Fully simulated economy?
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Re: Fully simulated economy?
I should mention that some factions do not have shipyards as of yet and therefore can't have built ships. Xenon, Khaak and I think pirate factions do not have shipyards so their ships are spawned at gates. But all the major factions with shipyards have their ships built. I think they may eventually add in shipyards for Khaak and Xenon but I am speculating here based on comments I read in the jobs file and elsewhere but not sure on that.
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Re: Fully simulated economy?
In a brand new game there are many ships flying into the dock. I don't think those were just built in the minute or two since the game started. So I think the game is seeding the universe with stations and ships, etc. i.e. you have to start with something which doesn't mean the economy is not simulated. Its a starting point 

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Re: Fully simulated economy?
Obviously at the start of the game there are ships and stations already existing in the universe. After that however, all new stations are built and all new ships are built except for factions without shipyards which I just mentioned. I already know how this all works since I went through it extensively in X rebirth, the code is very similar but there are new commands. The newest being the code for building ships at shipyards. I already went through the jobs file.nerdtron wrote: ↑Sun, 2. Dec 18, 15:32 In a brand new game there are many ships flying into the dock. I don't think those were just built in the minute or two since the game started. So I think the game is seeding the universe with stations and ships, etc. i.e. you have to start with something which doesn't mean the economy is not simulated. Its a starting point![]()
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Re: Fully simulated economy?
It seems obvious to me that when the game begins the X-universe must be created or spawned if you like
How else is there to be anything in it at all when the player begins?
It is what happens after that that is the fully simulated economy
How else is there to be anything in it at all when the player begins?
It is what happens after that that is the fully simulated economy
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Re: Fully simulated economy?
Anybody find the home sector for the Scale Plate Pact? I wanna boost their economy to test this, but I can't find any of their stations. Also haven't found any Hatikvah Free League shipyards, either.
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Re: Fully simulated economy?
To be completely honest, I got the same feeling even from simple exploration, without suffering from the bug. When I venture into open space to map uninhabited portions of the sectors, and as such I'm quite far from the actual action, every so often some small group of ships are uncovered/appear. However, if I keep going and, once I've left them well behind me I go back, often they are not there anymore. A few of those times they might have moved far enough in that relatively short time making me unable to find them anymore, but several other times they were showing somewhat static behaviour, not using their travel drives, they often were M5 equivalents just hanging around, by all means it appeared as they should have still been in the general area when I got (very soon) back.
That behaviour looks to me like the game spawns some small encounters as you go about your merry way to avoid you not encountering ANYTHING FOR HOURS, which would actually be inevitable given the scale of sectors and the actual real number of ships that can be around. Then, once you have left the encounter, they despawn. Not trying to disprove anyone or anything, I could simply be mistaken and this just being my misunderstanding, but honestly it would make a lot of sense - while at the same time it wouldn't in any way debunk the fact the actual system is fully simulated for the ships that matter, the "real" ones. Granted, this never happened to me with bigger ships, traders and so on, as with the OP report.
That behaviour looks to me like the game spawns some small encounters as you go about your merry way to avoid you not encountering ANYTHING FOR HOURS, which would actually be inevitable given the scale of sectors and the actual real number of ships that can be around. Then, once you have left the encounter, they despawn. Not trying to disprove anyone or anything, I could simply be mistaken and this just being my misunderstanding, but honestly it would make a lot of sense - while at the same time it wouldn't in any way debunk the fact the actual system is fully simulated for the ships that matter, the "real" ones. Granted, this never happened to me with bigger ships, traders and so on, as with the OP report.
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Re: Fully simulated economy?
Why would you assume that areas you have not mapped are uninhabited or empty?
I dont get this whole thread to be honest
Why would anyone expect the X-universe not to already exist as a going concern when the game starts?
X-games are not like a Civ or other strategy games where everyone begins from zero on turn one
The X-universe is already existing for millennia before you appear in it to begin your adventures
I dont get this whole thread to be honest
Why would anyone expect the X-universe not to already exist as a going concern when the game starts?
X-games are not like a Civ or other strategy games where everyone begins from zero on turn one
The X-universe is already existing for millennia before you appear in it to begin your adventures
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Re: Fully simulated economy?
But I found Xenon shipyard for sure. Are you sure they are spawned at gates?
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Re: Fully simulated economy?
