Burianek's 2ndry Production Lines NEW v. 1.2 - AL plugin!

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Burianek
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Post by Burianek » Thu, 24. Jun 04, 17:50

Slocket wrote:Could an extra primary resource be added to a SPP to make it less profitable and more challenging?
Possibly. Scripting seems to affect spps a bit differently than other factories. For example, you can't (I haven't been able to) create a spp with scripts. Every one i try to script only produces 2 energy cells per cycle. It may be possible to add another resource to every spp. Doing so would throw closed loop construction way out of whack though. I'm adverse to trying anything like this. I just think it creates too many problems.
Is it because a good yield asteriod makes alot of profit with a fast cycle time?
Bingo. I think I explained this in the readme. It's also because silicon has a wide price variation, so a well placed silicon mine (even an avg yield one) can make more than a wheat farm
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Burianek
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Post by Burianek » Thu, 24. Jun 04, 17:52

Anyone have any comments on these 2ndry production scripts?
"Nature's first green is gold" . . . stay golden.

Slocket
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Post by Slocket » Thu, 24. Jun 04, 19:47

I think the extra production Wares are great to spice up the game! Need more. I still need to play with them and tell you how I see them working in game.

I like the idea that they are not guarenteed a profit unless you think about where you place them on what station and set them up.

I believe you want other people here that may have tried them to comment?

Hey People, speak up! :D This a great Extra Production Mod Burianek Made here. It is almost like getting an un official add-on!

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Post by Slocket » Fri, 25. Jun 04, 05:10

I have a question on the Energy efficient 25% secondary line.

I see that only about 1k an hour can be 'made'. So for 75k to install, it would take 75 real time hours to get my investment back?

Computer component is about 1100-1400avg and makes 120 E-cells every about 30 minutes. Profit is rather small (120*16) -1400 = 520 but only every half hour. Could it be a faster cycle time or lower cost? 75 hours of playing is a long time to get money invested back....

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Burianek
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Post by Burianek » Fri, 25. Jun 04, 16:04

It's more a convenience issue than a big money maker.
Like I said, it's definitely not worth installing on every factory, only where it can be difficult to fight for limited supplies of energy. The point is not to make every factory much more profitable, but to give the player more freedom and flexibility to customize a factory as they see fit. As it's the option with the lowest price tag of all 4, you'd expect it to make the least . . .
Also, new closed loop structures can be determined using this cycle time and production ratio. For people that like to set up closed loops, this energy efficiency may well be worth the investment. (but I don't want to post answers here, it took me a long time to figure out a good sol'n on paper. I don't want to spoil it for anyone who wants to think it through ;)) But if you want me to pm you why I made it the way it is, I can do that. :)
There are a lot of things to think about and consider before you decide to install one. This was precisely my intention. They're only good / useful if you make them useful. You can't just set them up on every factory and say, 'let 'em rip'
Sorry if that seems like a callous answer. I can't stand anything remotely similar to a 'cheat script' I'm not out to make your life easier, I'm actually looking to make it harder by forcing you to make more decisions and think through more issues. (which you seem to be doing admirably)
Keep plugging away :D
"Nature's first green is gold" . . . stay golden.

Slocket
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Post by Slocket » Fri, 25. Jun 04, 23:39

I seem to notice on a closed loop system that there is the 'Feedback Multiplier Effect' that makes the energy cells 'worth' much more. 8)

Just like when a spend one USD dollar it actual ripples through
the economy generating 9 USD of Gross National Product.

So I can see the big use especially in closed loops; and minor where resources maybe be scarce (still makes money if you like a longer term investment with alot of extra capital sitting around).

Even by itself for my one wheat factory. I had an extra fast M4 laying around and used it to ferry real cheap computer components when they hit rock bottom; the local market cells are becoming more expensive using the Econ v3 mod since I have not built another solar power plant yet (price about 20 now), so in a way it is paying for itself off in about 45 hours instead of 75 hours.

That is not bad for a secondary production. It should be on par with NPC at 1/3 rate. So I would expect about three times the wait to pay off the secondary chain compared to the normal 15 hours ROI from the wheat farm. (I have two now).

The bigger chains dealing with ore and silicon and stuff cost more, but pay off ROI much quicker.

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Kailric
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Post by Kailric » Fri, 2. Jul 04, 20:46

:thumb_up:
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Burianek
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Post by Burianek » Fri, 2. Jul 04, 20:52

haha
you don't need to bump it. :)
there aren't too many economy addled folks such as myself around i don't think. ;)

(but we're covertly taking over)
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Burianek
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Post by Burianek » Sun, 18. Jul 04, 08:05

updated version 1.1 see first post
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kryptyk
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Post by kryptyk » Sun, 18. Jul 04, 19:35

Just started using it....

it's making me rethink placement and considering new alternatives which is a great thing in my eyes :thumb_up: :thumb_up:

I'm also a firm believer in the EconFix v3 too :D

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Burianek
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Post by Burianek » Tue, 24. Aug 04, 00:35

First post has been updated to reflect progress made on this script.
Version 1.2 is now available as an AL plugin.
The new version is vastly better than the old version.
"Nature's first green is gold" . . . stay golden.

