pilot 1st class</u>
							<br/>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.
							<br/><u>Freighter pilot</u>
							<br/>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.
						</description>
					</point>
					<point>
						<headline>Equipment and Prerequisites</headline>
						<description>
							- A small class ship (M5, M4, M3, TS, TP) or a ship of the corvette class (M6, M7)
							<br/>- Boost Extension (optional: increases the jump energy reserve from 10% to 20% of maximum cargo)
							<br/>- Duplex- and Triplex-Scanner (optional: decreases the minimum jump range by one sector)
							<br/>- Fight Command Software MK1 (optional: change the behaviour at contact with the enemy)
							<br/>- Fight Command Software MK2 (optional: change the behaviour at contact with the enemy, in addition to the Fight Command Software MK1)
							<br/>- Jump drive (optional: can be utilized after a special training course)
							<br/>- Navigation Command Software MK1
							<br/>- Trade Command Software MK1
							<br/>- Trade Command Software MK2
							<br/>- Trading System Extension (optional: needed to participate in training courses)
							<br/>- Video Enhancement Goggles (optional: use jumpdrive only on emergency, keep minimal fuel on-board)
						</description>
					</point>
					<point>
						<headline>Usage</headline>
						<description>
							The command "Start Commercial representation" in the Trade Menu is visible if the ship has the necessary software installed and meets the other prerequisites.
							<br/>
							<br/>In 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 "Ware lock/unlock" in the Additional Ship Commands Menu.
							<br/>
							<br/>The command "Configuration", found in the Additional Ship Commands Menu, can handle many things. Here is a list of all possible orders.
							<br/>
							<br/>Input - {0} {0} {0}
							<br/>The pilot sends a report containing the payment received up to now, the flight time and the income.
							<br/>Input - {0} {1} {X}
							<br/>The pilot adds information to the name of the ship. (X = 0 Information service deactivate; X = 1 to 9 Information variants)
							<br/>Input - {0} {2} {X}
							<br/>The pilot notes his ship number for the information service.
							<br/>Input - {0} {3} {X}
							<br/>The pilot notes his station number for the information service.
							<br/>Input - {0} {4} {X}
							<br/>The pilot logs the transaction data of every transaction to the company server. (Logfile 1502). (X = 0 deactivate; X = 1 activate)
							<br/>Input - {1} {0} {0}
							<br/>The pilot deletes all his operating data.
							<br/>Input - {1} {1} {0}
							<br/>The pilot deletes his achievements overview.
							<br/>Input - {2} {0} {X}
							<br/>The pilot does not trade with other Player-owned stations. (X = 0 deactivate; X = 1 activate)
							<br/>Input - {2} {1} {X}
							<br/>The pilot operates within jump range, which by default is defined by his homebase. However, the range can overridden with this input. (X = 0-50 Jumps, X = -1 Use jump range of the station)
							<br/>Input - {2} {2} {X}
							<br/>The pilot does trade only in sectors with advanced satellites. (X = 0 deactivate; X = 1 activate)
							<br/>Input - {2} {3} {X}
							<br/>The pilot loads X ECells of jumpdrive fuel instead of the default amount. Default is 10% of free space, or 20% with Boost Extension. (X = 0 use default amount)
							<br/>
							<br/>Using the command "Configuration" the buying and selling settings for the pilot can be adjusted. Here a list of all possible orders.
							<br/>
							<br/>Input - {3} {0} {0}
							<br/>The settings are reset to default.
							<br/>
							<br/>Input - {3} {1} {A}
							<br/>Apprentice or higher: Resources are bought when stock is below A% (default 80%)
							<br/>
							<br/>Input - {3} {2} {B}
							<br/>Apprentice or higher: Resources are bought when the station's credit balance is at least B Credits (default 30,000 credits)
							<br/>
							<br/>Input - {3} {3} {C}
							<br/>Assistant Courier or higher: Products are sold when stock is above C% (default 20%)
							<br/>
							<br/>Input - {3} {4} {D}
							<br/>Assistant Courier or higher: Products are sold if the pilot can load D% into his cargo-bay (default 30%)
							<br/>
							<br/>Input - {3} {5} {E}
							<br/>Freighter Pilot 1st class or higher: Ignore the product selling regulations if the station's bank balance is below E Credits (default 20,000 Credits)
							<br/>
							<br/>Input - {3} {6} {F}
							<br/>Freighter Pilot 2nd class or higher: Buy intermediate products when stock is below F% (default 10%) and when the station's credit balance is at least B Credits (default 30,000 credits).
							<br/>
							<br/>Input - {3} {7} {G}
							<br/>Freighter Pilot 2nd class or higher: Intermediate products are sold when stock is above G% (default 80%)
							<br/>
							<br/>Input - {4} {X} {Y}
							<br/>The pilot operates within jump range from his homesector, which by default is where the homebase is located. This input allows arbitrary homesector different from the homebase. (X = X Coordinate, Y = Y Coordinate, X or Y = -1 Homebase sector)
						</description>
					</point>
					<point>
						<headline>Further information</headline>
						<description>
							<u>Jump Drive:</u> If a jump drive is installed, 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.
							<br/>
							<br/><u>Enemy contact:</u> If the freighter has the Fight Command Software MK1, 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. If the pilot has the Fight Command Software MK2 in his ship and thus can use the Missile Defense Mosquito, then he will buy some Mosquito missiles too.
							<br/>
							<br/><u>Friend/Foe behaviour:</u> The pilot does not fly to sectors owned by an enemy race. Pilot considers his ship's list of Foes for this. The "Show as enemy, if enemy to me" setting should preferably be "No". The pilot will not even fly through hostile sectors, if he has no jumpdrive.
							<br/>
							<br/><u>Satellite network:</u> If this function is activated, then the pilot operates only in sectors, which contain player-owned advanced satellites. The name of the advanced satellite must be [Advanced Satellite] or [Advanced Satellite - {Homesector}]
							<br/>
							<br/><u>Trading Stations and Equipment Docks:</u> When the pilot works for a Trading Station or en Equipment Dock, he will buy and only buy goods, if the dock does not allow other races to trade with it. Agent will sell and only sell goods, if the dock lets other races to trade with it. This applies to player HQ too.
							<br/>
							<br/><u>Station lock:</u> Each player station can separately deny access from all Agents. No Agent will trade with these stations. There is the command "Trader barrier (Commercial Agent)" in command console of each station.
							<br/>
							<br/><u>Headquarters:</u> A pilot working for an HQ has as much storage space reserved at the HQ as his ship can possibly hold. This goes for every single ware. However, since version 3.2.01, the Ware Manager is able to skip this and allocate a separate storage area for every ware.
							<br/>
							<br/><u>Important:</u> 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.
							<br/>
							<br/><u>Information service:</u>
							<br/>0 = not in use; [Name] 
							<br/>1 = [CAG] [Name] [Level]
							<br/>2 = [CAG] [Name] [Level]-[Jumpdrive;Shortjump]-[UseSatellites]-[Configured;Locked wares]
							<br/>3 = [CAG] [Name] [Jumplimit] [Level]-[Jumpdrive;Shortjump]-[UseSatellites]-[Configured;Locked wares] 
							<br/>4 = [CAG] [Name] [Sector] [Stationnumber] [Shipnumber] [Jumplimit] [Level]-[Jumpdrive;Shortjump]-[UseSatellites]-[Configured;Locked wares] 
							<br/>5 = [CAG] [Type] [Sector] [Stationnumber] [Shipnumber] [Jumplimit] [Level]-[Jumpdrive;Shortjump]-[UseSatellites]-[Configured;Locked wares] 
							<br/>6 = [CAG] [Class] [Sector] [Stationnumber] [Shipnumber] [Jumplimit] [Level]-[Jumpdrive;Shortjump]-[UseSatellites]-[Configured;Locked wares] 
							<br/>7 = [CAG] [Name] [Homebase] [Stationnumber] [Shipnumber] [Jumplimit] [Level]-[Jumpdrive;Shortjump]-[UseSatellites]-[Configured;Locked wares] 
							<br/>8 = [CAG] [Type] [Homebase] [Stationnumber] [Shipnumber] [Jumplimit] [Level]-[Jumpdrive;Shortjump]-[UseSatellites]-[Configured;Locked wares] 
							<br/>9 = [CAG] [Class] [Homebase] [Stationnumber] [Shipnumber] [Jumplimit] [Level]-[Jumpdrive;Shortjump]-[UseSatellites]-[Configured;Locked wares]
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Commodity Logistics Software MK1</name>
				<version>3.5.01</version>
				<date>24.06.2007</date>
				<scripter>Lucike</scripter>
				<contact>xscripts@lucike.info</contact>
				<translator>mkloepper/Burianek/AalaarDB/jlehtone</translator>
				<main>
					<point>
						<headline>Overview</headline>
						<description>
							This software supports the pilot in coordinating his internal production logistics. It will collect orders of the different consumers inside your enterprise and coordinate those with chosen suppliers. Therefore it is possible to deliver the products from several suppliers of a single resource to different consumers.
							<br/>
							<br/>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 Trading Station located in Herron's Nebula.
							<br/>
							<br/>Consumers will generally be sorted and supplied according to the urgency with which they need the wares. Stations will only be considered for a delivery if they have less than 95% of the storage space filled. The same principle applies to your producers which will only be allowed to ship wares if their storage is filled by 5% or more. Said a different way, stations will not receive wares if they are almost full, and suppliers will not send out wares if they are almost empty.
							<br/>
							<br/>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.
						</description>
					</point>
					<point>
						<headline>Quickstart</headline>
						<description>
							1. Equip a TS class transporter with navigational software MK1 and Commodity Logistics Software MK1
							<br/>2. Assign a homebase
							<br/>3. Choose the command "Add/remove products" from the Additional Ship Commands menu and select a product and a price
							<br/>4. Choose the command "Add/remove stations" from the Additional Ship Commands menu and select a number of stations
							<br/>5. Choose the command "Start internal commodity logistics"
						</description>
					</point>
					<point>
						<headline>Pilot qualifications</headline>
						<description>
							<u>Apprentice</u>
							<br/>The apprentice is able to collect one product from one supplier and to deliver that to up to three consumers (excluding Equipment Docks and Trading Stations). The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.
							<br/><u>Assistant Courier</u>
							<br/>The assistant courier is able to collect up to two commodities from up to two suppliers and deliver them to up to five consumers. Additionally, he will be able to deliver commodities to Equipment Docks and Trading Stations. The assistant courier gets a wage of 10 credits per mizura flown, paid after completing each trip.