Also typically the X-universe economy takes some time to get going at the beginning of the game
That is going by previous X games
Again I dont see why anyone would not expect this
The early phase also provides opportunities for the player to make money by assisting the local economy
aka filling gaps in the market
That is for players who want to play the economic game
That is going by previous X games
Again I dont see why anyone would not expect this
The early phase also provides opportunities for the player to make money by assisting the local economy
aka filling gaps in the market
That is for players who want to play the economic game
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Re: Fully simulated economy?
I actually found a Xenon Wharf in Matrix #79B - was hunting some Xenon mining ships there xDBlackRain wrote: ↑Sun, 2. Dec 18, 15:20 I should mention that some factions do not have shipyards as of yet and therefore can't have built ships. Xenon, Khaak and I think pirate factions do not have shipyards so their ships are spawned at gates. But all the major factions with shipyards have their ships built. I think they may eventually add in shipyards for Khaak and Xenon but I am speculating here based on comments I read in the jobs file and elsewhere but not sure on that.
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Re: Fully simulated economy?
I was just going off memory at the time, Xenon are in fact produced at a shipyard but Khaak are not.
Code: Select all
<job id="khaak_fighter_patrol_m_zone002_cluster16_sector001" name="{20204,3401}" disabled="false">
<modifiers commandeerable="false"/>
<orders>
<order order="Patrol" default="true">
<param name="range" value="class.zone"/>
</order>
</orders>
<category faction="khaak" tags="[military, fighter]" size="ship_m"/>
<quota galaxy="6"/>
<location class="zone" macro="Zone002_Cluster_16_Sector001_macro"/>
<environment buildatshipyard="false" gate="true"/>
<ship>
<select faction="khaak" tags="[fighter]" size="ship_m"/>
<owner exact="khaak" overridenpc="true"/>
</ship>
</job>
Code: Select all
<environment buildatshipyard="false" gate="true"/>
As for others commenting, I feel like I am being ignored lol. I am explaining how it is done and some people are doubting me for no good reason. I already looked into the code. I am telling you exactly how it works.
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Re: Fully simulated economy?
These are the factions which are spawned and NOT built at a shipyard
Khaak, Scale Plate Pact
This is scaleplate.
Hatikvah is partially spawned and partially built. Military ships for Hativkah are spawned
However, it seems the mining/trade ships for hatikvah are built
By the way Hatikvah and Scaleplate are pirates
Khaak, Scale Plate Pact
Code: Select all
<job id="scaleplate_plunderer_l_cluster" name="{20204,4101}" disabled="false">
<modifiers commandeerable="true"/>
<orders>
<order order="Plunder" default="true">
<param name="range_internal" value="'cluster'"/>
<param name="plundermode" value="1"/>
</order>
</orders>
<category faction="scaleplate" tags="[plunderer]" size="ship_l"/>
<quota galaxy="14" sector="2"/>
<!--<location class="galaxy" macro="xu_ep2_universe_macro" faction="[scaleplate, xenon]" relation="self" comparison="lt"/>-->
<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="lt"/>
<environment buildatshipyard="false" gate="true"/>
<basket basket="pirate_container"/>
<ship>
<select faction="scaleplate" tags="[plunderer]" size="ship_l"/>
<loadout>
<level min="0" max="1.0"/>
</loadout>
<owner exact="scaleplate" overridenpc="true"/>
</ship>
</job>
Hatikvah is partially spawned and partially built. Military ships for Hativkah are spawned
Code: Select all
<job id="hatikvah_plunderer_l_cluster" name="{20204,4101}" disabled="false">
<modifiers commandeerable="true"/>
<orders>
<order order="Plunder" default="true">
<param name="range_internal" value="'cluster'"/>
<param name="plundermode" value="0"/>
</order>
</orders>
<category faction="hatikvah" tags="[plunderer]" size="ship_l"/>
<quota galaxy="4" sector="1"/>
<!--<location class="galaxy" macro="xu_ep2_universe_macro" faction="[hatikvah, xenon]" relation="self" comparison="lt"/>-->
<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="lt"/>
<environment buildatshipyard="false" gate="true"/>
<basket basket="pirate_container"/>
<ship>
<select faction="hatikvah" tags="[plunderer]" size="ship_l"/>
<loadout>
<level min="0" max="1.0"/>
</loadout>
<owner exact="hatikvah" overridenpc="true"/>
</ship>
</job>
By the way Hatikvah and Scaleplate are pirates
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Re: Fully simulated economy?
