Price Formula
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Price Formula
Looking for the formula for pricing in the tships so i can adjust some ships properly but can seem to find any info on it, any help would be appreciated. Thanks
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factor = 80.7212
except for M6M, M7 & M7M: factor = 65.555784
(one-off exceptions are SS_SH_A_M1: factor = 49.892, SS_SH_A_M2 & SS_SH_T_M2: factor = 50.299)
Initial base ship price = factor * Production RelVal (NPC)
Actual base price is dependent on built-in-wares
eg for Argon Nova Sentinel : Fight1 & Fight 2, adding around 6000 credits (only 0.25% of the ship price)
Real price at shipyard depends on other optional installed equipment (shields, lasers etc, as in S, M & L variants for sale),
and also speed-tuning and cargo-hold-extension (if either is possible for a given ship).
These can add a signifiacant %age to the price.
except for M6M, M7 & M7M: factor = 65.555784
(one-off exceptions are SS_SH_A_M1: factor = 49.892, SS_SH_A_M2 & SS_SH_T_M2: factor = 50.299)
Initial base ship price = factor * Production RelVal (NPC)
Actual base price is dependent on built-in-wares
eg for Argon Nova Sentinel : Fight1 & Fight 2, adding around 6000 credits (only 0.25% of the ship price)
Real price at shipyard depends on other optional installed equipment (shields, lasers etc, as in S, M & L variants for sale),
and also speed-tuning and cargo-hold-extension (if either is possible for a given ship).
These can add a signifiacant %age to the price.
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I realize that this thread is 8 months old, and it will probably be locked after this post, but after spending hours over the past year searching for the answer provided here, and trying different calculations, my OCD side is very happy to finally have a solution. I'm wondering why the formula provided by exogenesis isn't readily available in the other stickied/guide threads?
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Such a short thread must have slipped South unnoticed at the time. (There are other such threads too. Seen them, considered valuable but had no time to link, and then failed to find them again.
) [url=http://forum.egosoft.com/viewtopic.php?t=216693]TC Tutorials[/url] updated.
S&M is programming, and programming encourages reuse. We have multiple entries in [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] about that (reuse of threads). You chose Rule #0 option 1. A wise choice.

S&M is programming, and programming encourages reuse. We have multiple entries in [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] about that (reuse of threads). You chose Rule #0 option 1. A wise choice.

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As you say, suprised thread is allowed to live, but
if this sort stuff is of interest there must be tons of individual
threads with snippets on the forum - how would you collect them?
(although jlehtone is making a good effort to do so, well done
)
The figures are from inspection (reverse-engineered / emperical), and are as used in the
model viewer. 100% accurate so far compared to in-game values.
if this sort stuff is of interest there must be tons of individual
threads with snippets on the forum - how would you collect them?
(although jlehtone is making a good effort to do so, well done

The figures are from inspection (reverse-engineered / emperical), and are as used in the
model viewer. 100% accurate so far compared to in-game values.
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Ship prices shown in-game, in the Info screen of the shipyards, don't perfectly match the factors that exogenesis provided. A table of the Argon ships, with their price related info and calculations from the TShips file is below. As you can see, something else must be influencing the base ship price, and it doesn't appear to be the cost of the installed extensions.
The best example is the Disco Raider, with an NPC RelVel of 1000, and the standard Centaur, NPC RelVal 120000. You would assume that the base price of the Centaur is 120 times that of the Disco Raider, but if you look at the table, it's higher by 32 credits. Base price must somehow depend on the NPC Production RelVal!
The best example is the Disco Raider, with an NPC RelVel of 1000, and the standard Centaur, NPC RelVal 120000. You would assume that the base price of the Centaur is 120 times that of the Disco Raider, but if you look at the table, it's higher by 32 credits. Base price must somehow depend on the NPC Production RelVal!
