[MOD] Crexit - Crystal Mining Rebalance

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Moonrat
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[MOD] Crexit - Crystal Mining Rebalance

Post by Moonrat » Fri, 18. Jan 19, 09:14


Compatible with 3.00 Beta 1 (373142) - 2019-11-14


Prologue

Insatiable greed, it's always there... it gnaws at your very soul. Don't look away Teladi, I've seen your eyes green with envy!! If only you had more, another million may be for that new ship, 20 million for the factory of your dreams, enough even to woo that Paranid who gave you the eye last night at the bar no one can find ...

You're a fresh faced pilot still wet behind the ears (if your species have ears). You climb aboard your shiny new ship and you head straight to the asteroid fields. You see, that morning you woke up having dreamt this great idea to make a million or three faster than all those other bozos with their trading ships, factories and mining fleets. You arrive at your happy hunting grounds with your lasers fired up, your loot bag open and you scan the roids' looking for that twinkle which means easy fortune... then... it dawns on you... you were never the only one with that too good to be true get rich scheme. See all those other ships flying around out there... well they've been there for decades doing exactly what you are thinking and got stinking rich with little or no effort. Guess what? The gold rush is over pilot and now you're going to have to put your head down for longer if you want to make that fortune before bedtime!

There are many gates within the X-Universe but just three gates lead to hell : Anger, Lust and Greed ... well may be that one in Tharka's Cascade also !!

Description

This mod attempts to re-balance early game crystal mining so that it is no longer an exploit but a more challenging activity. It still contains reasonable rewards whilst retaining the possibility of a lucky find to boost the players funds. The mod contains the following game play changes...
  • Crystal prices adjusted lower
    Reductions in asteroid bearing crystals but hostile areas contain more to encourage risk taking
    Reduction in numbers of collectables from mining crystals, but...
    Collectables are now more varied than before and are influenced by asteroid type and size
    More varied collectables are also spawned by other miners as well but frequency is reduced
Installation

Drop the "Crexit" folder into your "Documents" X4 extension folder

Feedback

I have test driven this and feel the balance between difficulty, time and reward is about right but if folks want a slightly less "hard" version then simply tweak the values according in the "objectspawnrules" file (the values are percentages of crystal occurrence). If you want a really easy version de-install the mod!!

Download

https://www.nexusmods.com/x4foundations/mods/271
Last edited by Moonrat on Mon, 18. Nov 19, 01:05, edited 6 times in total.
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Max Bain
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Re: [MOD] Crexit - Crystal Mining Rebalance

Post by Max Bain » Fri, 18. Jan 19, 12:14

Hi, sounds great.

I did something similar on my end, but this sounds even better.

Can you give a rough number on how much lower the credits/hour rate is in this mod versus the vanilla game? Is it 50%, 25%, 10%?

I think in safe regions it should be lower than 25% and at best not above maybe 50%.
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Moonrat
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Re: [MOD] Crexit - Crystal Mining Rebalance

Post by Moonrat » Fri, 18. Jan 19, 20:54

Believe it or not I'm on a plane to Madrid at the moment...

If you look in the "openspawnrules" file you'll see the percentage values used. As you can see there are 3 pairs for each category with Xenon hostile sectors at the top
I think and friendly non-hostile sectors at the bottom. IIRC the original vanilla values were 50% for the top hostile ones and 25% for the friendly sectors... yes 50%!! So the probability now is about 3x - 4x less spawn rate combined with a reduced crystal drop per asteroid + an adjustment downwards of 2x - 4x in price per crystal type.

