[Work In Progress] Functional Trader + stable supply/demand (0.22 final WIP)

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Jey123456
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Post by Jey123456 »

i did not see any control on what the construction ship currently accept currently. So i do not think it is possible, altho i did not look in depth into the architect aiscript, if there is even one. It might be hardcoded.
flatbush71

Post by flatbush71 »

Well, the 1.19 vanilla economy is still badly broken.
Ya got have WIP .22 if you want to free play a economy style game.
I'll just keep plugging along.
When I finish the hamburger factory , I'm going to do the Reactor factory next, just for the fun of it.
If ya need me to test or try something Jey, I'll be here.
Thanks for all the hard work !!! :o
Macrixen
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Post by Macrixen »

just a quick question.. how long does it usually take for the npc ships to actually start taking wares to the construction vessel. assuming that they will without the fix on page 18 as it makes it so i can't save.

also do i need to explore all the stations around in order for them to start trading with vessel?
Jey123456
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Post by Jey123456 »

without the fix on page 18. They never will because the customreservation fail. There is no reason why that fix would cause your save to go corrupt tho. There is no change to blocking index or anything....

With the fix, they will come assuming there are stations selling the good your construction ship need, for less than your construction ship buy for (no matter the quantity)
Macrixen
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Post by Macrixen »

Jey123456 wrote:without the fix on page 18. They never will because the customreservation fail. There is no reason why that fix would cause your save to go corrupt tho. There is no change to blocking index or anything....

With the fix, they will come assuming there are stations selling the good your construction ship need, for less than your construction ship buy for (no matter the quantity)
i added the fix before 1.19 and it worked for that but when i went to save it immediately crashed without saving.. so no save file was created. will try again tho with all other mods stripped.
xwanderer
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Joined: Sat, 16. Nov 13, 08:51
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Post by xwanderer »

Is there a way to make this run with MCE activated? I get a CTD as soon as I try to load any savefile with both your fix and that mod active. (1.19)

Very nice work by the way!
Jey123456
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Post by Jey123456 »

it should work just find with MCE, did you start the universe with the WIP ? or are you trying to load a savegame that did not use the WIP ? Keep in mind, the WIP is pretty much 100% incompatible with any save that was not started with its version.
xwanderer
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Post by xwanderer »

So it's my fault not reading properly I suppose. I started a new game v.1.19 without your fix hoping economy is working. Today I realized that it is not.

With MCE deactivated it does load and there are a lot of freighters finally starting to move. Although I understand that 100% incompatibility perhaps means something will not function properly.
Cactus_Punch
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Post by Cactus_Punch »

Progress report :D?
Jey123456
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Post by Jey123456 »

im still doing the finishing touch. But its a lot more work than it sound xD. expect the mod in 4-5 days.
DeserterX
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Joined: Wed, 28. Nov 07, 19:29
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Post by DeserterX »

Thanks for the mod and all the hard work! I haven't fully tested it yet but everything seems to run much better than before.
One thing I noticed and it seems a bit wrong is that the freighters use far too often their booster engines. Even when they have to move just a few meters to dock boosters kick in.
I don't know if it will hurt the economy but perhaps it would be more realistic if they weren't stepping on it all the time :roll:
Thanks again for all the effort :)
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Jey123456 wrote:im still doing the finishing touch. But its a lot more work than it sound xD. expect the mod in 4-5 days.
No worries Jey. Take your time and don't feel rushed and don't rush. The world will be around for a long time to come lol! We look forward to seeing what you have in store for us.
xwanderer
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Beta 1.20

Post by xwanderer »

Could this be related to your fix? Hmm.. Did I do something wrong again?

[ external image ]

<edit>

New game seems to work so I guess it's savegame compatibility...(?)
Macrixen
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Re: Beta 1.20

Post by Macrixen »

xwanderer wrote:Could this be related to your fix? Hmm.. Did I do something wrong again?

[ external image ]

<edit>

New game seems to work so I guess it's savegame compatibility...(?)
as jey had said before new version compatability is 100% non functioning yet when it comes to save games
Jey123456
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Post by Jey123456 »

as for the boosters, Its not exactly that simple. right now, it simply enable the booster on most functionality related to parking and unparking. I did not add any logic on when to start / stop it etc. Altho it wouldnt be overly complicated to add a distance check on it. Sometimes its not so much a matter of distance but path (like if the parking spot is bellow the station and the freighter is above) so things can get a bit complicated.


And yes, as mentioned multiple times. The WIP is written in a way that was very quick for me to write and test fixes / improvement. But its also a method that is 100% save incompatible and will do all sort of wrong things, from broken freighters, to client crash.

I am in the process (nearly completed) or rewriting it in a fashion that keep save compatibility and is an extension. But its not ready for use yet. (3-5 days remaining)
flatbush71

Post by flatbush71 »

I've come up thru the revisions on the same save 8,15, 20, 22 and never had a crash.
I only use the blue tubes :wink:

P.S. Jey if ya could tell me how to raise that boost on'em a little more , I'll test it !!! :roll:
Last edited by flatbush71 on Fri, 13. Dec 13, 23:38, edited 1 time in total.
Jey123456
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Post by Jey123456 »

there is no raise or lower it in this mod xD. it simply enable it on more actions.
DeadMor0z
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Re: Beta 1.20

Post by DeadMor0z »

xwanderer wrote:Could this be related to your fix? Hmm.. Did I do something wrong again?

[ external image ]

<edit>

New game seems to work so I guess it's savegame compatibility...(?)
Looks like savegame made in 1.19 with 0.22 trade fix will not work in 1.20. I have extact the same error.
Jey123456 wrote: And yes, as mentioned multiple times. The WIP is written in a way that was very quick for me to write and test fixes / improvement. But its also a method that is 100% save incompatible and will do all sort of wrong things, from broken freighters, to client crash.
I thought that save incompatibles only occured between your mod versions, but not between game versions (while your mod vesrion did not change).
_Darky_
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Joined: Wed, 6. Nov 02, 20:31
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Post by _Darky_ »

Jey

al ur work does it stil work or does it work on the latest patch ? 1.19

or did egosoft fixed it ?

i only play it again when the basic stuf r fixed

Gr D
Keep a eye on ur enemys but Keep an closer eye on ur friends .
flatbush71

Post by flatbush71 »

Ahh, well that settles that.
I got a young girl driving the Bedlam ore hauler, and man she keeps her foot buried in that thing. Looks and sounds very kool when she goes roaring by.

Anyway, next thing, I wonder how much of a problem 1.20 is going to be ?

1.19v Shady Grove Shipyards are working fine for me.

I can build a ship anytime and they have plenty of cargo-lifter & construction drones available, as well as all the others.

I'm running 3 full plants and about 20 ships.
Albion is getting very healthy.
About 3 more strategically placed stations and it will be good to go.
If we could only get auto-trade to expand to the other side of the gate to DeVries.

I'm going to stay at 1.19 until you green light it. ( Will keep this save anyway.) Me and the great grand babies be doing some serious XR playin !!

http://i690.photobucket.com/albums/vv26 ... e25811.jpg
Last edited by flatbush71 on Sat, 14. Dec 13, 14:58, edited 2 times in total.

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