[Mod] X4 Economy Overhaul 6.0 ready!

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Max Bain
Posts: 1461
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] X4 Economy Overhaul

Post by Max Bain » Wed, 7. Apr 21, 12:21

Mycu wrote:
Tue, 6. Apr 21, 23:08
[*]One module I don't like is the Turret Component Production module - it has four bottom mount points.
And IMO it almost always look disaligned because it's on top of other centered modules attached in one corner.
I just checked my turret module and it has not 4 snap points on the bottom, just one and one at a side.
Are you talking about the vanilla turret module? If yes, then no, I can not change it. Simply because it would break many stations of players who have built this already or have saved presets of stations with this module integrated. Would produce a lot of troubl when they later realize that I have changed it :D. Sorry.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Gen.d.Pz.Tr.Seb
Posts: 39
Joined: Sun, 9. Jan 05, 18:53
x4

Re: [Mod] X4 Economy Overhaul

Post by Gen.d.Pz.Tr.Seb » Wed, 7. Apr 21, 13:22

Do you have any idea if it conflicts with Faction War/Economy Enhancer, especially the economy part? Besides VRO (that you have covered) that is the only mod where I could have a conflict. I just started a game a few days ago, but I think I will start one now with your mod as I also want to play the terran side, at least in the beginning.
Iucundi acti labores

Max Bain
Posts: 1461
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] X4 Economy Overhaul

Post by Max Bain » Wed, 7. Apr 21, 14:04

Gen.d.Pz.Tr.Seb wrote:
Wed, 7. Apr 21, 13:22
Do you have any idea if it conflicts with Faction War/Economy Enhancer, especially the economy part? Besides VRO (that you have covered) that is the only mod where I could have a conflict. I just started a game a few days ago, but I think I will start one now with your mod as I also want to play the terran side, at least in the beginning.
I think the Faction War Enhancer should work without a problem.
I am not sure what the Faction Economy Enhancer does, so I am not sure if it works or not, but I would guess that it is designedto be flexible and that it just checks if a material is in high demand and that it triggers some logic to compensate this. As long as it does not only checks for vanilla wares but all wares in the game, even modded wares, then it should work. But better ask the author of the mod because I have no insight into the code.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Mycu
Posts: 410
Joined: Fri, 28. Sep 12, 08:30
x4

Re: [Mod] X4 Economy Overhaul

Post by Mycu » Wed, 7. Apr 21, 14:55

Max Bain wrote:
Wed, 7. Apr 21, 12:21
I just checked my turret module and it has not 4 snap points on the bottom, just one and one at a side.
Are you talking about the vanilla turret module? If yes, then no, I can not change it. Simply because it would break many stations of players who have built this already or have saved presets of stations with this module integrated. Would produce a lot of troubl when they later realize that I have changed it :D. Sorry.
It's possible that I may have misidentified the vanilla module with a modded one.
Sometimes it's hard to tell what's from where because new modules fit so good :)
Anyway - really good work with models.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Gen.d.Pz.Tr.Seb
Posts: 39
Joined: Sun, 9. Jan 05, 18:53
x4

Re: [Mod] X4 Economy Overhaul

Post by Gen.d.Pz.Tr.Seb » Wed, 7. Apr 21, 19:22

Haven't gotten around to building stations, and probably won't for a long time, but I really enjoy the terran economy you designed, and the models look great too! Everything still seems to run stable and I still get opportunities to make some profit.

I noticed that there are some wares (two?) that are the same as in the default economy. missile components and something else. Are those interchangeable with the normal ones i.e. could I sell terran ones elsewhere?
Iucundi acti labores

Max Bain
Posts: 1461
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] X4 Economy Overhaul

Post by Max Bain » Wed, 7. Apr 21, 19:30

Gen.d.Pz.Tr.Seb wrote:
Wed, 7. Apr 21, 19:22
Haven't gotten around to building stations, and probably won't for a long time, but I really enjoy the terran economy you designed, and the models look great too! Everything still seems to run stable and I still get opportunities to make some profit.