That is all very interesting but it doesn't explain why you see so many ships in the middle of nowhere. Go fly out into the void outside of a sector 50.000 km into nothingness and you will still encounter a lot of ships flying around. What are they doing there? There are no stations, no resources, just nothing. They are obviously just there for you, the player. If they are not "spawned" maybe they are "teleported" to the space around you to make the universe feel alive, I don't know. But there is definitely something going on that can not be explained by natural ship behavior that you would see between points of interst. Because out there are literally no points of interest.
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Re: Fully simulated economy?
I don't know what it is you are seeing but the game is definitely NOT warping or spawning ships near you because you are so far away. However, it may be related to the jobs ships which are deep space jobs. There are some of those and it appears their job is to go out into deep space. Deepspace jobs try to work in deep space, a fair distance from the farthest stations in their designated sectors.Sturmhardt wrote: ↑Sun, 2. Dec 18, 21:22 That is all very interesting but it doesn't explain why you see so many ships in the middle of nowhere. Go fly out into the void outside of a sector 50.000 km into nothingness and you will still encounter a lot of ships flying around. What are they doing there? There are no stations, no resources, just nothing. They are obviously just there for you, the player. If they are not "spawned" maybe they are "teleported" to the space around you to make the universe feel alive, I don't know. But there is definitely something going on that can not be explained by natural ship behavior that you would see between points of interst. Because out there are literally no points of interest.
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Re: Fully simulated economy?
Well Xenon raiding party are definately spawned, i see them coming out of a gate conected to their sectors that i just went trought 1 min before and there was nothing on the other side.
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Re: Fully simulated economy?
No they aren't spawned. Maybe they just got finished being built or something else.
If you don't believe me look at the code, every single patrol ship is BUILT
Spoiler
Show
Code: Select all
<job id="xenon_carrier_patrol_xl_border_cluster" name="{20204,3801}" disabled="false" comment="one border cluster">
<modifiers commandeerable="true"/>
<orders>
<order order="Patrol" default="true">
<param name="range" value="class.cluster"/>
</order>
</orders>
<category faction="xenon" tags="[factionlogic, military, carrier]" size="ship_xl"/>
<quota galaxy="3"/>
<!--<quota galaxy="4" cluster="1"/>-->
<!--<quota galaxy="25" cluster="5" sector="1"/>-->
<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/>
<!--<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="neutral" comparison="ge"/>-->
<environment buildatshipyard="true"/>
<ship>
<select faction="xenon" tags="[military, carrier]" size="ship_xl"/>
<loadout>
<level min="0.4" max="1.0"/>
</loadout>
<owner exact="xenon" overridenpc="true"/>
</ship>
<subordinates>
<subordinate job="xenon_destroyer_escort_xl"/>
<!--<subordinate job="xenon_fighter_escort_s_frigate"/>-->
</subordinates>
</job>
<job id="xenon_destroyer_patrol_xl_cluster" name="{20204,3801}" disabled="false" comment="each cluster">
<modifiers commandeerable="true"/>
<orders>
<order order="Patrol" default="true">
<param name="range" value="class.sector"/>
</order>
</orders>
<category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/>
<quota galaxy="14" cluster="3"/>
<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/>
<environment buildatshipyard="true"/>
<ship>
<select faction="xenon" tags="[military, destroyer]" size="ship_xl"/>
<loadout>
<level min="0.4" max="1.0"/>
</loadout>
<owner exact="xenon" overridenpc="true"/>
</ship>
<subordinates>
<subordinate job="xenon_frigate_escort_m"/>
<!--<subordinate job="xenon_fighter_escort_s_frigate"/>-->