							<br/><u>Courier</u>
							<br/>The courier is able to collect up to three commodities from up to three suppliers and deliver them to up to five consumers. Additionally, he will be able to supply TL class ships. He will equip his ship with more speed and agility, and Fighter Drones if they can be bought in the current sector. The courier gets a wage of 15 credits per mizura flown, payable upon completion of each trip.
							<br/><u>Freighter Pilot 2nd class</u>
							<br/>The freighter pilot 2nd class is able to distribute up to four commodities from five suppliers to ten consumers. 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 flown, paid after each trip.
							<br/><u>Freighter pilot 1st class</u>
							<br/>The freighter pilot 1st class is able to distribute up to five commodities from five suppliers to ten consumers. 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 flown, paid after each trip.
							<br/><u>Freighter pilot</u>
							<br/>The freighter pilot is able to distribute commodities from ten suppliers to twenty consumers.  Freighter Pilot is not restricted in the amount of commodities. 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 mizura flown, payable after each trip.
						</description>
					</point>
					<point>
						<headline>Equipment and Prerequisites</headline>
						<description>
							- A small class ship (M5, M4, M3, TS, TP) or a ship of the corvette class (M6, M7)
							<br/>- Boost Extension (optional: increases the jump energy reserve from 10% to 20% of maximum cargo)
							<br/>- Freight Scanner (optional: affects the collection-strategy)
							<br/>- Commodity Logistics Software MK1
							<br/>- Duplex and Triplex Scanner (optional: decreases the minimum jump range by one sector)
							<br/>- Fight Command Software MK1 (optional: change the behaviour at contact with the enemy)
							<br/>- Fight Command Software MK2 (optional: change the behaviour at contact with the enemy, additionally to the Fight Command Software MK1)
							<br/>- Jump drive (optional: can be utilized after a special training course)
							<br/>- Navigation Command Software MK1
							<br/>- Trading System Extension (optional: needed to participate in training courses)
							<br/>- Transporter Device (optional: if big ships like TL class transporters are chosen as a viable destination and the transporter may not dock at the ship)
							<br/>- Video Enhancement Goggles (optional: use jumpdrive only on emergency, keep minimal fuel on-board)
						</description>
					</point>
					<point>
						<headline>Usage (Logistics for factories, Equipment Docks and TL class transporters)</headline>
						<description>
							The main command is started from the Trade Menu. The command "Start internal commodity logistics" is visible when you installed Commodity Logistics Software MK1 and navigational software MK1 in the ship and assigned a homebase.
							<br/>
							<br/>The list of stations is maintained using the Additional Ship Commands menu. After choosing a number of stations or TL class ships with the command "Add/remove stations" the software will determine if it is a supplier or consumer. If the maximum number of stations is not yet reached a sound will be played as a confirmation, else you will see an error message.
							<br/>
An exception are Factory Complexes, whose intermediate products are normally considered as products. If the complex should be consumer of its intermediate products, then the "Trade Intermediates" option of the Complex must be set to "Buy" or "Buy and Sell", before the Complex is added to the ship's configuration. Since the role of the Complex is determined only on addition, the "Trade Intermediates" option can be reverted (if necessary) after the "Add Station" command. If a station or TL transport is chosen that already exists in the current list of logistic destinations it will be removed from the list.
							<br/>
							<br/>It doesn't matter in which order the consumers are being selected. The pilot is visiting consumers always in order of urgency. Only suppliers are visited in the order in which they were assigned to the software. If the ship is equipped with a freight scanner, the suppliers are visited in order of resource availability. Thus, there is no need for cargo scanner when there is only one supplier.  In fact, the scanner may disrupt refueling logic, if there is only one supplier.  The stations are ordered alphabetically for the report.
							<br/>
							<br/>If you choose homebase of the ship or the ship itself while configuring the destinations a report is generated containing an overview which stations are currently being flown to and which products are to be transported. You can clear the list completely by targeting any other ship.
							<br/>
							<br/>The list of products is also maintained with the Additional Ship Commands Menu. After choosing this command you have to select a commodity which is a product on the homebase. After that a second numerical input is required which determines the price at which the commodity is transferred. If you put in a value of "-1" the price of the target station will be used.
						</description>
					</point>
					<point>
						<headline>Special Notes</headline>
						<description>
							<u>Note:</u> You can change the lists mid flight but the changes become effective only after finishing the current tour.
							<br/>
							<br/><u>Jump Drive:</u> If a jump drive is installed, 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.
							<br/>
							<br/><u>Enemy contact:</u> If the freighter has the Fight Command Software MK1, 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. If the pilot has the Fight Command Software MK2 in his ship and thus can use the Missile Defense Mosquito, then he will buy some Mosquito missiles too.
							<br/>
							<br/><u>Transporter Device:</u> A TL class ship also can be supplied by freighters which are not able to dock at class TL ships. Delivery to sectors far away will happen only if the freighter has the jump drive installed. To do that, the freighter needs the transporter device, which allows the pilot to transfer wares from the distance to the class TL ship. The class TL ship has to have its engines turned off. The pilot can transfer wares without the transporter device too. In that case he will wait until the class TL ship is docked at a station, then follow it by docking at the same station, and finally move the wares manually.
							<br/>
							<br/><u>Headquarters:</u> A pilot working for an HQ has as much storage space reserved at the HQ as his ship can possibly hold. This goes for every single ware. However, since version 3.2.01, the Ware Manager is able to skip this and allocate a separate storage area for every ware.
							<br/>
							<br/><u>Information service:</u> This can be activated by using Commodity Logistics Mk2 configuration command.
							<br/>0 = not in use; [Name]
							<br/>1 = [CLS1] [Name] [Level]
							<br/>2 = [CLS1] [Name] [Level]-[Jumpdrive;Shortjump]
							<br/>3 = [CLS1] [Name] [Suppliers;Consumers] [Level]-[Jumpdrive;Shortjump]
							<br/>4 = [CLS1] [Name] [Sector] [Stationnumber] [Shipnumber] [Suppliers;Consumers] [Level]-[Jumpdrive;Shortjump]
							<br/>5 = [CLS1] [Type] [Sector] [Stationnumber] [Shipnumber] [Suppliers;Consumers] [Level]-[Jumpdrive;Shortjump]
							<br/>6 = [CLS1] [Class] [Sector] [Stationnumber] [Shipnumber] [Suppliers;Consumers] [Level]-[Jumpdrive;Shortjump]
<br/>
<br/><u>Additional Mk1 configuration</u> options are available via the "Configure intermediate stops" command of Commodity Logistics Mk2.
							<br/>
							<br/><u>Hint:</u> If you buy the Commodity Logistics Software at the software producer's offices at the Free Argon Trading Station in Herron's Nebula, the producer 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.
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Commodity Logistics Software MK2</name>
				<version>3.5.01</version>
				<date>24.06.2007</date>
				<scripter>Lucike</scripter>
				<contact>xscripts@lucike.info</contact>
				<translator>mkloepper/Burianek/AalaarDB/jlehtone</translator>
				<main>
					<point>
						<headline>Overview</headline>
						<description>
							This software allows the pilot to plan a route. The pilot is instructed to follow a given route and the corresponding commodity transfer orders for each intermediate stop. This enables the pilot to fulfill special tasks within the company or even at different stations. The route will be followed repeatedly until the pilot receives new orders.
							<br/>
							<br/>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 trading station located in Herron's Nebula.
							<br/>
							<br/>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.
						</description>
					</point>
					<point>
						<headline>Quickstart</headline>
						<description>
							1. Equip a TS class transporter with Navigation Software MK1 and Commodity Logistics Software MK2
							<br/>2. Choose "Add/remove intermediate stops" in the Additional Ship Commands Menu of the ship, 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.
							<br/>3. Choose the command "Start external commodity logistics"
						</description>
					</point>
					<point>
						<headline>Pilot qualifications</headline>
						<description>
							<u>Apprentice</u>
							<br/>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.
							<br/><u>Assistant Courier</u>
							<br/>The assistant 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 assistant courier gets a wage of 20 credits per mizura flown, paid after completing each trip.
							<br/><u>Courier</u>
							<br/>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 flown, payable upon completion of each trip.
							<br/><u>Freighter pilot 2nd class</u>
							<br/>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 flown, paid after each trip.
							<br/><u>Freighter pilot 1st class</u>
							<br/>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 flown, paid after each trip.
							<br/><u>Freighter pilot</u>
							<br/>The freighter pilot 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 mizura flown, payable after each trip.
						</description>
					</point>
					<point>
						<headline>Equipment and Prerequisites</headline>
						<description>
							- A small class ship (M5, M4, M3, TS, TP) or a ship of the corvette class (M6, M7)
							<br/>- Boost Extension (optional: increases the jump energy reserve from 10% to 20% of maximum cargo)
							<br/>- Commodity Logistics Software MK1
							<br/>- Duplex and Triplex Scanner (optional: decreases the minimum jump range by one sector)
							<br/>- Fight Command Software MK1 (optional: change the behaviour at contact with the enemy)
							<br/>- Fight Command Software MK2 (optional: change the behaviour at contact with the enemy, additionally to the Fight Command Software MK1)
							<br/>- Jump drive (optional: can be utilized after a special training course)
							<br/>- Navigation Command Software MK1
							<br/>- Trading System Extension (optional: needed to participate in training courses)
							<br/>- Transporter Device (optional: if big ships like TL class transporters are chosen as a viable destination and the transporter may not dock at the ship)
							<br/>- Video Enhancement Goggles (optional: use jumpdrive only on emergency, keep minimal fuel on-board)
						</description>
					</point>
					<point>
						<headline>Usage (Route planning)</headline>
						<description>
							The main command is started over the Trade Menu. The command "Start external commodity logistics" becomes visible, if the Commodity Logistics Software MK2 and the Navigation Command Software MK1 are installed in the ship.
							<br/>
							<br/>The waypoint list is maintained by using the ship command "Add/remove intermediate stops". After the start of this command six further inputs must be made. The first input specifies the type of command. An input of "0" adds the new entry to the back of the waypoint list. A positive number input inserts the new entry before the indicated position. If a negative number is input, then the appropriate entry is changed. Next, a station is input as a waypoint. The 3rd input is the factory type. The 4th is which ware to trade. The 5th is the transfer price per unit. The last input is the quantity to transfer. A positive number causes the pilot to load or buy and a negative number to unload or sell.
							<br/>
							<br/><u>Example 1</u>
							<br/>Waypoint 1 - {0} {Solar Power Plant L in The Wall} {Factory with energy cells} {Energy cells} {12} {2000}
							<br/>The pilot buys 2000 energy cells at the Solar Power Plant for a price of 12 credits max per unit.