On each 30 minute test cystal mine flight I was making usually 50k (200k if I was very very lucky) compared to a ridiculous 3-4 million in vanilla every time. Getting the balance between ease of finding crystals vs drop rate/type vs price per ware was the tricky bit. I also modded the dropped collectable items as well to give a more sensible amount ( and variety) as simply following NPC miners around collecting their detritus also seemed a bit too generous and samey also :)

My only concern is that I may have nerfed it too much... but I don't think it's too far off. Glad to hear any feedback.
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Re: [MOD] Crexit - Crystal Mining Rebalance

Post by Moonrat » Sun, 17. Nov 19, 12:25

Now compatible with 3.00 Beta 1 (373142) - 2019-11-14

https://www.nexusmods.com/x4foundations/mods/271

All bug reports and feedback here please
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Max Bain
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Re: [MOD] Crexit - Crystal Mining Rebalance

Post by Max Bain » Wed, 20. Nov 19, 15:21

I really like this idea and I also have a similar mod running, but not that professional with individual stats for hostile sectors.

But I think 50k for 30 mins of boring work sounds too less to me.
I would let the vanilla prices or lower them just a little bit. If you can make nearly a million per hour in a hostile sector that is OK to me.

But sure I can change your mod on my side :).
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Moonrat
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Re: [MOD] Crexit - Crystal Mining Rebalance

Post by Moonrat » Wed, 20. Nov 19, 20:45

And they say “imitation is the sincerest form of flattery"...

As part of ensuring that "Crexit" was X4 compatible I checked the "libraries\wares.xml" file for differences and noticed this change between v2.6 -> v3.0 dropping the prices of the more valuable crystals as per 'Crexit'

inv_crystal_03 min/avg/max 17k/20k/23k -> 12k/15k/17k (~ -27%)
inv_crystal_04 min/avg/max 26k/30k/35k -> 16k/20k/25k (~ -34%)
inv_crystal_05 min/avg/max 200k/250k/300k -> 100k/125k/150k (~ -50%)

There also seems to be an adjustment to the "libraries\objectspawnrules.xml" file so that the frequency of crystal asteroids spawning has been reduced everywhere but less so in hazardous areas... in fact one 'Crexit' rule is now identical to that modified downwards in X4 v3.0...

X4 v3.0 has a form of 'Crexit' but may be not so mean!! :wink:
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Max Bain
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Re: [MOD] Crexit - Crystal Mining Rebalance

Post by Max Bain » Tue, 24. Dec 19, 12:22

WIth Crexit active some crystals dont spawn crystals at all when shooting them. Blue one for example. Seems to be a hard Crexit :D

Edit: Ok often they dont drop anything, sometimes they drop one crystal. Dont know if thats intended.
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Rastuasi
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Re: [MOD] Crexit - Crystal Mining Rebalance

Post by Rastuasi » Wed, 25. Dec 19, 17:30

Will this work in the actual extensions folder where mods belong and not the documents folder? It's too risky and unsafe to use the documents folder, let alone, that means it's not compatible with all systems the game runs on.

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Re: [MOD] Crexit - Crystal Mining Rebalance

Post by Moonrat » Thu, 26. Dec 19, 21:11

Max Bain wrote:
Tue, 24. Dec 19, 12:22
WIth Crexit active some crystals dont spawn crystals at all when shooting them. Blue one for example. Seems to be a hard Crexit :D

Edit: Ok often they dont drop anything, sometimes they drop one crystal. Dont know if thats intended.
Yes, very occasionally it's a "hard" Crexit. You're trying to get that valuable crystal out and you accidentally squeeze the laser trigger a little too hard... "Oh.. Boris!!!" you shout seeing that easy fortune explode into a million fragments :D
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Re: [MOD] Crexit - Crystal Mining Rebalance

Post by Moonrat » Thu, 26. Dec 19, 21:19

Rastuasi wrote:
Wed, 25. Dec 19, 17:30
Will this work in the actual extensions folder where mods belong and not the documents folder? It's too risky and unsafe to use the documents folder, let alone, that means it's not compatible with all systems the game runs on.
Not sure, but I don't see why it wouldn't work... please try it out and let me know.

UPDATE : I moved my "crexit" folder from "My Documents" to the Steam folders and it still appears to be working :)
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