Code: Select all
Ship Name Ship ID Class PRV (NPC) PRV (Player) Base Price (In-Game) Base Price / PRV (NPC)
Discoverer SS_SH_A_M5 M5 666 5028 53761 80.7222222222222222
Discoverer Hauler SS_SH_A_M5_2 M5 733 5028 59167 80.7189631650750341
Discoverer Raider SS_SH_A_M5_1 M5 1000 5028 80721 80.721
Mercury SS_SH_A_TS TS 2333 2333 188323 80.7213887698242606
Mercury Tanker SS_SH_A_TS_1 TS 2333 2333 188323 80.7213887698242606
Magnetar SS_SH_A_TM TM 3500 3500 282522 80.7205714285714286
Mistral SS_SH_OTAS_TS TS 3560 3560 287366 80.7207865168539326
Zephyrus SS_SH_OTAS_TM TM 3950 3950 318847 80.7207594936708861
Buster SS_SH_A_M4 M4 5028 5028 405864 80.720763723150358
Solano SS_SH_OTAS_M4P M4P 5028 5028 405864 80.720763723150358
Express SS_SH_A_TP TP 5028 5028 405864 80.720763723150358
Buster Vanguard SS_SH_A_M4_2 M4 6285 6285 507334 80.7214001591089897
Mercury Hauler SS_SH_A_TS_2 TS 6416 6416 517907 80.7211658354114713
Mercury Tanker SS_SH_A_TS_3 TS 6416 6416 517907 80.7211658354114713
Mercury Super Freighter SS_SH_A_TS_4 TS 6416 6416 517907 80.7211658354114713
Buster Raider SS_SH_A_M4_1 M4 7543 7543 608879 80.7210658889036193
Elite SS_SH_A_M4P M4P 10522 10522 849347 80.7210606348602927
Mercury Super Freighter SS_SH_A_TS_5 TS 16333 16333 1318417 80.7210555317455458
Mistral Super Freighter SS_SH_OTAS_TS_1 TS 18560 18560 1498187 80.7212823275862069
Nova SS_SH_A_M3 M3 19847 19847 1602074 80.7212173124401673
Nova Raider SS_SH_A_M3_1 M3 19847 19847 1602074 80.7212173124401673
Nova Vanguard SS_SH_A_M3_2 M3 24809 24809 2002612 80.721189890765448
Nova Sentinel SS_SH_A_M3_3 M3 27786 27786 2242921 80.7212625062981358
Eclipse SS_SH_A_M3P M3P 66000 66000 5327602 80.7212424242424242
Gladiator SS_SH_A_M8 M8 66950 66950 5404290 80.7212845407020164
Centaur SS_SH_A_M6 M6 120000 120000 9686552 80.7212666666666667
Heavy Centaur SS_SH_A_M6M M6M 216852 216852 14215902 65.5557799789718333
Skiron SS_SH_OTAS_M6M M6M 218450 218450 14320661 65.5557839322499428
Mammoth SS_SH_A_TL TL 351145 351145 28344868 80.7212632957894887
Cerberus SS_SH_A_M7 M7 548190 548190 35937026 65.5557854028712673
Sirokos SS_SH_OTAS_HCF M7 580345 580345 38044972 65.5557849210383479
Aquilo SS_SH_OTAS_M7M M7M 580345 580345 38044972 65.5557849210383479
Minotaur SS_SH_A_M7M M7M 765330 765330 50171808 65.5557837795460782
Colossus SS_SH_A_M1 M1 1355948 1355948 67651530 49.8924221282822055
Titan SS_SH_A_M2 M2 1374045 1374045 69112343 50.2984567463219909
Boreas SS_SH_OTAS_M2 M2 1387000 1387000 90925873 65.5557844268204758
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The existing 'HQ Production Costs' spread sheet I put up relates to X3:Reunion.
I haven't looked to see if TC has changes many ship relvals,
and don't forget the Raider has built-in items (triplex scanner etec)
which alter the raider's base price.
Perhaps I should update the sheet, but I think Carlo's TC version
covers the main values, doesn't it?
I haven't looked to see if TC has changes many ship relvals,
and don't forget the Raider has built-in items (triplex scanner etec)
which alter the raider's base price.
Perhaps I should update the sheet, but I think Carlo's TC version
covers the main values, doesn't it?
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Even the HQ production cost price doesn't seem to relate exactly to the 'base' shipyard price. HQ production cost * 3.73 is pretty close to the base price for the Argon ships, but the prices are still off by a few credits.