							<br/>Waypoint 2 - {0} {Satellite Factory in Argon Prime} {Factory with energy cells} {Energy cells} {16} {-2000}
							<br/>The pilot sells 2000 energy cells to the Satellite Factory for a minimum price of 16 credits per unit.
							<br/>
							<br/><u>Example 2</u>
							<br/>Waypoint 1 - {0} {Player-owned Solar Power Plant in Argon Prime} {Factory with energy cells} {Energy cells} {0} {5000}
							<br/>The pilot loads 5000 energy cells into the ship at the player owned Solar Power Plant.
							<br/>Waypoint 2 - {0} {Player-owned Silicon Mine in Herron's Nebula} {Factory with energy cells} {Energy cells} {0} {-2000}
							<br/>The pilot unloads 2000 units of energy cells from the ship into the Silicon Mine.
							<br/>Waypoint 3 - {0} {Player-owned BoGas Factory in Herron's Nebula} {Factory with energy cells} {Energy cells} {0} {-3000}
							<br/>The pilot unloads 3000 units of energy cells from the ship into the BoGas Factory.
							<br/>
							<br/><u>Example 3</u>
							<br/>Waypoint 1 - {0} {Player-owned Solar Power Plant in Argon Prime} {Factory with energy cells} {Energy cells} {0} {102000}
							<br/>The pilot loads up to 2000 energy cells into the ship at the player owned Solar Power Plant paying attention to the already loaded amount.
							<br/>Waypoint 2 - {0} {Player-owned Crystal Factory in Argon Prime} {Factory with energy cells} {Energy cells} {0} {-2000}
							<br/>The pilot unloads 2000 units of energy cells from the ship into the Crystal Factory.
							<br/>Waypoint 3 - {0} {Player-owned Crystal Factory in Argon Prime} {Factory with crystals} {Crystals} {0} {100100}
							<br/>The pilot loads up to 100 units of crystals at the player owned factory taking the already loaded amount into account.
							<br/>Waypoint 4 - {0} {Player-owned Solar Power Plant in Argon Prime} {Factory with crystals} {Crystals} {0} {-100}
							<br/>The pilot unloads 100 units of crystals at the player owned Solar Power Plant.
							<br/>Reference of examples 3
							<br/>If a load border in the cargo space of the freighter is to be determined, then add to the load quantity 100000. (2000 Energy cells + 100000 = 102000).
							<br/>
							<br/><u>Special Inputs part 1</u>
							<br/>Input - {0} {Solar Power Plant or Homebase} {N/A} {N/A} {0} {0}
							<br/>The pilot buys in the Solar Power Plant, or loads in the homebase, energy cells in, in order to fill up its jump energy. (10% of maximum cargo / with Boost Extension 20%)
							<br/>Input - {0} {Station or factory} {N/A} {N/A} {1} {0}
							<br/>The pilot approaches the indicated station, without taking any action there. He remains there 1 mizura.
							<br/>
							<br/><u>Special Inputs part 2</u>
							<br/>Input - {1001} {N/A} {Factory with energy cells} {Energy cells} {17} {-4000}
							<br/>The pilot looks for energy cell customers within 1 jump and adds her its list.
							<br/>Input - {2001} {N/A} {Factory with energy cells} {Energy cells} {17} {-4000}
							<br/>The pilot looks for energy cell customers of the main races within 1 jump and adds her its list.
							<br/>Input - {3002} {N/A} {Factory with energy cells} {Energy cells} {0} {4000}
							<br/>The pilot looks for Player-owned Solar Power Plants within 2 jumps and adds her its list.
							<br/>Reference special orders part 2
							<br/>The first input is 1000 for all stations, 2000 for all stations of the main races and 3000 for only player factories. The jump range is added (1000 + 2 jumps = 1002). Several lists can be quite added one behind the other.
							<br/>
							<br/>Another possibility to configure the tour is the command "Configure intermediate stops", to be found in the Additional Ship Commands Menu. With this command you can remove one or more intermediate stops, or move one stop to another position in the route. You may also ask for a report of all intermediate stops and the corresponding commodity. See here for a complete list of the command.
							<br/>
							<br/>Input - {0} {0} {0}
							<br/>The pilot sends a report of intermediate stops. The report also contains the payment received up to now, the flight time and the income.
							<br/>Input - {0} {1} {X}
							<br/>The pilot adds information to the name of the ship. (X = 0 Information service deactivate; X = 1 to 6 Information variants)
							<br/>Input - {0} {2} {X}
							<br/>The pilot notes his ship number for the information service.
							<br/>Input - {0} {3} {X}
							<br/>The pilot notes his station number for the information service.
							<br/>Input - {1} {0} {0}
							<br/>The pilot clears his entire list of waypoints.
							<br/>Input - {1} {1} {0}
							<br/>The pilot deletes his achievements overview.
							<br/>Input - {1} {X} {Y}
							<br/>The pilot removes all intermediate stops from X up to and including Y.
							<br/>Input - {2} {X} {Y}
							<br/>The pilot moves the intermediate stop X to position Y.
<br/>Input - {2} {3} {X}
<br/>The pilot (both Mk1 and Mk2) loads X ECells of jumpdrive fuel instead of the default amount. Default is 10% of free space, or 20% with Boost Extension. (X = 0 use default amount)
<br/>Input - {2} {4} {X}
<br/>The Mk1 pilot collects ware from producer only if the producer has at least X% in stock. (X = 0 use default of 5%)
<br/>Input - {2} {5} {X}
<br/>The Mk1 pilot delivers to consumers based on their need. Deliver to consumer only if the consumer has at least X% of free space. (X = 0 use default of 5%)
							<br/>Input - {3} {X} {Y}
							<br/>The pilot increases the price of waypoint X by Y credits.
							<br/>Input - {4} {X} {Y}
							<br/>The pilot reduces the price of waypoint X by Y credits.
							<br/>Input - {5} {X} {Y}
							<br/>The pilot copies his waypointlist 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)
						</description>
					</point>
					<point>
						<headline>Special notes</headline>
						<description>
							<u>Note:</u> You can change the lists mid flight but the changes become effective only after finishing the current tour.
							<br/>
							<br/><u>Jump drive:</u> If a jump drive is installed, 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.
							<br/>
							<br/><u>Enemy contact:</u> If the freighter has the Fight Command Software MK1, 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. If the pilot has the Fight Command Software MK2 in his ship and thus can use the Missile Defense Mosquito, then he will buy some Mosquito missiles too.
							<br/>
							<br/><u>Transporter Device:</u> A TL class ship also can be supplied by freighters which are not able to dock at class TL ships. Delivery to sectors far away will happen only if the freighter has the jump drive installed. To do that, the freighter needs the transporter device, which allows the pilot to transfer wares from the distance to the class TL ship. The class TL ship has to have its engines turned off. The pilot can transfer wares without the transporter device too. In that case he will wait until the class TL ship is docked at a station, then follow it by docking at the same station, and finally move the wares manually.
							<br/>
							<br/><u>Information service:</u>
							<br/>0 = not in use; [Name]
							<br/>1 = [CLS2] [Name] [Level]
							<br/>2 = [CLS2] [Name] [Level]-[Jumpdrive;Shortjump]
							<br/>3 = [CLS2] [Name] [Waypoints] [Level]-[Jumpdrive;Shortjump]
							<br/>4 = [CLS2] [Name] [Sector] [Stationnumber] [Shipnumber] [Waypoints] [Level]-[Jumpdrive;Shortjump]
							<br/>5 = [CLS2] [Type] [Sector] [Stationnumber] [Shipnumber] [Waypoints] [Level]-[Jumpdrive;Shortjump]
							<br/>6 = [CLS2] [Class] [Sector] [Stationnumber] [Shipnumber] [Waypoints] [Level]-[Jumpdrive;Shortjump]
							<br/>
							<br/><u>Hint:</u> If you buy the Commodity Logistics Software at the software producer's offices at the Free Argon Trading Station in Herron's Nebula, the producer 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.
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Manual Trade Commands (MTC)</name>
				<version>1.8</version>
				<date>04.06.2006</date>
				<scripter>Dr Xavia</scripter>
				<contact>doc@xai-corp.net</contact>
				<translator></translator>
				<main>
					<point>
						<headline>Overview</headline>
						<description>
							The Manual Trade Commands (MTC), by Xai Corporation, provides 3 trade commands to facilitate easier control of remote trading ships.
							<br/>
							<br/>The Commands are provided by the Trading System Extension and Trade Software MK1, so each ship you want to run the commands on requires both of these. In addition the best sell and best buy commands require the Best Selling Price Locator and Best Price Locator respectively.
							<br/>
							<br/>The MTC is similar to the Trade Command Software Mk3 in that it does not operate out of a Homebase, however, the MTC has no "brains" of it's own. It relies on you to make any decisions on what to trade.
						</description>
					</point>
					<point>
						<headline>The Commands</headline>
						<description>
							<u>1. Manual Trade Run</u>
							<br/>- Select the ware and station to purchase at, then select the station to sell at.
							<br/>- The ship will complete the run once.
							<br/>- The ship will not complete the sale if it cannot make a profit.
							<br/>- requires the Trading System Extension
							<br/>
							<br/><u>2. Best Buy</u>
							<br/>- Select a ware from a station's list, and enter the maximum number of sectors to travel.
							<br/>- The ship will buy that ware for the best price found in range.
							<br/>- requires the ship have a Trading System Extension and Best Buys Locator
							<br/>
							<br/><u>3. Best Sell</u>
							<br/>- Select a ware from the ship's cargo-hold, and enter the maximum number of sectors to travel.
							<br/>- The ship will sell the ware for the best price possible in range.
							<br/>- requires the ship have a Trading System Extension and Best Selling Price Locator
						</description>
					</point>
					<point>
						<headline>Error Handling</headline>
						<description>
							If an MTC command encounters a problem it will contact you, then land the ship at the nearest possible station and wait for you to sort out the problem.
							<br/>
							<br/>Unlike many more advanced scripts, it has no ability to correct for a problem, indeed it has very little brains aside from what it requires to perform the commands. That is left for you to provide.
						</description>
					</point>
					<point>
						<headline>Friend/Foe Settings</headline>
						<description>
							The MTC commands are sensitive to the ship's Friend/Foe settings. It will refuse to trade at Argon stations if the ship has the Argon set as an Enemy, for example.
						</description>
					</point>
					<point>
						<headline>Tips</headline>
						<description>
							1. Provide the ship with a jumpdrive and enough energy cells and the ship will use the jumpdrive for journeys over 2 sector.