</subordinates>
</job>
<job id="xenon_destroyer_patrol_xl_comp" name="{20204,3801}" disabled="false" comment="compression">
<modifiers commandeerable="true"/>
<orders>
<order order="Patrol" default="true">
<param name="range" value="class.zone"/>
</order>
</orders>
<category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/>
<quota galaxy="6" maxgalaxy="20" cluster="5"/>
<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/>
<environment buildatshipyard="true"/>
<ship>
<select faction="xenon" tags="[military, destroyer]" size="ship_xl"/>
<loadout>
<level min="0.4" max="1.0"/>
</loadout>
<owner exact="xenon" overridenpc="true"/>
</ship>
</job>
<job id="xenon_fighter_patrol_s_zone" name="{20204,3401}" disabled="false" comment="each zone">
<modifiers commandeerable="true"/>
<orders>
<order order="Patrol" default="true">
<param name="range" value="class.zone"/>
</order>
</orders>
<category faction="xenon" tags="[factionlogic, military, fighter]" size="ship_s"/>
<quota galaxy="80" maxgalaxy="150" zone="3"/>
<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/>
<environment buildatshipyard="true"/>
<ship>
<select faction="xenon" tags="[fighter, heavy]" size="ship_s"/>
<loadout>
<level min="0.4" max="1.0"/>
</loadout>
<owner exact="xenon" overridenpc="true"/>
</ship>
<subordinates>
<subordinate job="xenon_fighter_escort_s_patrol"/>
</subordinates>
</job>
<job id="xenon_frigate_patrol_m_zone_everywhereelse" name="{20204,3401}" disabled="false" comment="possibly everywhere other than xenon territory">
<modifiers commandeerable="false"/>
<orders>
<order order="Patrol" default="true">
<param name="range" value="class.zone"/>
<param name="includeroute" value="true"/>
</order>
</orders>
<category faction="xenon" tags="[factionlogic, military, frigate]" size="ship_m"/>
<quota galaxy="80" sector="6"/>
<!--<quota galaxy="150" cluster="4" sector="2"/>-->
<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="not"/>
<!--<location class="galaxy" macro="xu_ep2_universe_macro"/>-->
<environment buildatshipyard="true"/>
<ship>
<select faction="xenon" tags="[military, medium]" size="ship_m"/>
<loadout>
<level min="0.4" max="1.0"/>
</loadout>
<owner exact="xenon" overridenpc="true"/>
</ship>
<subordinates>
<!--<subordinate job="xenon_fighter_escort_s_frigate"/>-->
<subordinate job="xenon_fighter_escort_s_patrol"/>
</subordinates>
</job>
<job id="xenon_scout_patrol_s" name="{20204,2801}" disabled="false" comment="few">
<modifiers commandeerable="true"/>
<orders>
<order order="Recon" default="true"/>
</orders>
<category faction="xenon" tags="[factionlogic, military, scout]" size="ship_s"/>
<quota galaxy="16" maxgalaxy="32" cluster="4"/>
<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="lt"/>
<environment buildatshipyard="true"/>
<ship>
<select faction="xenon" tags="[scout]" size="ship_s"/>
<loadout>
<level min="0.7" max="1.0"/>
</loadout>
<owner exact="xenon" overridenpc="true"/>
</ship>
</job>
<!-- Xenon Encounters -->
<job id="xenon_fighter_s_deepspace_single" name="{20204,3401}" disabled="false">
<modifiers commandeerable="false"/>
<orders>
<order order="Patrol" default="true">
<param name="range" value="class.zone"/>
</order>
</orders>
<category faction="xenon" tags="[military, fighter]" size="ship_s"/>
<quota galaxy="30"/>
<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/>
<environment buildatshipyard="true"/>
<encounters id="xenon_s_lone"/>
<ship>
<select faction="xenon" tags="[fighter, heavy]" size="ship_s"/>
<loadout>
<level min="0.4" max="1.0"/>
</loadout>
<owner exact="xenon" overridenpc="true"/>
</ship>
</job>
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- Posts: 1367
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Re: Fully simulated economy?
Its not that i dont belive you, i was returning from a Xenon a sector back to Argon, were all those Split Panther wrecks are, there was NOTHING at the gate, not 1 minute after that a Xenon raid happened, multiple small ships and a K came trought, there is NO WAY.BlackRain wrote: ↑Mon, 3. Dec 18, 02:37No they aren't spawned. Maybe they just got finished being built or something else.
