X4 - Just a faked economy?

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Kadatherion
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Re: X4 - Just a faked economy?

Post by Kadatherion »

BlackRain wrote: Tue, 4. Dec 18, 21:03 Whoa, aren't you over exaggerating what I said? I originally said that no ships were spawned true, but to say I was swearing up and down is wrong. That was because I only took a quick look at jobs but then I said SOME ships are spawned, those without shipyards and this was what I confirmed with the dev I spoke with. I didn't know about the encounters script true, but those are not ships which impact gameplay and are just for immersion. I wasn't entirely wrong either so no need to over exaggerate lol. Also, I didn't "supposedly" talk to a Dev, I did talk to a dev. You don't have to believe me I guess though, but I am a LEVEL 5 who has signed an NDA and participated in X betas before so it shouldn't be such a far fetch that I have spoken to some devs before, geeze. Either way, it is still pretty much true that ships are built in 90% of situations. The small exceptions are minor concerns in my opinion. There may be other scripts which spawn ships in certain situations but I haven't seen anything else.

Also, I am not defending any side. I just want concrete proof if someone makes a claim about something. Actually, I don't even care if it is fully dynamic or partially dynamic as long as I am enjoying it.
I'm not exaggerating, you misunderstood me. You simply were mistaken, like you COULD BE in this case too, because the fact ONE mechanic, ONE script shows it's not doing what is being claimed, doesn't prove there's no other script that instead does so. Not that it's important: the burden of proof is on the one making the claim. On the ship spawn thing, before someone came up with the "culprit" script, you were dismissing actual sensible reports of the honestly pretty evident phenomenon, which might have been a bit naive, but in no way malevolent.
Plus, I used "supposedly a dev" because you called it "a reliable source": of course it was a dev, we all got that, but it wasn't (at least at first, don't remember later) plainly stated. Mine is just a figure of speech with no strings attached, no need to get defensive, it wasn't my intention (non native english speaker here ;) ) to be inquisitive on that.
BlackRain
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Re: X4 - Just a faked economy?

Post by BlackRain »

By the way, I just want to put this out there so that there is no confusion. Ships being built at a shipyard doesn't necessarily mean the ships aren't spawned. It might be the code which specifies that ships are 'built at a shipyard' may just mean the resources are removed for the ships but the ships are spawned somewhere. I don't know which way it is. When I have time I will investigate. Has anyone seen whether an NPC ship was being built or not? Ships are built so quickly though so it is hard to say. I think L and XL ships should be because of the huge build things in space. You can easily see that, but not sure about smaller ships.
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Re: X4 - Just a faked economy?

Post by BlackRain »

Kadatherion wrote: Tue, 4. Dec 18, 21:24
BlackRain wrote: Tue, 4. Dec 18, 21:03 Whoa, aren't you over exaggerating what I said? I originally said that no ships were spawned true, but to say I was swearing up and down is wrong. That was because I only took a quick look at jobs but then I said SOME ships are spawned, those without shipyards and this was what I confirmed with the dev I spoke with. I didn't know about the encounters script true, but those are not ships which impact gameplay and are just for immersion. I wasn't entirely wrong either so no need to over exaggerate lol. Also, I didn't "supposedly" talk to a Dev, I did talk to a dev. You don't have to believe me I guess though, but I am a LEVEL 5 who has signed an NDA and participated in X betas before so it shouldn't be such a far fetch that I have spoken to some devs before, geeze. Either way, it is still pretty much true that ships are built in 90% of situations. The small exceptions are minor concerns in my opinion. There may be other scripts which spawn ships in certain situations but I haven't seen anything else.

Also, I am not defending any side. I just want concrete proof if someone makes a claim about something. Actually, I don't even care if it is fully dynamic or partially dynamic as long as I am enjoying it.
I'm not exaggerating, you misunderstood me. You simply were mistaken, like you COULD BE in this case too, because the fact ONE mechanic, ONE script shows it's not doing what is being claimed, doesn't prove there's no other script that instead does so. Not that it's important: the burden of proof is on the one making the claim. On the ship spawn thing, before someone came up with the "culprit" script, you were dismissing actual sensible reports of the honestly pretty evident phenomenon, which might have been a bit naive, but in no way malevolent.
Plus, I used "supposedly a dev" because you called it "a reliable source": of course it was a dev, we all got that, but it wasn't (at least at first, don't remember later) plainly stated. Mine is just a figure of speech with no strings attached, no need to get defensive, it wasn't my intention (non native english speaker here ;) ) to be inquisitive on that.

By the way, the encounter ships ARE BUILT but also SPAWNED (or maybe better warped?)

I can prove it!