							<br/>
							<br/>2. Navigation Relay Satellites in sectors will allow the ship to check prices in remote sectors, that have no other player property, when using the Best Buy and Best Sell Commands
							<br/>
							<br/>3. The keywords for this script are "no brains". It does next to no thinking, just does what you tell it. If it has a problem, it will tell you and set the ship down at the nearest station to wait for help.
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Missile Defense Mosquito</name>
				<version>3.3.07</version>
				<date>21.07.2007</date>
				<scripter>Lucike</scripter>
				<contact>xscripts@lucike.info</contact>
				<translator>stefanski/Burianek</translator>
				<main>
					<point>
						<headline>Overview</headline>
						<description>
							This software protects small and big ship classes against missile and fighter drone attacks by shooting down incoming missiles with Mosquito missiles.
							<br/>
							<br/>This software protects the convoy leader or whole convoys against missile attacks and hostile fighter drones. Only one ship in the convoy need to have this software running to protect the whole convoy.
							<br/>
							<br/>Mosquito class missiles are required, as well as Fight Command Software MK1 and MK2. All three may be bought at equipment docks of various races.
						</description>
					</point>
					<point>
						<headline>Quickstart</headline>
						<description>
							1. Equip a ship with Mosquito class missiles, Fight Command Software MK1 and MK2.
							<br/>2. Choose the command "Missile defense mosquito" from the Additional Ship Commands menu.
						</description>
					</point>
					<point>
						<headline>Equipment and Prerequisites</headline>
						<description>
							- Fight Command Software MK1 and MK2
							<br/>- Mosquito class missiles
						</description>
					</point>
					<point>
						<headline>Usage</headline>
						<description>
							Activate the software from the Additional Ship Commands Menu. While active, the software looks for incoming missiles and fighter drones, and fires Mosquito class missiles against them to try to destroy them. To disable the software, select the occupied command slot and select 'None'. The software will also terminate if no Mosquito class missiles remain on board.
							<br/>
							<br/>With the command "missile defense mosquito convoy", which is also found in the Additional Ship Commands Menu, a ship equipped with Mosquitos can protect the group leader or whole convoy. This missile defense ship must follow the group leader with the navigation command "follow..." or protect it with the fight command "protect...".
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Remote Transporter Device (RTD)</name>
				<version>2.4</version>
				<date>04.06.2006</date>
				<scripter>Dr Xavia</scripter>
				<contact>doc@xai-corp.net</contact>
				<translator></translator>
				<main>
					<point>
						<headline>Overview</headline>
						<description>
							The Remote Transporter Device Software enables the Transporter Device to be activated via a ship's command interface.
							<br/>Ships with the transporter device installed will have access to the new command in the Additional Ship Commands Menu. This command allows the ship to transfer cargo between two ships within 5km, without interrupting any ship's current flight command.
							<br/>Note that command queuing employed by this script allows the device to retrieve items from one ship and pass them straight on to another without rematerialising them first. This means that the source and target can be two completely separate ships, unlike the standard transporter device console which only allows transfers to and from the ship with the Transporter Device.
						</description>
					</point>
					<point>
						<headline>Using the Remote Transporter Device Software</headline>
						<description>
							The command takes 3 inputs:
							<br/>1. select a source ship and ware
							<br/>2. enter the quantity to transfer
							<br/>3. select a target ship.
							<br/>
							<br/>The device will not function if either ship is outside the 5km range of the ship with the device. If a quantity larger than the amount available, or can be fitted into the free space on the target, is selected the quantity is automatically adjusted down to an appropriate value. Negative quantities are treated as positive values and do not affect the direction of transport.
						</description>
					</point>
					<point>
						<headline>Limitations</headline>
						<description>
							The main difference from the standard operation of the Transporter Device is that you cannot transfer ship upgrades such as jumpdrives or Ore Collectors. This is due to the fact that the ships' command systems are required to be active during the operation, and so the cannot be powered down while equipment is removed. Under normal operations the Transporter Device operates independently of the ship's command systems.
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Station Manager</name>
				<version>1.17</version>
				<date>28.05.2007</date>
				<scripter>Burianek and AalaarDB</scripter>
				<contact>aalaardb@yahoo.com</contact>
				<translator></translator>
				<main>
					<point>
						<headline>Overview</headline>
						<description>
							Station Manager is a fully automated software system that manages and coordinates traders assigned to a station or complex. It will decide which wares need to be bought and sold, and where the best locations are to buy and sell them. It's very flexible and allows you to assign as many or as few traders as you like to take care of a factory.
							<br/>
							<br/>Traders assigned to the same factory will coordinate with other automated traders and will not all try to buy the same ware at the same time. They will also try not to visit the same stations to trade the same ware. Station Manager allows you to customize the traders belonging to a station and set up individual parameters for each ship for which wares should be traded, and how far of a jumprange to look within. So, for example, it is very easy to set up a Solar Power Plant to have two customized ships supplying it: a small, fast ship that looks for crystals to buy within a large jumprange, and a huge energy tanker that sells energy cells to the stations immediately surrounding the Solar Power Plant.
							<br/>
							<br/>In order for your traders to be able to see the ware prices within a sector, you must have a satellite, ship, or station in the sector to be scanned (this is shown by a green border around the sector in the galaxy map). Your ships will not visit sectors where they cannot see the ware prices. You can use this to your advantage. If you don't want traders to visit sectors because you think they might not be safe, do not put any satellites, ships, or stations in those sectors, and your traders will not look for stations to trade at within them.
						</description>
					</point>
					<point>
						<headline>Starting Station Manager</headline>
						<description>
						Select the 'Station Manager: Automate' command from the station command console. The first time this is activated on a station, the station account (or player account) will be debited 25,000 credits to install the software. This is a one time fee per station. If you stop the Station Manager command on your station and restart it, you will not be recharged. After Station Manager is running on a station the commands 'Station Manager: Add Ship' and 'Station Manager: Remove Ship' will appear in the station command console.
						</description>
					</point>
					<point>
						<headline>Stopping Station Manager</headline>
						<description>
							Go to the station's command console and select the command slot Station Manager is running on. Select none to stop the station from running Station Manager.
						</description>
					</point>
					<point>
						<headline>'Station Manager: Add Ship' station command</headline>
						<description>
							To add a ship individually, select the 'Station Manager: Add Ship' command and then select one of your ships. Note that your ship must not currently be docked to be able to find it to select it. Once your ship has been selected, it will be added to the station's list of traders (set homebase) and the ship will be automated by the Station Manager software. The following ship types can be assigned to trade for a station: M3, M4, M5, M6, TS, TP.
							<br/><br/>An alternative action for this command is to run it and select the station itself instead of a ship. This will do 1 of 2 things. If a station has any number of owned ships that are not automated traders, there will be the option to add all owned ships as traders. If a station has any number of automated traders there will be the option to list all of the traders belonging to the station and their status. If both of these are applicable then you will be presented a choice between these 2 options, or if only 1 is applicable then that option will execute without the choice.
							<br/><br/>When a trader is automated by the station, 4 new commands may be added to the command console of your automated traders. In the Additional Ship Commands section of the command console will be the commands 'Station Manager: Display Status', 'Station Manager: Prohibit Ware' and 'Station Manager: Set Jumprange'. In the Trade Menu section of the command console may be 'Station Manager: Continue' under certain circumstances.
						</description>
					</point>
					<point>
						<headline>'Station Manager: Remove Ship' station command</headline>
						<description>
							To stop a ship from being an automated trader, select the 'Station Manager: Remove Ship' command from the station command console, then select a ship that already belongs to the station. The ship will be removed from the station's list of traders (remove homebase) and will stop trading for the station and will begin to idle in space.
							<br/><br/>An alternative action for this command is to run it and select the station itself instead of a ship. This will stop all the station's ships from being automated traders.
						</description>
					</point>
					<point>
						<headline>'Station Manager: Continue' ship command</headline>
						<description>
							It is possible to manually interrupt one of your traders by simply issuing it a new command. This can be useful to dock the trader somewhere safe if it is in danger, or to make a lucrative one time transaction. A short period of time after a trader has been manually taken control of, the station will place the command 'Station Manager: Continue' in the Trade Menu of the ship's command console. Select this to order the ship to begin trading for the station again. If your trader has been automatically sent to a repair dock to get fixed, you can also restart the trader by using this command after you fix it. Stopped traders will not restart trading until this command is issued.
						</description>
					</point>
					<point>
						<headline>'Station Manager: Display Status' ship Command</headline>
						<description>
							Select this command to display the status of this ship. The information received is Ship Name and IDs Homebase or Location, Current Status, Traded Wares, and Jumprange.
						</description>
					</point>
					<point>
						<headline>'Station Manager: Prohibit Ware' ship command</headline>
						<description>
							Select this command and then select one of the wares to prevent your trader from trading it. To re-allow your trader to trade a prohibited ware, simply select the command again and choose a prohibited ware. Your trader will now be allowed to trade it again. To see which wares a ship can trade, use the 'Station Manager: Display Status' command. Traders are set up to trade all of the wares of a station by default.
						</description>
					</point>
					<point>
						<headline>'Station Manager: Set Jumprange' ship command</headline>
						<description>
							Select this command and then enter a jumprange. To use the station's standard jumprange parameter, enter a negative number for the jumprange. To see the jumprange defined for a trader, use the 'Station Manager: Display Status' command. Traders are set up to use the station's standard jumprange by default.
						</description>
					</point>
					<point>
						<headline>Detailed Trader Logic Description</headline>
						<description>
							- Traders will only buy resources if your station is less than 90% full, and will only sell products if your station is more than 10% full.
							<br/>- Your ships will look at their homebase and make a decision as to what the most critical ware to trade is. They will look at what other ships belonging to your homebase are attempting to do to help them make the best decision. So, if your station desperately needs energy, but you already have another freighter en-route to buy more than enough to supply the station with energy, your trader might look for a different ware to buy or sell.
							<br/>- After a trader has decided which ware to trade for the station, it will look for the best station to go to. It will search the stations of all sectors within jumprange that have a player asset in them (have a green border on the galaxy map so the player can see ware prices). The trader will rank order the stations by best price, and then by shortest jumprange. It will then visit the best station that no other trader is visiting for this station for this ware. Traders can visit the same station if it is to trade different wares, i.e. two traders from an spp might visit the same crystal fab if one was going to sell energy, and the other to buy crystals.