If you don't believe me look at the code, every single patrol ship is BUILT
SpoilerShowCode: Select all
<job id="xenon_carrier_patrol_xl_border_cluster" name="{20204,3801}" disabled="false" comment="one border cluster"> <modifiers commandeerable="true"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.cluster"/> </order> </orders> <category faction="xenon" tags="[factionlogic, military, carrier]" size="ship_xl"/> <quota galaxy="3"/> <!--<quota galaxy="4" cluster="1"/>--> <!--<quota galaxy="25" cluster="5" sector="1"/>--> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/> <!--<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="neutral" comparison="ge"/>--> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[military, carrier]" size="ship_xl"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> <subordinates> <subordinate job="xenon_destroyer_escort_xl"/> <!--<subordinate job="xenon_fighter_escort_s_frigate"/>--> </subordinates> </job> <job id="xenon_destroyer_patrol_xl_cluster" name="{20204,3801}" disabled="false" comment="each cluster"> <modifiers commandeerable="true"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.sector"/> </order> </orders> <category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/> <quota galaxy="14" cluster="3"/> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[military, destroyer]" size="ship_xl"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> <subordinates> <subordinate job="xenon_frigate_escort_m"/> <!--<subordinate job="xenon_fighter_escort_s_frigate"/>--> </subordinates> </job> <job id="xenon_destroyer_patrol_xl_comp" name="{20204,3801}" disabled="false" comment="compression"> <modifiers commandeerable="true"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.zone"/> </order> </orders> <category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/> <quota galaxy="6" maxgalaxy="20" cluster="5"/> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[military, destroyer]" size="ship_xl"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> </job> <job id="xenon_fighter_patrol_s_zone" name="{20204,3401}" disabled="false" comment="each zone"> <modifiers commandeerable="true"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.zone"/> </order> </orders> <category faction="xenon" tags="[factionlogic, military, fighter]" size="ship_s"/> <quota galaxy="80" maxgalaxy="150" zone="3"/> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[fighter, heavy]" size="ship_s"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> <subordinates> <subordinate job="xenon_fighter_escort_s_patrol"/> </subordinates> </job> <job id="xenon_frigate_patrol_m_zone_everywhereelse" name="{20204,3401}" disabled="false" comment="possibly everywhere other than xenon territory"> <modifiers commandeerable="false"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.zone"/> <param name="includeroute" value="true"/> </order> </orders> <category faction="xenon" tags="[factionlogic, military, frigate]" size="ship_m"/> <quota galaxy="80" sector="6"/> <!--<quota galaxy="150" cluster="4" sector="2"/>--> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="not"/> <!--<location class="galaxy" macro="xu_ep2_universe_macro"/>--> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[military, medium]" size="ship_m"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> <subordinates> <!--<subordinate job="xenon_fighter_escort_s_frigate"/>--> <subordinate job="xenon_fighter_escort_s_patrol"/> </subordinates> </job> <job id="xenon_scout_patrol_s" name="{20204,2801}" disabled="false" comment="few"> <modifiers commandeerable="true"/> <orders> <order order="Recon" default="true"/> </orders> <category faction="xenon" tags="[factionlogic, military, scout]" size="ship_s"/> <quota galaxy="16" maxgalaxy="32" cluster="4"/> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="lt"/> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[scout]" size="ship_s"/> <loadout> <level min="0.7" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> </job> <!-- Xenon Encounters --> <job id="xenon_fighter_s_deepspace_single" name="{20204,3401}" disabled="false"> <modifiers commandeerable="false"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.zone"/> </order> </orders> <category faction="xenon" tags="[military, fighter]" size="ship_s"/> <quota galaxy="30"/> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/> <environment buildatshipyard="true"/> <encounters id="xenon_s_lone"/> <ship> <select faction="xenon" tags="[fighter, heavy]" size="ship_s"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> </job>
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Re: Fully simulated economy?
It seems the answer is simply that whatever ships you're seeing that you aren't expecting were spawned at game start to seed the universe. There has to be an initial state and perhaps this is part of that. It would explain why there are ships out in the middle of nowhere, maybe the game spawns them evenly throughout the universe to get things going.
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- Joined: Mon, 15. Dec 03, 18:53
Re: Fully simulated economy?
Is this from a new game? I mean some ships will spawn initially at game creation definitely. It might be part of the process of spawning the initial ships of the game.LTerSlash wrote: ↑Mon, 3. Dec 18, 02:44Its not that i dont belive you, i was returning from a Xenon a sector back to Argon, were all those Split Panther wrecks are, there was NOTHING at the gate, not 1 minute after that a Xenon raid happened, multiple small ships and a K came trought, there is NO WAY.BlackRain wrote: ↑Mon, 3. Dec 18, 02:37No they aren't spawned. Maybe they just got finished being built or something else.