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Post by Greyhawk1 » Tue, 24. Aug 04, 01:59

My god. This game changes per minute thanks to you tireless scripters. Many thanks for all your hard work :khaak: :thumb_up:

frymaster
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Post by frymaster » Tue, 24. Aug 04, 03:40

Can I ask if you've considered submitting this as a signed script? Balanced and interesting... I'd have thought it'd be a shoo-in

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Burianek
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Post by Burianek » Tue, 24. Aug 04, 03:54

Yeah, I submitted an older version which quite frankly kinda sucked. Before the AL engine came along if you wanted to loop something indefinitely, it was a really nasty affair. I'm gonna try to resubmit this one now that it is decently polished. I'm not sure if they'll consider scripts that make changes to the economy though. They may have something having to do with secondary resources up their sleeve by themselves, who knows?

By the way, the a.secondary.resource.remove.xml script that the readme talks about forgot to find it's way into the first upload. :oops: If you downloaded this in the past three hours, and you need this script because you're upgrading from the previous 1.1 version, redownload. If this script is brand new to you, you don't need it, what you've got is fine, it's only a patch up from the previous version. no worries.
"Nature's first green is gold" . . . stay golden.

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Burianek
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Post by Burianek » Wed, 25. Aug 04, 16:09

By the way, please let me know if you find any bugs.
Version 1.1 didn't have any (that I ever found)
But I had to totally rewrite this in version 1.2 for the AL stuff.
So there's a chance some crept in.
I think I tested it, but keep your eyes open ok? :)
"Nature's first green is gold" . . . stay golden.

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Burianek
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Post by Burianek » Tue, 7. Sep 04, 17:44

I'm still whoring for feedback,
If anyone that uses this has any comments / suggestions, please make a quick post.
I think I have a lot of areas where this script could be better, so I'm looking for complaints / validation.
Thanks guys.
"Nature's first green is gold" . . . stay golden.

Rathgar
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Post by Rathgar » Wed, 17. Nov 04, 00:59

Looks cool on paper (or screen, so to speak). Just downloaded it. Think I'll give it a try once I deal with my Xenon Containment Issue...

Will let you know if I see anything quirky, but I am already seeing places this could help prevent stalling in some of my stations that are critical to my empire :)
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Raivein
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Post by Raivein » Fri, 11. Mar 05, 03:59

I'm having trouble implementing this in my game. V.1.4, AI update, Bounus pack 1.03.2, and your Laser-only 1.0 mod.

I installed it, activated all the scripts in the AI menu except for Spacefly production, and targeted my Crystal Fab in Kingdom End to activate the Silicon script. I had 1+ billion in the game so money was no object.

Now what? I don't see any option to turn it on. Not in the trade menu when docked, not in Command Counsole, nothing. What do I have to do to activate a secondary production line?

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Burianek
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Post by Burianek » Sat, 12. Mar 05, 21:10

If you have never activated the Script Editor:

To use unsigned scripts you need to have the script editor enabled.
See the sticky thread entitled 'The Script Editor' at the top of this forum for instructions on how to activate it. You'll know it's activated when you get the 'modified' tag on your screen. (there are ways around this, check the link in my signature)

If you've already activate the script editor and it still won't work:

From the readme:
To add a secondary production line to a station that you own:
- target the station with a ship which has the trading system extension installed
- in the Trade menu, you will see a new option 'Add Secondary Production Line'
- select this command and the script will prompt you for which type of 2ndry production line you wish to install.


Let me know if neither of these help and you still have problems.
Cheers.
"Nature's first green is gold" . . . stay golden.

Raivein
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Post by Raivein » Sun, 13. Mar 05, 08:40

No, I activated the script editor, so no joy for that suggestion. I appreciate it, though.

As for targeting the station, yes, moved within 8 KM of my Silicon Mine, hit 'i' to bring up Target Information, then becan to scroll through the options. Station Details, Adjust Station Settings, Command Console, no command seen. Tried looking at my docked freighter assinged to the station, tried Adjust Station Settings from there. No good.

Could you tell me, in close-to-excrutiating detail, what I should do? (Target it. Press 'i'. Find option...) I'm wondering how to access the trade menu. I think you are talking about the trade menu when you have a ship docked somewhere and you want it to trade with the docked station. So you select the ship, and you hit 'd' to bring up the trade menu, where you can buy and sell resources, correct? But in that case you need a ship docked there to access the order.

Is there anyone out there who have acually used this script with success? Some success stories would be nice.

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