							<br/>- Once a trader has a ware and station to trade, it will start traveling toward that station. Every sector, the trader will make a limited search to see if there is a better station to trade at. A limited search means that only stations that are as close as, or closer than the current target station will be checked. This is to prevent a trader from flying one sector east and then saying, "oh wait, the best station is to the west", flying one sector west and then saying, "oh wait ..." and never landing anywhere. Traders that set out from a station will always continue to close to a target with every sector traveled unless something happens such that there are no stations within the jumprange to the current target that trade the ware for the price limits set at the homebase. When this happens, the trader will abandon the current trade run and will start completely over, looking for the best ware to trade for the station. (if it picks the same ware, it will expand its search to include all sectors within the jumprange of the homebase)
							<br/>- If a trader ever picks a ware and finds that it cannot find any stations at which to trade that ware within the price limits set at the homebase, it will give up on that ware and pick the next best ware to trade for the homebase.
							<br/>- If a trader finds that it cannot trade any wares for its homebase, it will return to its homebase and sit there until it is possible to trade something.
							<br/>- Traders that have been damaged to have less than 80% hull value will not continue trading for your factory. Instead, they will automatically fly to the nearest safe repair dock and contact you for help. Safe means that they will not cross any sectors owned by races defined as enemies in the ship's friend/foe settings.
							<br/>- Traders can either buy or sell intermediate products of complexes, but they cannot do both at the same time. If the station's intermediate products parameter is set to buy and sell then they will only be bought.
							<br/>- Traders cannot coordinate with other station's traders or with traders from the same station that are not being automated. For best results, allow the station to automate a trader and restrict it to one ware instead of issuing other trade commands.
						</description>
					</point>
					<point>
						<headline>Explanation of Pathfinding Algorithm</headline>
						<description>
							The Station Manager uses AStar to find paths to the destination, rather than the normal paths. These paths are, in general, safer. You can change the way AStar makes paths relatively easily, to customize it to your playing style.
							<br/>AStar assigns a cost to each path it could take to get to the destination. It then chooses the path with the lowest cost as the optimum route. The easiest way to think of cost is: safety_weighting * distance, with higher safety weighting meaning more dangerous.
							<br/>
							<br/>As an extremely simplified example, assume there are two paths to get to a destination:
							<br/>Path 1: 300km traveled through enemy sectors
							<br/>Path 2: 400km traveled through neutral sectors
							<br/>Foe weighting: 1.55 (this is the default weight used for Foe sectors in Station Manager)
							<br/>Path 1 cost: 300km * 1.55 = 465
							<br/>Path 2 cost: 400km * 1 = 400
							<br/>In this example, AStar would pick the safer route because it costs less, even though it is a bit longer. Notice that if Path 2 were much longer (greater than 465km) AStar would actually prefer to go through the enemy sectors.
							<br/>
							<br/>To change the safety weightings to get AStar to prefer different routes on your computer, open up your script editor, and open the file lib.ad.astar.getplayercustomcosts. Please do not edit any other files. You may edit the 4 numbers at the top, but it is recommended you only edit the FOE number. You may also edit the center of the script in between where it says to edit. This spot is for those who want to have different costs for different races of the same type. For example, Xenons might be more dangerous than Pirates although they are both FOE.
							<br/>For instance, if you want the trader to stay safer by visiting enemy sectors less often, increase the FOE number. If you want your traders to prefer faster routes with increased risk, decrease the FOE number slightly. You can even make traders prefer visiting 'Allied' sectors more often by decreasing the Friend number.
							<br/>
							<br/>If you are interested, please see http://forum.egosoft.com/viewtopic.php?t=104166 for a further explanation of AStar. Please note: the AStar here and there are different, the Station Manager version will not overwrite the commands - it is only for your station traders.
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Dock Ware Manager</name>
				<version>3.2.02</version>
				<date>16.12.2006</date>
				<scripter>Lucike</scripter>
				<contact>xscipts@lucike.info</contact>
				<translator>Mauzi!</translator>
				<main>
					<point>
					<headline>Purpose</headline>
						<description>
							This is a small extension for adding wares to a player owned trading station or equipment dock. Adding a ware will charge the station 1000 credits per use. This is also a small extension to create a predefined storage area for the HQ, to which every trader is restricted, regardless whether he's using the Commercial Agent, Commodity Logistics Software or other commands.
						</description>
					</point>
					<point>
					<headline>Use</headline>
						<description>
							<u>Add or remove ware:</u> First of all, you start the extension by using the new command in a custom command slot of the station, to which you wish to add a ware. Next, select a factory or station that contains the desired ware, and next the ware itself. To remove a ware, select the owned station and then the ware you wish to remove.
							<br/>
							<br/><u>Set the HQ's storage space:</u> To activate this setting, use a free command slot of the desired station. First you have to choose the ware itself, then the maximum amount you want to have stored. If you want to delete a defined storage hold, press "0".
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Afterburner</name>
				<version>2.01</version>
				<date>31.10.2006</date>
				<scripter>Cycrow</scripter>
				<contact>cycrow@ircwhore.co.uk</contact>
				<translator></translator>
				<main>
					<point>
						<headline>Overview</headline>
						<description>
							This script adds two available upgrades for your ship.
							<br/>The MK1 Afterburner: Allows a small ship to travel faster while its activated.
							<br/>The Mk2 Afterburner: Allows a capitol class ship (TL/M2/M1) to travel faster while its activated.
							<br/>
							<br/>The MK1 won't work on the capitol ships, and the MK2 wont work on small class ships.
						</description>
					</point>
					<point>
						<headline>Using Afterburner</headline>
						<description>
							To use the afterburner, you must first purchase the upgrade, available from Split Equipment Docks.
							<br/>With this installed, you then use an assigned hotkey to turn on and turn off the Afterburner.
							<br/>The hotkey must be assigned before you can use it.
							<br/>
							<br/>Pressing the hotkey once will activate it, and pressing it again will turn it off.
							<br/>You can only enable the afterburner if the gates or stations are not too close.
							<br/>Also, there is a cool down period after using the Afterburner, so you can't use it again straight away. The cool down period depends on the length of your previous burn.
						</description>
					</point>
					<point>
						<headline>Assigning Hotkey</headline>
						<description>
							In the controls options, you goto the interface tab, and near the bottom you will find a section called extensions.
							<br/>The hotkey for Afterburner will be in this section, just assign a key to it like you would any other control.
							<br/>There are 2 hotkeys to assign, manual, and auto afterburner.
							<br/>The manual Afterburner you have to manually increase the speed.
						</description>
					</point>
					<point>
						<headline>Energy Required</headline>
						<description>
							<u>MK1 Afterburner:</u>
							<br/>The Afterburner requires 5 energy cells to start up and 1 every few seconds to keep running.
							<br/>The Afterburner will only activate if theres at least 10 energy cells in the cargo hold.
							<br/>It will also work with just 1 spacefly, the spacefly will power up the Afterburner as well as maintain it so no additional energy is required in this case.
							<br/>
							<br/>
							<u>MK2 Afterburner:</u>
							<br/>The MK2 requires 50 energy cells to start up and uses 5 every few seconds to keep running.
							<br/>The MK2 will only activate if theres at least 100 energy cells available.
							<br/>The MK2 can also use spaceflies, but requires 5 to activate, and then doesn't require any additional energy to run.
							<br/>
							<br/>* if no energy is available, it will divert your shields energy into the afterburner to use.
						</description>
					</point>
					<point>
						<headline>Notes</headline>
						<description>
							* The Afterburner will not engage if your too close to a station.
							<br/>* The Afterburner will deactivate after a certain time of use.
							<br/>* Theres a cool down period so you can't reuse it straight away
							<br/>* The speed increase from the afterburner depends on the ship class its run on
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Explorer Software</name>
				<version>1.6</version>
				<date>01.08.2007</date>
				<scripter>moggy2</scripter>
				<contact>doc@xai-corp.net</contact>
				<translator></translator>
				<main>
					<point>
						<headline>Overview</headline>
						<description>
							The Explorer Software was developed by Teladi Scientists as a tool for charting new, unexplored sectors without the need for expensive crewed vessels. The commands provided by this software were designed to be used by a team of scientists to remotely control a probe, as it explored new sectors of space, from the safety of their research labs.
						</description>
					</point>
					<point>
						<headline>Commands Summary</headline>
						<description>
							<strong>Fly Through gate...</strong>
							<br/>- This command allows you to specify a gate to fly through. In difference to the fly to sector command, this allows you to fly through gates where the destination sector has not previously been visited.
							<br/>
							<br/><strong>Explore Sector...</strong>
							<br/>- This command causes the ship to fly in circles round the sector, revealing stations, gates and asteroids as they pass within scanner range.
							<br/>- To use the command you select a central point around which to explore, set a maximum range from that point to explore and set a "ecliptic variance".
							<br/>- This can be used to reveal a new sector or to locate a hard to find gate.
							<br/>
							<br/><strong>Scan Asteroids</strong>
							<br/>- This command will scan asteroids in the sector.
							<br/>- Select the first asteroid to scan, then set the maximum number of asteroids to scan.
						</description>
					</point>
					<point>
						<headline>Details</headline>
						<description>
							The explore sector command flys a square around the central point. This is only 2-dimensional, parallel to the ecliptic plane of the sector. The additional input of "ecliptic variance" allows a random fluctuation within the 3rd dimension between points, allowing you to scan a slightly larger area. Values for this are typically between 0 and 10.
							<br/>
							<br/>If the explorer ship has a pilot, ie the pilot's name is something other than the player's name, the Fly through gate command functions slightly differently. Once it has flown through the gate it will immediately go on to scan the sector from the center out to a range of 40km.
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Fleet Support Ship Software (FSUP)</name>
				<version>1.15</version>
				<date>01.04.2007</date>
				<scripter>moggy2</scripter>
				<contact>doc@xai-corp.net</contact>
				<translator></translator>
				<main>
					<point>
						<headline>Overview</headline>
						<description>
							The Fleet Support Ship Software is a software upgrade that provides 4 commands that allow ships to perform a support role to your fleet of ships, be they fighters, freighters or capital class ships. The software is available, for a reasonable price, from Argon and Boron Equipment Docks.
							<br/>
							<br/>The commands provided are powerful tools that can be used in a multitude of fashions, yet are simple to use. They are however, designed with particular purposes in mind and as such are limited to the classes of ships they work with. Currently, the Fleet Support Ship Software works with M5, M4 and small freighter class ships.
							<br/>
							<br/>Some of the commands require the Transporter Device for proper functioning. It is for this reason the software upgrade can also be purchased at the Goner Temple, along with the Transporter Device. The purchase of a Jumpdrive is also recommended. The software will make use of it for longer journeys if it is installed and enough energy is available.