If you don't believe me look at the code, every single patrol ship is BUILT
SpoilerShowCode: Select all
<job id="xenon_carrier_patrol_xl_border_cluster" name="{20204,3801}" disabled="false" comment="one border cluster"> <modifiers commandeerable="true"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.cluster"/> </order> </orders> <category faction="xenon" tags="[factionlogic, military, carrier]" size="ship_xl"/> <quota galaxy="3"/> <!--<quota galaxy="4" cluster="1"/>--> <!--<quota galaxy="25" cluster="5" sector="1"/>--> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/> <!--<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="neutral" comparison="ge"/>--> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[military, carrier]" size="ship_xl"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> <subordinates> <subordinate job="xenon_destroyer_escort_xl"/> <!--<subordinate job="xenon_fighter_escort_s_frigate"/>--> </subordinates> </job> <job id="xenon_destroyer_patrol_xl_cluster" name="{20204,3801}" disabled="false" comment="each cluster"> <modifiers commandeerable="true"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.sector"/> </order> </orders> <category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/> <quota galaxy="14" cluster="3"/> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[military, destroyer]" size="ship_xl"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> <subordinates> <subordinate job="xenon_frigate_escort_m"/> <!--<subordinate job="xenon_fighter_escort_s_frigate"/>--> </subordinates> </job> <job id="xenon_destroyer_patrol_xl_comp" name="{20204,3801}" disabled="false" comment="compression"> <modifiers commandeerable="true"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.zone"/> </order> </orders> <category faction="xenon" tags="[factionlogic, military, destroyer]" size="ship_xl"/> <quota galaxy="6" maxgalaxy="20" cluster="5"/> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[military, destroyer]" size="ship_xl"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> </job> <job id="xenon_fighter_patrol_s_zone" name="{20204,3401}" disabled="false" comment="each zone"> <modifiers commandeerable="true"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.zone"/> </order> </orders> <category faction="xenon" tags="[factionlogic, military, fighter]" size="ship_s"/> <quota galaxy="80" maxgalaxy="150" zone="3"/> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[fighter, heavy]" size="ship_s"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> <subordinates> <subordinate job="xenon_fighter_escort_s_patrol"/> </subordinates> </job> <job id="xenon_frigate_patrol_m_zone_everywhereelse" name="{20204,3401}" disabled="false" comment="possibly everywhere other than xenon territory"> <modifiers commandeerable="false"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.zone"/> <param name="includeroute" value="true"/> </order> </orders> <category faction="xenon" tags="[factionlogic, military, frigate]" size="ship_m"/> <quota galaxy="80" sector="6"/> <!--<quota galaxy="150" cluster="4" sector="2"/>--> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="not"/> <!--<location class="galaxy" macro="xu_ep2_universe_macro"/>--> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[military, medium]" size="ship_m"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> <subordinates> <!--<subordinate job="xenon_fighter_escort_s_frigate"/>--> <subordinate job="xenon_fighter_escort_s_patrol"/> </subordinates> </job> <job id="xenon_scout_patrol_s" name="{20204,2801}" disabled="false" comment="few"> <modifiers commandeerable="true"/> <orders> <order order="Recon" default="true"/> </orders> <category faction="xenon" tags="[factionlogic, military, scout]" size="ship_s"/> <quota galaxy="16" maxgalaxy="32" cluster="4"/> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="lt"/> <environment buildatshipyard="true"/> <ship> <select faction="xenon" tags="[scout]" size="ship_s"/> <loadout> <level min="0.7" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> </job> <!-- Xenon Encounters --> <job id="xenon_fighter_s_deepspace_single" name="{20204,3401}" disabled="false"> <modifiers commandeerable="false"/> <orders> <order order="Patrol" default="true"> <param name="range" value="class.zone"/> </order> </orders> <category faction="xenon" tags="[military, fighter]" size="ship_s"/> <quota galaxy="30"/> <location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="exact"/> <environment buildatshipyard="true"/> <encounters id="xenon_s_lone"/> <ship> <select faction="xenon" tags="[fighter, heavy]" size="ship_s"/> <loadout> <level min="0.4" max="1.0"/> </loadout> <owner exact="xenon" overridenpc="true"/> </ship> </job>
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- Posts: 549
- Joined: Sat, 31. Mar 07, 23:44
Re: Fully simulated economy?
md/Encounters.xml will warp select ships to the player position based on whatever encounter type it selects, eg. moving some khaak over to attack the player. The affected ships have the "encounters" node in the jobs.xml file; it looks like there are 42 of them (out of 342 jobs, so 12% by job count). Ship warping is based on distance from the player getting too large, among other condition checks (eg. Lone_Miner won't warp if the player is in a Xenon sector). It actually appears to warp potentially quite close the player, +/- 5km on y-axis and +/-20km on x-axis.