Complex Calculator V3.0!!

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Merroc
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Complex Calculator V3.0!!

Post by Merroc » Thu, 21. Dec 06, 16:53

**support dropped & link removed, 3 August 2011**

Old topic (now locked): http://forum2.egosoft.com/viewtopic.php?t=120355
Topic for Dave's Factory Complex Calculator: http://forum2.egosoft.com/viewtopic.php?t=165356

With OpenOffice3 you can use this sheet as if it were Excel. I dont know details, but you might have to turn on a few options to get the macro working. With Windows Excel Viewer you can only read the file, but not use the macro or edit anything.
If you're having problems running the macro in Excel, it might help to download and install .net and the SP 1. Since i had no problems myself (maybe because i already have it) i cant see if this actually helps, but according to TomasArafel who pointed this out to me, it does...

If you dont have Excel, or having problems with my sheet, please check this online calculator by em3e3 (linked because im a nice person).

We all know what it does, well most of you do. So i'll keep it short in this new thread (more info to be found in the old thread though).

It does what the title says it does. It calculates the information you want for your complex. How much profit it will make, etc. But its much more than that. There's a lot of data in it as well.
Be sure to read the FAQ, it explains how you should use it. In short, every yellowish cell is something you might want to adjust, anything else, you better stay out of. you dont want to accidently remove an important formula :).

Feedback is very much wanted! Ideas, pointers, errors, please: LET ME KNOW. I want to improve it. Im especially interested in what kind of data (useless for all i care) about the complex you would like to know. A lot is posible, please give me ideas :). Also if you think you've found a bug, please read the faq, see if it might be a feature :).

As a final note, please do not link directly to the download link or host this file yourself (without explicit approval of myself). All links should either point to this thread (from now on) or to the old thread.

Original Asteroids sheet topic:
X3R: Asteroid Sheet *spoiler* (got brutally locked, i hope i dont have to change it!! :P)
X3TC: Merroc's Asteroid List (TC 1.4) (more spoilers inside)

Cheers,
Merroc

Filehistory:
V3.0 - 22 / 02 / 09 (yay 2 years later, time flies)
V2.2 - 9 / 01 / 07
V2.1 - 20 / 12 / 06
V2.0! - 10 / 11 / 06
V1.15 - 16 / 06 / 06
V1.14 - 18 / 04 / 06
V1.13 - hasnt been made public
V1.12 - 22 / 02 / 06
V1.11 - 17 / 02 / 06
V1.10 - 12 / 02 / 06
V1.09 - 26 / 01 / 06
V1.08 - 24 / 01 / 06
V1.07 - 16 / 01 / 06
V1.06 - 16 / 01 / 06
V1.05 - 12 / 01 / 06
V1.04 - 11 / 01 / 06
V1.03 - 11 / 01 / 06
V1.02 - 11 / 01 / 06
V1.01 - 10 / 01 / 06 (har har i was the first!! :P)

:xbtf: :xt: :x2: :x3: <- moar smileys because i can.
Last edited by Merroc on Wed, 3. Aug 11, 11:01, edited 12 times in total.

Merroc
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Post by Merroc » Thu, 21. Dec 06, 16:57

You might be wondering why im making a new topic:
short reason: expandability for Dave's own Standalone Factory Complex Calculator. It deserves its own thread anyway. :) You will hopefully see his thread popping up soon :).

(also i was getting confused by some replies thinking it was about my complex calculator, while it was about Dave's... ;))

Merroc
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Post by Merroc » Sun, 24. Dec 06, 22:00

I'd like to make a note for users of Solar Power Plants in the sector Loomanckstrats Legacy. Due to its 0% sunlight, Solar Power Plants behave differntly in that sector. However, because its only one sector and who builds in 0% sunlight anyway? :P I have decided not to alter my sheet for this (too much work for too little gain imho).

See this thread for details about loomanckstrats legacy's SPP problem:
http://forum3.egosoft.com/viewtopic.php?t=165262

western
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Post by western » Sun, 24. Dec 06, 22:51

One quick question.

I have just started a new game and intend to use the XL factory script.

When can you integrate this mod into your BRILLIANT software?

Kind regards
Western
If things don't change, they'll stay as they are.

Merroc
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Post by Merroc » Sun, 24. Dec 06, 23:21

How do you mean? You want to download Ashley's mod together with my sheet? Or do you mean i have to add the data and such from Ashley's mod?
If its the former: i wont. ever. :)
If its the latter: look again, i already did.

And if you;re talking about the Factory Complex Calculator, you might want to try the correct thread for that.

golruul
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Post by golruul » Tue, 9. Jan 07, 10:25

(2.1, macros enabled)
is anyone having trouble with the "Factories" sheet? It lists the Argon factories fine, but the other races' factories all have "#N/A" in the cells.

For what it's worth, I also have the 1.15 version and everything works great there.