						</description>
					</point>
					<point>
						<headline>Command: Resupply ship</headline>
						<description>
							This command requires a <strong>Transporter Device</strong>
							<br/>
							<br/>This command is for delivering specific quantities of wares and upgrades to a target ship. The ship will look for the best place to buy the wares locally, purchase the correct quantity and deliver it to the target ship. If the quantity is greater than the capacity of its cargo-bay it will make several journeys to buy the wares and deliver them to the target ship.
							<br/>
							<br/>Typical uses of this command include resupplying a ship with Energy Cells for their Jumpdrive, delivering a replacement for an upgrade that got destroyed in battle, delivering weapons and shields to a newly bough Carrier or Destroyer.
							<br/>
							<br/>Note that the Resupply commands can only check the prices for wares if you have property in the same sector as the station selling the wares. If the resupply commands cannot check for the best prices in the surrounding sectors then they will default to the nearest supply.
							<br/>
							<br/>3 Arguments: ware to fetch; quantity; target ship
						 </description>
					</point>
					<point>
					 	<headline>Command: Resupply group</headline>
						<description>
							This command requires a <strong>Transporter Device</strong>
							<br/>
							<br/>This command is similar to the Resupply ship command but can resupply every ship in the fleet or convoy with the same quantity of the ware.
							<br/>
							<br/>An important difference to note with this command over the Resupply ship command is that when it resupplies a ship it first checks to see how much the target is carrying and deducts that from the amount to be transfered to that ship. The result being that the quantity specified for this command is the amount the target ships will end up with, even if they were carrying some to begin with. For the Resupply ship command the quantity specified is the actual amount transfered.
							<br/>
							<br/>This difference is to allow a fleet to be rearmed and resupplied after a battle where the different ships are likely to have used differing amounts of missiles and ammunition. You can of course use this command on a single ship if you wish to make use of this feature when delivering to lone ships.
							<br/>
							<br/>Note that the Resupply commands can only check the prices for wares if you have property in the same sector as the station selling the wares. If the resupply commands cannot check for the best prices in the surrounding sectors then they will default to the nearest supply.
							<br/>
							<br/>3 Arguments: ware to fetch; quantity; any ship in the fleet
						</description>
					</point>
					<point>
					 	<headline>Command: Drop Freight</headline>
						<description>
							This command has a number of different functions depending on what it is exactly you ask it to drop. For most wares it will simply fly to the position and eject all of that ware from its cargo-bay. You'll find it floating in a canister near the ship, and can be picked up by any ship using the standard collect ware command.
							<br/>
							<br/><strong>Dropping Satellites</strong>
							<br/>If you select a Navigation Satellite or Advanced Navigation Satellite to be dropped then this command will go into Satellite Network Maintenance mode. It will fly to the position specified and deploy the satellite, then it will randomly pick a neighboring sector to fly to and, if there isn't already one there, place a satellite in that sector as well. If the ship runs out of satellites then it will attempt to buy more and continue. The  satellites are always placed in the same position, the position you specified, in each sector.
							<br/>
							<br/>The command avoids placing more than one satellite in the same place in each sector. You can, however, place more than one satellite in the same sector as long as they are more than 20km apart. Using 2 ships to drop satellites in different places in sectors can be a good idea in certain parts of the Universe.
							<br/>
							<br/>The type of satellite bought is dependent on the type selected when starting of the command. If you selected an Advanced Satellite to start the command then all satellites dropped will be Advanced Satellites, and the ship will only attempt to buy advanced satellites.
							<br/>
							<br/>If you wish to limit the satellite deployment to a specific races sector you can adjust the Friend/Foe settings for the ship. It will only go into sectors that are owned by friendly races. It will not enter or deploy satellites in sectors owned by races marked as enemy. So to prevent satellites being placed in Pirate sectors all you have to do is to set Pirates to enemy in the ship's Friend/Foe settings.
							<br/>
							<br/>There is one time when you may find your satellite deployment ship in enemy sectors. This is when it's en-route to buy more satellites and the direct route to the station selling them takes the ship through enemy space. This is the same problem that UT's suffer from and is caused by the standard navigation libraries that all ships make use of.
							<br/>
							<br/><strong>Dropping Squash Mines</strong>
							<br/>If you select a Squash Mine to be dropped, the commands will enter Create Minefield mode. In this mode the ship will place 8 Squash mines within 2km² of the target position. If the ship doesn't have enough Squash Mines it will attempt to purchase them first.
							<br/>
							<br/>Once the Squash Mines have been placed the ship will contact you and ask you to activate the mine field. At this point you can run the command again until you have mined the desired area, or you can activate the mine field by comm'ing one of the mines and selecting "activate all mines".
							<br/>
							<br/><strong>Dropping Lasertowers</strong>
							<br/>If you select a Lasertower to be dropped, the ship will deploy the Lasertower at the specified coordinates.
						</description>
					</point>
					<point>
					 	<headline>Command: Retrieve Deployed Item</headline>
						<description>
							This command is for collecting items such as Lasertowers, Navigation Relay Satellites, Drones, and Squash mines, which are deployed rather than dropped. Simply select the item you wish to collect and the ship will collect it.
							<br/>
							<br/>If there are several similar items within 10km of the target item you select, then the ship will attempt to collect all of them. This allows you to quickly and simply collect a group of Fighter Drones, or dismantle a Squash Minefield. Don't forget to deactivate the minefield first!
						</description>
					</point>
					<point>
						<headline>Tips</headline>
						<description>
							* A TS with a large cargo-bay, equipped with FSUP, Jumpdrive, and Transporter Device makes an excellent fuel tanker for refueling your fleet. Using the Manual Trade Command's "Best Buy" command to fill up on Energy Cells beforehand is often a good idea.
							<br/>
							<br/>* Discoverer's make excellent Satellite network deploying ships. They are fast and can carry satellites which are M sized.
						</description>
					</point>
				</main>
			</addon>

			<addon>
			<name>Group Management System (GMS)</name>
				<version>1.8</version>
				<date>05.04.2007</date>
				<scripter>moggy2</scripter>
				<contact>doc@xai-corp.net</contact>
				<translator></translator>
				<main>
					<point>
						<headline>Commands Overview</headline>
						<description>
							<strong>1. Setup Group</strong>
							<br/>- this command allows you to define the group
							<br/>- the ship you run this command on will be the group leader
							<br/>- you can set the name and number of the group, 
							<br/>- entering nothing for the name will use the existing group name
							<br/>- you select the number, and type of ships to add to the group.
							<br/>- by default, ships added to the group will be given the command to protect the leader
							<br/>- ships will take the leader's homebase as their own
							<br/>
							<br/>
							<strong>2. This Group: Attack Leader's Target</strong>
							<br/>- this command allows you to set some or all ships in the group to the command attack target of...leader
							<br/>- you can select how many ships should not be set to attack their leader's target
							<br/>
							<br/>
							<strong>3. Group Management System</strong>
							<br/>- this command allows the ships to be have as group members
							<br/>- it makes sure the group stays together, by giving the order to protect the leader if this ship has nothing else to do.
							<br/>- it handles the automatic resupply of energy for jumpdrives, missile and ammo, when docked at stations that sell the supplies, or carriers that have the supplies.
						</description>
					</point>
					<point>
						<headline>Setup Group command</headline>
						<description>
							The Setup Group command will ask for 4 options when it is run.
							<br/>
							<br/>The first option is the Fleet Name. This name will be given to all the ships in the group. You can enter various key words which are replaced by different values for each ship in the group, such as the fleet number and type of ship.
							<br/>
							<br/>The second option is the Group Number. This is used by other scripts to identify this group. There is nothing to stop you having 2 groups with the same number, in this case some scripts will affect both groups at the same time.
							<br/>
							<br/>The third option is the number of followers to assign to this ship. Entering 3 in this option would assign 3 other ships to follow the ship the command is run on, making 4 ships in the group all together.
							<br/>
							<br/>The fourth option is a class filter to allow you to select new followers from one particular class of ships, M5's, just fighters, etc. In most cases you can just select the class ship.
						</description>
					</point>
					<point>
						<headline>Setting the Group Name</headline>
						<description>
							When setting up the group, you can specify the name of the group. You can simply enter a name, in which case the group number, ship type and ship number will be appended to the name for each ship. You can however be more specific about what information is shown in the names of the ships in the group.
							<br/>
							<br/>The following keywords can be used in the group name:
							<br/>- <strong>%fnum</strong> This is the group number, specified in option 2 of the setup group command. 
							<br/>- <strong>%shiptype</strong> This is an abbreviated version of the type of ship, eg P.Buster, Nova, etc.
							<br/>- <strong>%snum</strong> this is the ship's unique number within the group. Every ship is given a different number, to differentiate it from the others in the group.
							<br/>- <strong>%class</strong> this is the class of this ship
							<br/>- <strong>%sector</strong> this is the current sector the ship is in
							<br/>- <strong>%home</strong> this is the homebase of the ship
							<br/>
							<br/>The group name input can also take several options that make specifying the name easier:
							<br/>- <strong>-</strong> or a single space. Use the current group name. Useful if you just want to change the group number
							<br/>- <strong>-last</strong> or <strong>-l</strong>. Use the last entered group name. Useful if you want to have the same naming convention for several groups with just different group numbers
							<br/>- <strong>-default</strong> or <strong>-d</strong>. Use the default name pattern: Group(%fnum) %shiptype %snum
							<br/>- <strong>-unset</strong> or <strong>-u</strong>. This option disbands the group. The group parameters are removed from the ships in the group and the names are reset to their names before they became part of a group.
							<br/>- <strong>-unset1</strong> or <strong>-u1</strong>. This removes just this ship from the group.
							<br/>- <strong>-null</strong> or <strong>-n</strong>. This is the same as -unset except that the ships names will be reverted to the game default for their class, ie. your buster
						</description>
					</point>
					<point>
						  <headline>Group Management System Command</headline>
						  <description>
							The Group Management System Command is what performs the group maintenance such as refueling or restating ships to follow their leader. It is automatically started when you create the group with the Setup Group command, but can be shut down and restarted when ever necessary.
							<br/>
							<br/>If the leader of a group is killed in combat, another group member from the formation will take its place. However, if any group members run an other errand at the time, they will be orphaned and act like leaders from thereon.
						  </description>
					</point>
					<point>
						<headline>Other uses</headline>
						<description>
							The GMS is not limited to fighter groups. There are many other possible uses other than controlling combat groups. How about a group of TS's setup for Manual Trade Commands as a trade convoy, or a group of Discoverers with Fleet Support Ship software to deliver Jumpdrives to remote ships?