Code: Select all

<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="15"/>
    <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>
All the encounter ships are in JOBS. Look where it says <encounters id="Xenon_s_lone"> Do you also see <environment buildatshipyard="true">

Now look here:

Code: Select all

<cue name="Xenon_S_Lone" instantiate="true" namespace="this">
      <conditions>
        <event_cue_signalled/>
      </conditions>
      <actions>
        <set_value name="$DebugChance" exact="Manager.$DebugChance"/>

        <set_value name="$LeadShip" exact="event.param"/>
        <debug_text text="'new ship ' + $LeadShip" chance="$DebugChance"/>
        <set_value name="$WarpedSubordinates" exact="[]"/>
      </actions>
      <cues>
        <!--TODO @Owen put the majority of this into a library-->
        <cue name="Xenon_S_Lone_New_Encounter_Check" instantiate="true">
          <conditions>
            <event_cue_signalled cue="NewEncounterPosition"/>
          </conditions>
          <delay min="1ms" max="50ms"/>
          <actions>
            <set_value name="$EncounterChance" exact="6" comment="Chance out of 100"/>
            <debug_text text="'checking if ' + $LeadShip + ' ' + $LeadShip.knownname + ' should warp to encounter position ' + event.param" chance="$DebugChance"/>

            <clear_list list="$WarpedSubordinates"/>
            <set_value name="$TriggerEncounter" exact="false"/>

            <!--Check if the lead is capable of warping-->
            <!--TODO @Owen check other things such as is it being observed-->
            <do_if value="Manager.$EncounterInstances lt 5" chance="$EncounterChance">
              <!--Semi-HACK @Owen @Matthias - Do not warp docked ships as the flight controller may not be correctly updated and the dock remains the flight context. May also cause other problems e.g. dock connections? -->
              <do_if value="$LeadShip.parent.isclass.zone">
                <!--Ship is far enough away to allow warping and is not in a critical state-->
                <do_if value="($LeadShip.sector != player.sector or $LeadShip.distanceto.{player.entity} gt 200km) and $LeadShip.order.state != orderstate.critical">
                  <!--Have these ships appear more in low security sectors-->
                  <do_if value="true" chance="(1.0f - (player.sector.security / 2)) * 100">
                    <set_value name="$TriggerEncounter" exact="true"/>
                  </do_if>
                </do_if>
              </do_if>
            </do_if>

            <do_if value="$TriggerEncounter">
              <include_actions ref="Standard_WarpShips"/>

              <set_value name="Manager.$EncounterInstances" operation="add"/>
            </do_if>
            <do_else>
              <cancel_cue cue="this"/>
            </do_else>
          </actions>
          <cues>
            <cue name="Xenon_S_Lone_New_Encounter_Check_Wait">
              <conditions>
                <event_cue_completed cue="Xenon_S_Lone_New_Encounter_Check"/>
              </conditions>
              <cues>
                <cue name="Xenon_S_Lone_New_Encounter_Warped">
                  <delay exact="1ms"/>
                  <actions>
                    <do_any>
                      <create_order object="$LeadShip" id="'Attack'">
                        <param name="primarytarget" value="player.ship"/>
                        <param name="pursuetargets" value="true"/>
                      </create_order>
                      <activate_job_ship_orders ship="$LeadShip"/>
                    </do_any>
                    <do_all exact="$WarpedSubordinates.count" counter="$i">
                      <activate_job_ship_orders ship="$WarpedSubordinates.{$i}"/>
                    </do_all>
                  </actions>
                </cue>
              </cues>
            </cue>
          </cues>
        </cue>
So I am actually NOT wrong.
Avius Caelestis
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Re: X4 - Just a faked economy?

Post by Avius Caelestis »

Revenant342 wrote: Tue, 4. Dec 18, 19:53 Did a quick experiment and built some ships in Argon Prime. Both the Shipyard and the Wharf were at full resource capacity with no buy orders. Ordered a Carrier at the Shipyard, and its storage immediately dropped from 3.2m/3.2m to 2.9m/3.2m, and it posted buy orders for the missing resources. So the wares are being consumed. Ordered an M-sized miner from the Wharf which was at 2.2m/2.2m, and it dropped to 2.19m/2.2m. M and S sized ships seem to use a negligible amount of actual resources. Even the carrier, when you think about it, used less than 10% of the Shipyard's stock, and I don't imagine that they're a very common order.

So resources are being used in construction. I think the reason the stations are filling up, though, is that there's no real consumption in the form of lost ships. Ships seem to be the endpoint of the entire universal production chain, and if none of them are dying, none will be built to replace the losses, assuming that there's a cap to the number of ships a faction will have which seems logical to keep the game from running away and killing itself.
I'm not on either side really since I haven't seen enough of the game to form an opinion about the economy, but I can provide you with a test bench by using a large money save:

Build 15x M class trade ships in Argon Prime, 3x L class trade ships, and try for an XL builder, all simultaneously. Do the same thing in the Teladi system. You will notice a warning message "The station does not have the resources to complete this order, it may take some time." appear in your screen down at the bottom ish right.

Walk away.

So far that "simulation" has been running for 8ish hours. The XL ship was never built. Two of the L ships were built. I get bursts of completion on the M class ships. Usually engine parts are the limiting component here, though I have also seen shielding and drone show up, especially with the big ships. I can correct this behaviour myself by manually using the L class ships to go pick up engine parts in the HAK system nearby, and delivering them. This will start my ships to finish construction. But the AI apparently couldn't go one system away to do this, or it was a really low priority in the build table / trading table. Would require further testing to see where that lies.

