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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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Posted: Thu, 21. Jun 12, 21:42 Post subject: Get Trade Stats For Sector/s |
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Can anyone see how this works?
It returns a load of arrays of wares and numbers, and I assume the indexes of the values relate, so the first ware and the first number in all of the integer arrays are all to do with that ware.
But what are the numbers, how does it get them, and why does it return 2 lots of everything? One products, one resources?
It's just, I really need something that basically does what this nice new script seems to do, which is brilliant. 
_________________ _______________________________
The Trade Plugin - Finally out of Beta.
STFUnit - Military Plugin
Find All Crates/Ships!
I Feel Like Killing GoD. |
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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Posted: Thu, 21. Jun 12, 22:06 Post subject: |
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As far as I can work out, it finds an array of 9 things in this order:
- The number of stations it picked up.
- Unknown array of values, possibly related to production.
- Array of values. (Max storage)
- Array of values. (Current storage)
- Ware array. (All resources and "goods")
- Unknown array of values, possibly related to production.
- Array of values. (Max storage)
- Array of values. (Current storage)
- Ware array. (All products)
For example, I got
246, 0
1328, 16
422, 3
Space fuel, Incendiary bomb launcher
For Weaver's Tempest, and I can confirm that 1328 and 16 are the respective max totals, 422 and 3 were the current totals, but I have no idea what the 246 and 0 is.
I've just checked again and I'm still getting 246... I think it might be the amount which can be made with current resources, as the IBL forges are on 0. I'll 1000xSETA and see what it's like in a few "hours".
EDIT:
A short wait and some value checking shows it doesn't seem to be related to price at all... nor the amount stored, or resources... I'll do something else and take a look.
---
I filled one of the IBL forges up and checked again, no change from 0. No change after it took the resources and began to produce either, and it has enough for more cycles so it's not something related to that. Space Fuel's value has gone up and down in that time, between about 242-248 depending on when I've checked. Obviously no trading has taken place: Yaki.
---
I removed ALL the resources and products from the SFDs, no change.
I deleted one of them. The number halved exactly.
Huh.
EDIT2:
New game. 0 for both of them.
0.
0.
0.
252 for spacefuel.
WHAT?
Y U CHANGE!
Y U CHANGE SUDDENLY TO BIG NONSENSICAL NUMBER.
EDIT3: Updated original information, didn't notice station number.
Still no idea what the first set means mind you.
I give up for now.
I tried it on all the cluster sectors around Argon Prime, and Energy Cells for example in the PRODUCT area had a value of hundreds of thousands... it could be some sort of demand value, but if it was then why would there be an entry for it in product/good and resource?
EDIT4: I meant resource/good and product, and I'm posting this here instead of just altering because I've just realised it might be of significant interest... why group the RESOURCES with the GOODS? o_O They act like products in every other circumstance, I'm sure. But it sure does it that way, for example the Yaki only have SF and IBLs under one, obviously Products, whereas the other contains Wheat, Ore, etc. Obviously Resources... but also CBE, ET, RO, and software...
EDIT5: I've got a feeling Litcube would like this thread... crazy adventures, ahem... 
_________________ _______________________________
The Trade Plugin - Finally out of Beta.
STFUnit - Military Plugin
Find All Crates/Ships!
I Feel Like Killing GoD. |
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UberWaffe
Joined: 25 Apr 2012
Location: Orbiting reality at +3 irrationalities
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Posted: Fri, 22. Jun 12, 10:02 Post subject: |
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Taking a shot in the dark here, but is this not possibly the local demand?
A demand for 252 Spacefuel and 0 Incendiary Bomb Launchers makes sense. Logically, if you have how full (%) a station's product stocks are, you know how much of the local demand it is meeting (in %).
(Station.Product.Current / Station.Product.Max) * 100% = %Demand met.
(Space fuel: 422 / 1328 * 100% = 32%)
Along with local demand, you can see how much (in amount) is unmet.
(100% - %Demand met) * Local demand = Unmet demand amount.
(Space fuel: ( 100% - 32% ) * 252 = 172 )
And from that you can determine how many stations that produce that product can still be supported.
The:
0.
0.
0.
252 for spacefuel.
Is probably due to pirate base or something similar popping up.
Again, shot in the dark here.
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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UberWaffe
Joined: 25 Apr 2012
Location: Orbiting reality at +3 irrationalities
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Posted: Fri, 22. Jun 12, 14:12 Post subject: |
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Do you know what !script it uses for this? I'll take a look inside it tonight.
Otherwise I'll just dig around tonight and see if I can find it.
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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UberWaffe
Joined: 25 Apr 2012
Location: Orbiting reality at +3 irrationalities
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Posted: Fri, 22. Jun 12, 14:58 Post subject: |
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Okay, another shot in the dark here.
Is it not perhaps the amount of goods traded in the last hour?
0 IBL were traded, 246 space fuel was traded. (In requested sector(s) only perhaps?)
SETAx1000 variation would then suggest slight fluctuation in how much was traded over time.
It could also explain why ECells have such large values, and why a restart went:
0.
0.
0.
252. (<- First trade occured here)
That would also make sense why it can pass back the same info for resources. (Expect that would be how much were bought, as opposed to sold in the sector(s) over the last hour).
Again, shot in the dark.
[EDIT]Also, the halfing when you destroyed a factory might be because that factory's trades over the last hour is then no longer countable. Perhaps its grabbing the data from the factory.[/EDIT]
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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Posted: Fri, 22. Jun 12, 15:05 Post subject: |
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Unless there's a local on the factory, then it wouldn't be able to get that info surely. Still, if it's storing that, impressive. I'll do a quick check, should be easy enough to check.
More importantly, I started work on what I needed anyway, as all the values I need are given. I just got sidetracked with wondering what the stuff I didn't understand was, in case it turned out the be unexpectively helpful.
_________________ _______________________________
The Trade Plugin - Finally out of Beta.
STFUnit - Military Plugin
Find All Crates/Ships!
I Feel Like Killing GoD. |
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UberWaffe
Joined: 25 Apr 2012
Location: Orbiting reality at +3 irrationalities
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Posted: Fri, 22. Jun 12, 15:20 Post subject: |
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| Quote: |
| More importantly, I started work on what I needed anyway, as all the values I need are given. I just got sidetracked with wondering what the stuff I didn't understand was, in case it turned out the be unexpectively helpful. |
Good to hear. I'll stop after this then.
| Quote: |
| Unless there's a local on the factory, then it wouldn't be able to get that info surely. |
Which might explain why it is a built-in function and not a script. Might only be accessible by the engine on a lower level.
[EDIT]I'm thinking that perhaps the GoD-engine uses these same numbers to decide when to kill/create stations. Essentially such economic decisions would have to be based on how a station had sold vs. bought in the last hour (or some time period).
Egosoft would have had to code it to make their GoD-engine work, so they are just reusing it for the player's sake.[/EDIT]
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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