						</description>
					</point>
					<point>
						<headline>Reassigning ships to new groups</headline>
						<description>
							When the Setup Group command is run not all the stored variables are reset. This allows existing groups to be updated without having all the existing ships settings reset. This can cause problems if you want to reassign a group ship to another group.
							<br/>
							<br/>Normal group ships can be reassigned with out too much problem. They will keep their default command from the previous group. A normal group ship with no command will be seen as 'free' by the Setup Group command
							<br/>
							<br/>Leaders of groups pose a slightly different problem. You can assign former leadships to a be members of a new group, but they will retain the default command of Attack all enemies rather than rejoining their group. The only way to remove their leadership tag is to 'unset' them from any group by running the Setup Group command using the -u or -u1 option. Group leaders are not seen as 'free' ships by the Setup Group command.
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Group Hotkeys (GHK)</name>
				<version>2.3</version>
				<date>05.04.2007</date>
				<scripter>moggy2</scripter>
				<contact>doc@xai-corp.net</contact>
				<translator></translator>
				<main>
					<point>
						<headline>Using Group Hotkeys</headline>
						<description>
							This script defines new hotkeys to give orders to groups as defined by the Group Management System. The new hotkeys allow you to give orders to group leaders without going through their command menus.
							<br/>
							<br/>The hotkeys are divided into 2 groups. The first group allow you to select which group you wish to give orders to. The second group of hotkeys are the orders. These are given to the group selected by the first group of hotkeys.
							<br/>
							<br/>As an example, to order a group of ships, defined as group 3 by the Group Management System, the order to attack my target. You first press the hotkey defined for Select Group 3 then you press the hotkey defined for Group attack my Target.
						</description>
					</point>
					<point>
						<headline>The Hotkeys</headline>
						<description>
							<strong>Hotkeys Group1</strong>
							<br/>GHK: Select Group 1
							<br/>GHK: Select Group 2
							<br/>GHK: Select Group 3
							<br/>GHK: Select Group 4
							<br/>GHK: Select Group 5
							<br/>GHK: Select Group 6
							<br/>
							<br/><strong>Hotkeys Group2</strong>
							<br/>GHK: Group: Attack All
							<br/>GHK: Group: Attack My Target
							<br/>GHK: Group: Protect Me
							<br/>GHK: Group: Protect My Target
							<br/>GHK: Group: Hold Position
							<br/>GHK: Group: Return Home
							<br/>GHK: Group: Dock At...
							<br/>GHK: Group: Launch Missiles 
							<br/>GHK: Escorts: Launch Missiles
						</description>
					</point>
					<point>
						<headline>Tips</headline>
						<description>
							You don't have to select the group number each time you give an order. The last selected group number is remembered until it is overridden by another select group command. If you're only controlling one group, once you've set the group number once, you don't need to be selecting that group number before giving the commands.
							<br/>
							<br/>GHK: Escorts: Launch Missiles commands ships following you rather than the last selected group, and can thus be used even without defining any groups.
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Cartel Shield Hacker</name>
				<version>2.3</version>
				<date>29.08.2007</date>
				<scripter>moggy2</scripter>
				<contact>doc@xai-corp.net</contact>
				<translator></translator>
				<main>
					<point>
						<headline>The Device</headline>
						<description>
							This very rare and expensive device allows a pirate to hack through the shields of another ships and transport the cargo off the target ship. The process only works over very close range, is slow, and is rather obvious to the victim.
							<br/>
							<br/>In order to use the device you also need a transporter device, available from the Goner Temple, and a freight scanner, available from all good Pirate bases. You must be very close the target, for this device to work, and you must remain within this distance while the transporting takes place. The actual distance varies with the size of the target ships and the size of your own ship. Typically you're looking at about 200-250m from the target. The specific distance required is logged in the out of range error message you'll receive if you're not close enough. 
							<br/>
							<br/>Because of the nature of the cargo transfer, goods are only transfered one unit at a time so the transfer may take quite a while if you try to take a large quantity. A message will be displayed once the transfer is complete.
							<br/>
							<br/>Note that each unit transfered runs the risk of detection, and that risk is increases with the strength of the targets shields.
						</description>
					</point>
					<point>
						<headline>Where to get the shield hacker</headline>
						<description>
							The supply of this device is limited, you can get it at Pirate owned stations but only one is likely to have any at any given time.
						</description>
					</point>
					<point>
						<headline>Is that it?</headline>
						<description>
							Were you expecting better instructions, an easier interface?
							<br/>
							<br/>We're Pirates not software engineers!
						</description>
					</point>
				</main>
			</addon>
			<addon>
			<name>Scrap Ship at Player HQ</name>
				<version>2.04</version>
				<date>05.07.2007</date>
				<scripter>eladan</scripter>
				<translator></translator>
				<main>
					<point>
						<headline>Overview</headline>
						<description>
							As well as being able to produce brand new ships, the Headquarters also has a scrapyard facility that allows you to recoup some of the materials used in the construction of ships.
							<br/>
							<br/>When docked at your HQ each of your ships will have 2 Special commands available to them. One will request an estimation of the materials likely to be recovered from scraping a ship as well as the time it's likely to take. The other orders the HQ to scrap the ship
						</description>
					</point>
					<point>
						<headline>Reporting approx. Build/RE costs</headline>
						<description>
							Shortly after starting this command on a ship you will receive a report from the Chief mechanic that details the likely resources and time needed to build or reverse engineer a ship of this type. 
						</description>
					</point>
					<point>
						<headline>Scrapping a Ship</headline>
						<description>
							To scrap a ship at the HQ the ship must be docked at the HQ. A Special command is then available which orders the HQ to scrap the ship, recovering as much of the raw materials as possible. The amount of materials recovered is roughly the same as the quantities required to build the ship. The actual amounts vary from ship to ship and are always less than the resources that went into the ship in the first place.
							<br/>
							<br/>When the process begins the contents of the ship's cargo-bay are emptied into the HQ's holding bays. If there's not enough space for all of it, the process is stopped and a message will be sent to you informing you of the problem.
							<br/>
							<br/>The process will also be interrupted if the ship is moved, or if the engineers discover that there won't be enough room in the HQ's storage bays for all the recovered materials. In these situations you will be informed of the problem.
							<br/>
							<br/>If the process is interrupted it can simply be restarted by running the Scrap ship command again. The process will then restart from the beginning.
						</description>
					</point>
				</main>
			</addon>

			<addon>
			  <name>Attack Rocks Command</name>
			  <version>2.10</version>
			  <date>5.8.2007</date>
			  <scripter>Bunny</scripter>
			  <contact></contact>
			  <translator></translator>
			  <main>
			    <point>
			      <headline>Overview</headline>
			      <description>
							This command instructs a ship to break up or destroy rocks. 
			      </description>
			    </point>
			    <point>
			      <headline>Features</headline>
			      <description>
							* The ship will either break rocks if it has Fight Software Mk1. This behaviour can be changed to destroy all rocks if Fight Software Mk2 is installed. 
							<br/>* Rocks can be broken or destroyed both in and out of sector 
							<br/>* The ship will first uses its scanner to search for rocks. If no suitable ones are found then it will check for any within satellite range. If it still cannot final any then it will execute a random search of the sector.
							<br/>* Turret with greatest fire power is used.
							<br/>* If the ship collides with a rock then it will wait for its shield to recharge before continuing.
							<br/>* Pilot fees charged per game hour: 
							<br/>- TS/TP 400 Cr 
							<br/>- M5 200 Cr 
							<br/>- M4 600 Cr 
							<br/>- M3 1000 Cr 
							<br/>- M6/M7/TL 2000 Cr 
							<br/>- M1/M2 10000 Cr 
							<br/>- If the player cannot pay then the pilot waits 10-20 minutes
							<br/>* Satellite deployment. The ship will check if the rocks it finds are outside of satellite coverage. If they are then it will deploy an on-board satellite. The ship will not purchase or load satellites, the player has to stock the ship. 
							<br/>* Seeks out navigational beacons deployed by mobile mining ships and breaks rocks near it (symbiotic action).
							<br/>* A ship running Attack Rocks can be forced to concentrate on breaking/destroying rocks of single mineral type by placing the word "Ore", "Silicon" or "Nividium" in the ship name.
			      </description>
			    </point>
			    <point>
			      <headline>Equipment</headline>
			      <description>
							* <u>Required:</u>
							<br/>- Mineral Scanner 
							<br/>- Fight Mk1 software (break rocks)
							<br/>
							<br/>* <u>Optional:</u>
							<br/>- Triplex scanner (improves search performance) 
							<br/>- Satellites (improve search performance) 
							<br/>- Fight Mk2 software (destroy rocks)
			      </description>
			    </point>
			    <point>
			      <headline>Notes</headline>
			      <description>
							- The more fire power a ship has the faster it can break/destroy rocks OOS
							<br/>- The script was designed for use on TS/TP/M5/M4/M3/M6/M7 ships. Being in sector with a TL/M1/M2 running this command is not a good idea. 
							<br/>- Do not apply too many engine tunings to fast ships such as M5s. Inertia during high speed turns leads to collisions. 
							<br/>- This script does not attack map asteroids.
			      </description>
			    </point>
			    <point>
			      <headline>Known issues</headline>
			      <description>
 							- Turret commands can stop the ship firing. Keep them off while running this script. 
							<br/>- A ship running in break mode will find it increasingly more difficult to find rocks to break if a sector already contains many collectible fragments. Ensure that there are enough collecting/mobile mining ships in the sector to prevent this becoming a problem.
			      </description>
			    </point>
			  </main>
			</addon>

			<addon>
			  <name>Mobile Mining / Mineral Collection Software</name>
			  <version>3.21</version>
			  <date>5.8.2007</date>
			  <scripter>Bunny, Lucike and SymTec ltd.</scripter>
			  <contact></contact>
			  <translator></translator>
			  <main>
			    <point>
			      <headline>Overview</headline>
			      <description>
							This gets a ship to mine/collect rocks and deliver to a home base or trade them locally 
			      </description>
			    </point>
			    <point>
			      <headline>Quickstart</headline>
			      <description>
							1. Give the mobile mining ship the required equipment. 
							<br/>2. Select "Collect Minerals..." in the special commands menu. 