And from what I can tell, it doesn't seem like the base price includes installed extensions or upgrades.
And from what I can tell, it doesn't seem like the base price includes installed extensions or upgrades.
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Er, sorry got a bit confused there, ignore previous post.
You right there's a discrepancy, but I make it an error of only 7 credits
for the centaur, it's only a question of the accuracy of the factor.
The factor 80.7212 given above is correct, but only quoted to 6 significant figures.
Apply it for disco raider and centaur you get base prices of
raider : 1000 * 80.7212 = 80721.2
centaur : 120000 * 80.7212 = 9686544.0
In-game (TC) min price at shipyard - price of things in ship:
raider : 101665 - 5192 - 9828 - 2416 - 3508 = 80271
centaur : 9842368 - 155816 = 9686552
Error in calculated values:
raider = 0.2 credits
centaur = -7.0 credits
So the more accurate factor is the one you get from the centaur figures, i.e. 80.72126.
If you apply that factor to the raider, you still get 0 credits error.
I think the real factor is between 80.72121 and 80.72126,
when you start to get errors of only 1 credit in big ship prices, you're
only looking a rounding errors.
You right there's a discrepancy, but I make it an error of only 7 credits
for the centaur, it's only a question of the accuracy of the factor.
The factor 80.7212 given above is correct, but only quoted to 6 significant figures.
Apply it for disco raider and centaur you get base prices of
raider : 1000 * 80.7212 = 80721.2
centaur : 120000 * 80.7212 = 9686544.0
In-game (TC) min price at shipyard - price of things in ship:
raider : 101665 - 5192 - 9828 - 2416 - 3508 = 80271
centaur : 9842368 - 155816 = 9686552
Error in calculated values:
raider = 0.2 credits
centaur = -7.0 credits
So the more accurate factor is the one you get from the centaur figures, i.e. 80.72126.
If you apply that factor to the raider, you still get 0 credits error.
I think the real factor is between 80.72121 and 80.72126,
when you start to get errors of only 1 credit in big ship prices, you're
only looking a rounding errors.
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Just a note, the SS_SH_A_M1 & SS_SH_A_M2 are not hardcoded. They simply have RelVals over 1,323,077 as a value, at which point prices start to wrap.
I have no idea what the formula is on the wrap, but it starts at just under a divisor of 49.8.
TrixX and I have also discovered that setting Price Mod 1 to 25 keeps all ships at the 80.7212 modifier (M6Ms, M7s, M7Ms are all set to 1).
I have no idea what the formula is on the wrap, but it starts at just under a divisor of 49.8.
TrixX and I have also discovered that setting Price Mod 1 to 25 keeps all ships at the 80.7212 modifier (M6Ms, M7s, M7Ms are all set to 1).
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I am currently looking at Ware price calculations in general (for my Changeling tool) of which Ship prices is a part.
My focus so far has been on Laser pricess and how they compare with other wares, but so far I have not come up with a consistent overall calculation.
For Lasers there appears to be an approximate scaling factor of 64.9239 from the NPC RelVal to Average Price.
For Missiles there appears to be an approximate scaling factor of 28.075.
For Bio Wares there appears to be an approximate scaling factor of 5.25.
Given that the MCSI domain uses integer maths (nominally signed 32-bit) perhaps there is some common link between the value calculations?
Modifier 1 seems to affect the min/max values (perhaps a normal distribution factor?)
EDIT: WRT Ships specifically, I believe the shipyard price is affected by your reputation with the Shipyard race.
My focus so far has been on Laser pricess and how they compare with other wares, but so far I have not come up with a consistent overall calculation.
For Lasers there appears to be an approximate scaling factor of 64.9239 from the NPC RelVal to Average Price.
For Missiles there appears to be an approximate scaling factor of 28.075.
For Bio Wares there appears to be an approximate scaling factor of 5.25.
Given that the MCSI domain uses integer maths (nominally signed 32-bit) perhaps there is some common link between the value calculations?
Modifier 1 seems to affect the min/max values (perhaps a normal distribution factor?)
EDIT: WRT Ships specifically, I believe the shipyard price is affected by your reputation with the Shipyard race.