I noticed that there are some wares (two?) that are the same as in the default economy. missile components and something else. Are those interchangeable with the normal ones i.e. could I sell terran ones elsewhere?
Missile components and drone componentsa are interchangeable as are energy cells. That is intended. Terrans just need other ingredients to craft them.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Mycu
Posts: 410
Joined: Fri, 28. Sep 12, 08:30
x4

Re: [Mod] X4 Economy Overhaul

Post by Mycu » Sat, 10. Apr 21, 20:44

Found some element floating near solar powerplant:

https://i.imgur.com/EENfbt5.jpg
https://i.imgur.com/y9tqmuC.png

Looks like a masstraffic entrance disconnected from module.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Max Bain
Posts: 1461
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] X4 Economy Overhaul

Post by Max Bain » Sat, 10. Apr 21, 22:43

Mycu wrote:
Sat, 10. Apr 21, 20:44
Found some element floating near solar powerplant:

https://i.imgur.com/EENfbt5.jpg
https://i.imgur.com/y9tqmuC.png

Looks like a masstraffic entrance disconnected from module.
Thank you! Funny thing is i already fixed this bug in an earlier version. Somehow it came back :(
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Gen.d.Pz.Tr.Seb
Posts: 39
Joined: Sun, 9. Jan 05, 18:53
x4

Re: [Mod] X4 Economy Overhaul

Post by Gen.d.Pz.Tr.Seb » Mon, 26. Apr 21, 15:46

In my game there are 3 wares that have somewhat questionable profit margins insofar as they give a lot of money. My go to freighter here is an Okinawa just so you could compare that too if you want. These trades are only between AI stations, I don't have any that produce or consume these wares.

AI cores and Fusion Batteries can provide something like 1 - 2 m credits per run if I fill them up completely. I think that is high, but still reasonable.
What is not reasonable is the amount of money that can be made with Force Field Units, those are usually in the 4 - 6 m range, which seems a bit excessive. I stopped trading those in my game. Sadly I don't have my savegame right now, but I think they were mainly produced and consumed by the pioneers, between the trading station and the spacelab (or whatever that is called).
Iucundi acti labores

Max Bain
Posts: 1461
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] X4 Economy Overhaul

Post by Max Bain » Mon, 26. Apr 21, 16:20

Gen.d.Pz.Tr.Seb wrote:
Mon, 26. Apr 21, 15:46
In my game there are 3 wares that have somewhat questionable profit margins insofar as they give a lot of money. My go to freighter here is an Okinawa just so you could compare that too if you want. These trades are only between AI stations, I don't have any that produce or consume these wares.

AI cores and Fusion Batteries can provide something like 1 - 2 m credits per run if I fill them up completely. I think that is high, but still reasonable.
What is not reasonable is the amount of money that can be made with Force Field Units, those are usually in the 4 - 6 m range, which seems a bit excessive. I stopped trading those in my game. Sadly I don't have my savegame right now, but I think they were mainly produced and consumed by the pioneers, between the trading station and the spacelab (or whatever that is called).
May I ask what your in game time is?
I checked all three wares in my game (70in game hours) and it is completely different in my game.
The best profit I was able to make with Ai cores or batteries were 500k with a full Okinawa and only because of my discound. Without that discound i wouldnt have made any profit.
Force Field units are only buyable in so small numbers (100-200) that the trade is not worth it at all.

I guess you are lucky with your galaxy generation but I guess it will become more balanced after a good couple of in game hours. You know, at start the trade stations are all randomly filled up to 70% I think.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Gen.d.Pz.Tr.Seb
Posts: 39
Joined: Sun, 9. Jan 05, 18:53
x4

Re: [Mod] X4 Economy Overhaul

Post by Gen.d.Pz.Tr.Seb » Mon, 26. Apr 21, 18:05

Interesting, I have to watch where those units come from, but I am pretty certain the source is one of those 'not a factory' sources (trading station? Not sure what the spacelab is). I'll watch that when I play again which will probably be tomorrow or Wednesday. And currently I am approximately 1d15h in, so I'd assume that the initial stock is gone. I did have the FE mod(s) running for a time, maybe that interfered? I did deactivate most of them (only have war left, I think), ~5 hours ago. Can't think of any other mod doing something with stock.
Iucundi acti labores

Max Bain
Posts: 1461
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] X4 Economy Overhaul

Post by Max Bain » Mon, 26. Apr 21, 18:18

Gen.d.Pz.Tr.Seb wrote:
Mon, 26. Apr 21, 18:05
Interesting, I have to watch where those units come from, but I am pretty certain the source is one of those 'not a factory' sources (trading station? Not sure what the spacelab is). I'll watch that when I play again which will probably be tomorrow or Wednesday. And currently I am approximately 1d15h in, so I'd assume that the initial stock is gone. I did have the FE mod(s) running for a time, maybe that interfered? I did deactivate most of them (only have war left, I think), ~5 hours ago. Can't think of any other mod doing something with stock.
That makes sense. As said at game start the trading stations are randomly filled. If you are lucky and one has plenty of expensive wares while another one is in high demand, than you can make some good money. But trading stations dont spawn new wares, so it will even out and then you wont make money this way any more.
This is a bit special with Terrans and ths mod because they have plenty of trading stations. In CoH the prices of all wares in trading stations is locked to average price. In my mod the pirce depends on the amount (like everywhere else).
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Gen.d.Pz.Tr.Seb
Posts: 39
Joined: Sun, 9. Jan 05, 18:53
x4