Merroc
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Post by Merroc » Tue, 9. Jan 07, 10:37

1600+ downloads this year alone and only just someone found out? :s
What do you all download it for?
Anyway, uploaded a same-version-number-fix.

golruul
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Post by golruul » Tue, 9. Jan 07, 10:41

Merroc wrote:1600+ downloads this year alone and only just someone found out? :s
What do you all download it for?
Anyway, uploaded a same-version-number-fix.
LOL! Er, I guess I shouldn't laugh, but I found that really funny.


Anyway, fantastic work. Makes my game life a heck of a lot easier.


EDIT
Would you consider freezing rows 1-6 on the "Factories" sheet (as default when people download it again)?
END EDIT

golruul
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Post by golruul » Tue, 9. Jan 07, 11:03

in "Factories" sheet,

1 GJ S, L, and XL shield have the same Production/Turn values, resulting in negatives in the fourth column for L and XL


EDIT
Max Stock is also the same at 8
END EDIT

Merroc
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Post by Merroc » Tue, 9. Jan 07, 19:28

Fine fine fine :). Updated to 2.2. Also extended the Yield Calculator, saw i missed support for XL and XXL mines. And two other minor adjustments.

BTW, tomorrow i can celebrate the first aniversary of the complex calculator :p. I suspect an evening full of alcohol (something i would never *cough* ever *cough* do otherwise :P).

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Litcube
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Post by Litcube » Fri, 19. Jan 07, 04:20

Is the Beta PBE Forge Meatstake Cahoona requirement correct? Version 2.2.

Merroc
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Post by Merroc » Fri, 19. Jan 07, 04:24

It should be, i calculated it from the relvals... So i have no reason to suspect otherwise. Unless someone can prove me wrong ingame. Do note that they're L and XL...

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Litcube
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Post by Litcube » Fri, 19. Jan 07, 04:32

Every L sized laser requires an L sized Cahoona bakery. In this case, the output of cahoonas is 100% of the requirement.

Every XL sized laser requires an XL sized Cahoona bakery. In this case, the output of cahoonas is 100% of the requirement.

Except the Beta PBE Forge.

An XL Cahoona bakery only outputs 99.1% of the XL Beta PBE Forge. An L Cahoona bakery only outputs 99.1% of the L Beta PBE Forge.

Merroc
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Post by Merroc » Fri, 19. Jan 07, 05:00

Looks like a typo sneaked in. Beta PBE L EC usage per cycle should be 11000, not 11100. Hence the Beta PBE XL EC usage is wrong and ditto for the Meatsteak/Ore usage. (caluclated directly from the EC usage).
This should be as followed:

Code: Select all

size   ec in    MC in    Ore in
L      11000    7333     1833
XL     22000    14667    3667
Im actually guessing here though how its rounded, because it ends at 1/3rd :s

This will be fixed for the next version as soon as something more important pops up, or nothing else comes in a while.

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Litcube
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Post by Litcube » Fri, 19. Jan 07, 05:13

Oopsie Daisy!

Dude, that's some hardcore data entry. Why not write a script that outputs that stuff for you, and have excel auto-calculate for you? Or have you, and just kept the result data?

Merroc
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Post by Merroc » Fri, 19. Jan 07, 05:36

Actually all i really need is the cycle time and relval for a ware and i can pretty much calculate everything. Its just that i dont want to, cos it would make the sheet a ton slower... and writing a script that outputs that data for me isnt an option either. At most i can load the tfactories file or some such into excel and delete what i dont need. However i find that this works well enough. Im quite good with the numpad, dont make a lot of mistakes that goes unseen ;).

jlehtone
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Post by jlehtone » Fri, 19. Jan 07, 08:14

Cycle times are computed from relval's too.
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Merroc
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Post by Merroc » Fri, 19. Jan 07, 08:16

well, not sure which numbers i need... i think cycle time and ec per cycle would do as well... Or probably any combination of two numbers, or even 1...

jlehtone
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Post by jlehtone » Fri, 19. Jan 07, 08:47

RelVal for ECell is 4. 4 seconds to make one ECell. 60 seconds to make 15. 3600 seconds to make 900. SPP and Mines are exceptions on cycle time calculation.

To get the cycle time for factory, you look for the shortest time that can be evenly divided by every RelVal (resources and products). And no cycle time is below one minute.

If the L consumes 11000 ECells per cycle, S does 2200. 2200*4 = 8800. Is the cycle time of bPBE 8800 seconds? I would bet 8880 seconds. That is because in 8880 seconds bPBE L would consume 11,100 ECells, and 5*(8880/24) = 1850 Ore.

I cannot remember the relval for Cahoona, but I guess it is 6. Therefore, Argon bPBE L ought to consume 5*(8880/6) = 1480 Meatsteaks.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

Merroc
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Post by Merroc » Fri, 19. Jan 07, 09:17

Ok... maybe it was a typo on the cycle time side... lol :\
I looked into it and the Split BPBE S had a cycle time of 8880, seeing as 8 look a lot like a 0 with a redish background easy to make that mistake :).

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