							<br/>3. Select the worked sector to mobile mine 
			      </description>
			    </point>
			    <point>
			      <headline>Equipment</headline>
			      <description>
							* <u>Required</u>:
							<br/>- Ore collector 
							<br/>- Mineral scanner 
							<br/>- Special commands software 
							<br/>
							<br/>* <u>Optional</u>: 
							<br/>- A weapon (the ship will mobile mine rather than just collect) 
							<br/>- Transporter Device (if home base is a TL) 
							<br/>- Jump Drive
							<br/>- Triplex Scanner (Improves search capability) 
							<br/>- Satellites (Improves search capability) 
							<br/>- 25 MJ shields (In sector mining can be risky) 
			      </description>
			    </point>
			    <point>
			      <headline>Modes</headline>
			      <description>
							The script has two modes of operation - supply or trade. The mode is determined by which home base is given to the ship 
							<br/>
							<br/>* <u>Supply Mode</u>: 
							<br/>This is selected by setting the homebase to a station that uses minerals as a product or resource. The ship will supply that station only. A TL can be used as a home base but has to remain stationary with the miner is working. Also the mining ship will require a transporter device to deliver the minerals to the ship. 
							<br/>
							<br/>* <u>Trader Mode</u>: 
							<br/>This is chosen by either not setting a homebase or selecting one that does not use minerals i.e SPP or cattle ranch etc. The ship will deliver to any factory in a 1 jump range of the worked sector. A check will also be made to see which mineral is in greatest local demand and the ship will concentrate on collect that type. 
			      </description>
			    </point>
			    <point>
			      <headline>General Features</headline>
			      <description>
							- Works both in and out of sector 
							<br/>- Satellite deployment: 
							The ship will check if the rocks it finds are outside of satellite coverage. If they are then it will deploy an on-board satellite. The ship will not purchase or load satellites itself, the player has to stock the ship. 
							<br/>- The ship checks satellites (nav &amp; adv) in the worked sector to locate collectible rocks within their sensor range. This is in addition to a search made with the ship scanner. 
							<br/>- During mining the ship will also deploy and collect navigational beacons. The name of the beacon shows the ship ID and the type of mineral it is collecting. This makes looking easy to see what the ships are doing when looking at the sector map. 
							<br/>- The script contains code to prevent multiple mobile mining ships from bunching up/forming convoys which would otherwise reduce collection efficiency. 
							<br/>- The ship ignores yield zero rocks 
							<br/>- If the ship is fitted with a weapon it will break up rocks for collection (unarmed ships will just collect available fragments) 
							<br/>- The weapon turret with the most fire power is selected for breaking rocks (front or back) 
							<br/>- The ship will stop and wait for its shield to fully recharge after a rock collision 
							<br/>- Uses a jump drive if one is fitted. Energy will be taken from the home base for a round trip (this feature is only useful in supply mode) 
							<br/>- A ship can be forced to collect only one mineral type by placing "Ore" or "Silicon" in the ship/homebase name. Ships with a TL homebase and free trader miners with no homebase can also use "Nividium" to collect this mineral. 
							<br/>- A standard charge for each unit of minerals delivered to player owned factories is 
							<br/>1 unit ore = 13 credits 
							<br/>1 unit silicon = 50 credits 
							<br/>1 unit nividium = 1610 credits 
							<br/>The charge for deliveries to NPC stations is 10% of the money made. This charge covers pilot wages and costs. 
							<br/>- If the ship has a problem then a message is sent to the player log. 
			      </description>
			    </point>
			    <point>
			      <headline>Supply mode Features</headline>
			      <description>
							- Mines/Collects only the minerals carried by the home base (product or resource) 
							<br/>- Delivers collected minerals to home base and resumes collecting in the worked sector 
							<br/>- If the factory cannot pay then the ship will undock and wait in sector for 10-20 minutes before attempting to unload the cargo again. 
							<br/>- If a delivery to the home base fails to empty the cargo bay to less than 90% full the ship will wait in the home sector for 10-20 mins 
				before attempting to deliver to the home base again. This prevents camping in docking slots and allows the station to use up minerals. The ship will resume collection after a successful delivery. 
							<br/>- Balanced collection of all minerals that a station uses (ore/silicon/nividium). This means if the station has more than 90% full stock of one mineral then ships will concentrate on collecting the other types that are required. If a station has all mineral stocks levels above 90% then the ship will wait in the home sector till they fall below this limit. 
							<br/>- Ships with a TL homebase will collect silicon and ore in balanced amounts. This behaviour can be overridden by placing "Ore", "Silicon" or "Nividium" in the mining ship name. 
			      </description>
			    </point>
			    <point>
			      <headline>Trader mode Features</headline>
			      <description>
							- The ship checks which mineral is in greatest demand in a 1 jump radius and will mine the required type. 
							<br/>- The ship finds and delivers to the factory that requires the most units of mineral (Player and NPC factories covered). 
							<br/>- The ship will continue to deliver to factories until it is empty before resuming mining. 
							<br/>- Ore and silicon is collected and sold, nividium is not (market is too small for effective trading - use supply mode to collect nividium). 
			      </description>
			    </point>
			    <point>
			      <headline>Additional Notes</headline>
			      <description>
							- This script does not create or destroy rocks directly. All of that is done by the game with weapons fire alone, both IS and OOS. 
							<br/>- This script can improve frame rate in rocky sector after several game hours. Entire sectors can be cleared with enough ships and time 
							<br/>- Map asteroids will not be mined, only rocks. Break the asteroid to mine it. 
							<br/>
							<br/>Recommended mining ship - Caiman Miner 
							<br/>1. It has multiple weapon slots that give it plenty of fire power (breaks rocks more quickly both IS and OOS). 
							<br/>2. In sector mobile mining performance is better compared to other TS ships. 
							<br/>
							<br/>Weapon comments 
							<br/>IREs - Weak but accurate - IS and OOS rock breaking is slow 
							<br/>PACs - Reasonable power and accurate - Recommended 
							<br/>HEPTs - Very Good, if you can get them to fit in the ship 
							<br/>PSGs - Not recommended - Overkill and has a high risk of friendly fire and collateral damage 
							<br/>Mass Drivers - Powerful but needs ammo 
							<br/>Ion Disruptors - No effect on rocks 
							<br/>
							<br/>Mobile Drilling System - Great OOS/IS rock breaking performance. The rocks that get accidentally destroyed in sector will re-spawn later. 
							<br/>
							<br/>The Attack Rocks script can also be used on fighters to help mobile mining ships concentrate on collecting rather than mining. Fighters break rocks faster than freighters.
			      </description>
			    </point>
			  </main>
			</addon>

			<addon>
			  <name>Defend Position Command</name>
			  <version>1</version>
			  <date>27.07.2007</date>
			  <scripter>moggy2</scripter>
			  <contact>doc@xai-corp.net</contact>
			  <translator></translator>
			  <main>
			    <point>
			      <headline>Overview</headline>
			      <description>
							When activate, the command causes the ship to wait at the specified sector position until an enemy ship comes within 10 km of the position. This ship will then attack. Once all the enemies have been destroyed the ship will then return to the same position (+/- a couple of km) and wait for more enemies.
			      </description>
			    </point>
			    <point>
			      <headline>Equipment</headline>
			      <description>
							The command is available on fighters and big ships when the Fight Command Software Mk2 is installed.
			      </description>
			    </point>
			  </main>
			</addon>

			<addon>
			  <name>Cartel Capture Passengers</name>
			  <version>2.0</version>
			  <date>1.8.2007</date>
			  <scripter>Cartel Inc.</scripter>
			  <contact>cartel@xai-corp.net</contact>
			  <translator></translator>
			  <main>
			    <point>
			      <headline>Usage</headline>
			      <description>
							<u>Capture Passengers Command</u>
							<br/>The capture passengers command requires at least one unit of <strong>Hand weapons</strong> or <strong>Pirate Sidearms</strong> on-board the ship. Running the command will simply change any Passengers or VIP's on-board into slaves. Some of the will inevitably resist and will have to be shot. 
							<br/>
							<br/><u>Release Slaves Command</u> 
							<br/>This command allows any slaves in the cargo bay to walk free. A small increase in reputation with the local authorities is usual for such good deeds. 
							<br/>
							<br/>Wondering where to buy the hand weapons or sidearms? The sale of these items is restricted, but you can often find someone requiring a transport pilot to move these sorts of items. Just do what a pirate does best.
			      </description>
			    </point>
			  </main>
			</addon>

			<addon>
			  <name>Collect Astronauts</name>
			  <version>2.04</version>
			  <date>18.8.2007</date>
			  <scripter>B-O'F</scripter>
			  <contact></contact>
			  <translator></translator>
			  <main>
			    <point>
			      <headline>Overview</headline>
			      <description>
							So, you have had a good time, killed a few baddies. Or, even better, forced them to bail.
							<br/>
							<br/>Then you went and claimed the 'donated' ships (hopefully with my SOS Claim or SOS Claim and Dock). 
							<br/>
							<br/>You, or one of your ships, have picked up all the 'goodies' lying around. 
							<br/>
							<br/>All in all, very profitable. 
							<br/>
							<br/>But it could be even more profitable 
							<br/>
							<br/>What about the pilots that bailed, they are worth money. Oops, you have lost some profitsss. 
							<br/>
							<br/>With this new software, you, or one of your ships, can 'rescue' them - but only if you have a Cargo Lifesupport System fitted in the ship - to keep them alive. 
							<br/>
							<br/>One unfortunate aspect of this rescue is a downgrading in status from Pilot, but it is certain that any Pirate Base will welcome them back with open arms, and even better, with open wallet. Yes, they will give you a reward for returning their lost brethren - normally around 1400 Cr. 
			      </description>
			    </point>
			    <point>
			      <headline>Usage</headline>
			      <description>
							Any of your ships (including the one you are piloting) equipped with the Cargo Lifesupport System will have a new option in the Piracy menu - Collect Astronauts. 
							<br/>
							<br/>All you do is to select this option, and the ship will travel toward the astronaut in the sector. When within range, it will pick him up. 
							<br/>
							<br/>Normally the range is about 500m, but if a Transporter Device is fitted, the range is 5km. 
							<br/>
							<br/>When the astronaut is picked up, the ship will look around for another astronaut in the sector, and proceed to pick him up as well. 
							<br/>
							<br/>This will continue until there are no more astronauts in the sector, or you run out of cargo space. 
							<br/>
							<br/>You will be kept informed of the success or failure of the operation by temporary messages - you can read them, but they are not put into your logbook (no incriminating evidence)... 
			      </description>
			    </point>
			    <point>
			      <headline>Hints</headline>
			      <description>
							It is probably safer to get one of your other ships to 'rescue' the astronaut, as on the way to the Pirate Base to return him to his brethren you may get stopped by the Police. The Police do not like you to 'rescue' pilots and return them to their natural habitat, and it will cost you your license (if you have one), as well as the loss of the reward. 
			      </description>
			    </point>
			  </main>
			</addon>

		</scripts>
	</language>
</root>