Re: [Mod] X4 Economy Overhaul

Post by Gen.d.Pz.Tr.Seb » Tue, 27. Apr 21, 21:36

Just had this case again. TER Orbital Supply Station 'produced' 4k Force Field Units and the shipyard in the same sector (The Moon) buys them. ~710 credits to buy and ~2k credits to sell makes a pretty major profit.
Iucundi acti labores

Max Bain
Posts: 1461
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] X4 Economy Overhaul

Post by Max Bain » Tue, 27. Apr 21, 22:38

Gen.d.Pz.Tr.Seb wrote:
Tue, 27. Apr 21, 21:36
Just had this case again. TER Orbital Supply Station 'produced' 4k Force Field Units and the shipyard in the same sector (The Moon) buys them. ~710 credits to buy and ~2k credits to sell makes a pretty major profit.
Do you have some other mods running like faction enhancer economy or so? The supply station should not generate 4k force field units out of nothing. That sounds like you have some kind of other mod active. On my end if a station is dry, it stays dry until someone delivers something (or at least I havent noticed the behaviour you are mentioning so far).
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Gen.d.Pz.Tr.Seb
Posts: 39
Joined: Sun, 9. Jan 05, 18:53
x4

Re: [Mod] X4 Economy Overhaul

Post by Gen.d.Pz.Tr.Seb » Wed, 28. Apr 21, 19:57

I do have the faction enhancer Economy AI module running, I assume this could be the culprit. But I did not see anything concerning those supply / trading stations in the changelog, but who knows if that was stated somewhere.
Iucundi acti labores

Cyres
Posts: 61
Joined: Tue, 5. Jan 16, 08:22
x4

Re: [Mod] X4 Economy Overhaul

Post by Cyres » Wed, 28. Apr 21, 20:24

Do you have DeadAirFill installed?

Gen.d.Pz.Tr.Seb
Posts: 39
Joined: Sun, 9. Jan 05, 18:53
x4

Re: [Mod] X4 Economy Overhaul

Post by Gen.d.Pz.Tr.Seb » Wed, 28. Apr 21, 20:38

No, other DeadAir mods, but not that one. It can really only be the economy ai mod, every other mod has completely different goals.
Iucundi acti labores

Max Bain
Posts: 1461
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] X4 Economy Overhaul

Post by Max Bain » Wed, 28. Apr 21, 21:15

I am pretty sure that it is some other mod because I never have noticed this behaviour on my end. But I will have an eye on it and if it happens, I will let you know.
terrans are a bit special that they have so many trading stations and in vanilla, they have a fixed price, so a mod that refills the stations might have more impact on this mod.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Gen.d.Pz.Tr.Seb
Posts: 39
Joined: Sun, 9. Jan 05, 18:53
x4

Re: [Mod] X4 Economy Overhaul

Post by Gen.d.Pz.Tr.Seb » Wed, 28. Apr 21, 21:40

But disregarding the spawning issue in trading stations, even the normal production stations just offer it far too cheaply. I scanned one, and it had 3k of 7k Force Field Units produced and only sold them for 703 credits. That is at least a 1k credits profit per item.
Iucundi acti labores

Max Bain
Posts: 1461
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] X4 Economy Overhaul

Post by Max Bain » Wed, 28. Apr 21, 21:55

Gen.d.Pz.Tr.Seb wrote:
Wed, 28. Apr 21, 21:40
But disregarding the spawning issue in trading stations, even the normal production stations just offer it far too cheaply. I scanned one, and it had 3k of 7k Force Field Units produced and only sold them for 703 credits. That is at least a 1k credits profit per item.
You are right!
I just checked the price and there is an error in the price. Normally min price is 0.7 of average price and the max price is 1.3 of the averge price. Thats the formula for vanilla wares and I followed that rule. The forcefieldunit max price is 2.0 times the avergae price which is wrong. So I made a mistake here. min price is 697, avg 996 so max price will be 1295 instead of 1992 credits.
I will correct that in the next version.
Thanks for that feedback!
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Post Reply

Return to “X4: Foundations - Scripts and Modding”