Lenna (aka [SRK] The_Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
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The old X3R HQ spreadsheet used (1+(16-rank)/20) as a multiplier to adjust the price (where 1 is max rank). Apparently you also got a bonus for selling to a shipyard of the same race as that of the ship as well.Roger L.S. Griffiths wrote:EDIT: WRT Ships specifically, I believe the shipyard price is affected by your reputation with the Shipyard race.
No idea if it's the same in TC though...
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I would imagine that price calculations fall into the category of "it's not broke so don't fix it".Carlo the Curious wrote:The old X3R HQ spreadsheet used (1+(16-rank)/20) as a multiplier to adjust the price (where 1 is max rank). Apparently you also got a bonus for selling to a shipyard of the same race as that of the ship as well.Roger L.S. Griffiths wrote:EDIT: WRT Ships specifically, I believe the shipyard price is affected by your reputation with the Shipyard race.
No idea if it's the same in TC though...
I take it you are refering to converting from the in-game sale price to the HQ manufacturing value?
Lenna (aka [SRK] The_Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
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One would have to do integer math like:Roger L.S. Griffiths wrote:Given that the MCSI domain uses integer maths (nominally signed 32-bit) perhaps there is some common link between the value calculations?
Code: Select all
RelVal * M / N
M might be common constant for all and N a ware class specific value.
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Calculating the sale price from the RelVal.Roger L.S. Griffiths wrote:I take it you are refering to converting from the in-game sale price to the HQ manufacturing value?
Actually, I think it's exogenesis' spreadsheet, so he should know!
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I have tried to run a linear least-squares fit on a sample of the ship values but did not get any closer to the scaling factor (could not force the offset to 0 on my calculator).jlehtone wrote:One would have to do integer math like:Roger L.S. Griffiths wrote:Given that the MCSI domain uses integer maths (nominally signed 32-bit) perhaps there is some common link between the value calculations?Naturally, the order of operators does matter to rounding. M/N would show as the "scaling factor". Btw, Ecells do have factor 4.0.Code: Select all
RelVal * M / N
M might be common constant for all and N a ware class specific value.
Lenna (aka [SRK] The_Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
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this is because 1 point relval is 64.9238892 credits. if you want to alter the price for a ship, try this formula.em3e3 wrote:[...] The best example is the Disco Raider, with an NPC RelVel of 1000, and the standard Centaur, NPC RelVal 120000. You would assume that the base price of the Centaur is 120 times that of the Disco Raider, but if you look at the table, it's higher by 32 credits. Base price must somehow depend on the NPC Production RelVal! [...]
best,
F.A.B.
F.A.B.
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Some of the new posts have help me get closer to the actual formula used. Given these bits of information, I have a new working theory, but it's still not 100% accurate. I'm thinking reputation may be the final link…
UPDATE: I have the first part figured out, it's ROUND(NPC RelVal * 64.9238892/4)*4 = Base Value
This is because 1,323,077 * 25 (Price Mod 1) * 64.9238892 = 2^31, and anything higher will result in the value turning 'signed'.Litcube wrote:Just a note, the SS_SH_A_M1 & SS_SH_A_M2 are not hardcoded. They simply have RelVals over 1,323,077 as a value, at which point prices start to wrap.
I have no idea what the formula is on the wrap, but it starts at just under a divisor of 49.8.
64.9238892 * ( 1 + 25 / 100 ) ~= 80.7212Litcube wrote:TrixX and I have also discovered that setting Price Mod 1 to 25 keeps all ships at the 80.7212 modifier (M6Ms, M7s, M7Ms are all set to 1).
Roger L.S. Griffiths wrote:Given that the MCSI domain uses integer maths (nominally signed 32-bit) perhaps there is some common link between the value calculations?
EDIT: WRT Ships specifically, I believe the shipyard price is affected by your reputation with the Shipyard race.
Here's the (somewhat) working formula:F.A.B. wrote:this is because 1 point relval is 64.9238892 credits.
Code: Select all
INT(NPC RelVal * Price Mod 1 * 64.9238892) = Base Value <<< value over 2^31 will turn it negative (signed 32-bit)
NPC RelVal * 64.9238892 + Base Value = Base Shipyard Price