From a UI standpoint, it can be a little aggravating. If you're not paying attention to that warning message (it's yellow/gold ish text, same font size) there's no way to see which resources you're specifically missing to complete your order. Your ships will show up in the property screen with a timer clock and an exclamation Icon with no time elapsing. To figure out what components are missing, I just attempting to build more ships, at which point the trade UI will again tell you how much of each component is not available.

For repeatability, I should note that at game start on 5 separate starts, I was unable to build an XL builder ship in Argon Prime due to missing components, but the Teladi yards were able to build the ship from the get go.
Kadatherion
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Re: X4 - Just a faked economy?

Post by Kadatherion »

CaptainX4 wrote: Tue, 4. Dec 18, 21:15 @Kadatherion: May I disagree? Its a thing that it doesnt matter for you but it might for others. In properly simulated economy you can plan and run errants that you can predict. in randomly fulfilled fake economy you cant. in x3 it was clear after a short time what is missing where and it added a great deal to the gameplay, now it doesnt seem to matter at all. like all is full and nothing is needed. the miners are still mining and the traders are still trading but we cant really see what. I didnt care for watching much yet as the game is simply way too easy on economical level but when i will have a little time i will see if the traders running around do make any difference (they made a very clear difference in x3)
Sorry for the double post to answer you too, the forums are failing me hard, 5+minutes and 2-3 tries to actually don't get a total load error :P

The point is, EVERY game simplifies the reality it's meant to simulate. It will always be so. What matters is to which extent, of course if it gets to an extent that is detrimental to the gameplay and its scope, it's going too far.

In X3, for instance, AI solar plants were resource free, instead of needing crystals like yours would, because the economy needed that built in "safety" to avoid it getting to an halt. Economy is a very complex thing, even after a lot of testing you'll never know what happens a 100 hours in, or foresee all the possible scenarios influenced by the player. Several of the most successful mods for X3 (like Litcube's) went even further: spawning and consuming from thin air weapons and certain much needed wares, that were often a big problem and frequent complaint in vanilla (fully kitting an M2, let alone multiple ones, was an incredible PITA), because up to a point playability in a game is more important than 100% simulated faithfulness. And yet we all love those mods, why? Because the compromise overall feels ok, you sacrifice a bit of simulation to have in exchange a better game with a few less quirks and annoyances.

Now, let's say the issue we are having in X4 with static economy comes from the fact there's nothing simplified: wars don't happen because the job files are too conservative and so on, so ships (which are resource sinks) aren't being destroyed enough to keep the economy from saturating. It feels much sensible to me and I'd bet this is at least a big part of the issue, like BlackRain hypotized. Now, IF we can fix that simply by balancing the jobs file, great, all the better. If we can't just like that, though - it could happen, balance is hard to achieve, as stated - then it's better to have a simulation that, under the hood, where you can't see it, auto consumes certain resources so you, the player, can actually play the trading game. Of course we can't go too overboard with this: autoconsumption should never be so relevant it prevents the player from actually causing and exploiting market "holes", it has to be as silent and unnoticeable as possible, so as to not break the "illusion".
But notice this, which is a very important aspect: if the player needs "holes", aka unbalances in the economy to make a profit and play the trade game (and he does), then this means that an economy built to have such holes is condemned to, sooner or later, grind into a halt unless the player fills them. Meaning a safety, the ability to break the "rules" of simulation behind the curtains, is mandatory in the system for all those players that actually don't take part in the trade game so extensively. Otherwise they'd be forced to soon play in lifeless economies.

Same goes for my aforementioned example about the simulation "rules" possibly being bypassed sometimes to ensure the player doesn't get cut out of core features, and why there'd be nothing wrong. Like a script that, if the game shows it wasn't able to fulfill that building order given by the player for many hours now, then says "ok, screw it, something is wrong in the universe, let me spawn a builder just so that guy can keep playing without coming to steam screaming the game is utterly broken".

Think 4X games, like Civilizations and the like. You know the AI cheats, right? It does so because an AI can't still be competitive against the player if it follows all the rules he has to. And you want a competitive AI, otherwise the game is not going to be fun: the goal of a game is to be fun. What do the devs do then? They try and make it so the AI cheats when the player can't notice. For instance, spawning stacks of units for the AI only under the fog of war. Yes, the player will still often notice something is "wrong" (they had no money anymore, how could they build another unit stack to come at me?), but at least it wasn't in his face, you get your competition and the suspension of disbelief is preserved as much as possible (which isn't perfect, but it's what we can do with the current tech).
Last edited by Kadatherion on Tue, 4. Dec 18, 22:18, edited 1 time in total.
kyoo
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Re: X4 - Just a faked economy?

Post by kyoo »

That person is a known bullshitter who has made similar unsubstantiated claims about multiple other games.
Revenant342
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Re: X4 - Just a faked economy?

Post by Revenant342 »

Lymark wrote: Tue, 4. Dec 18, 20:10
BlackRain wrote: Tue, 4. Dec 18, 19:04 There is also a quota for the ships and the quota can not be exceeded. When ships are destroyed, the factions will build more as long as they dont reach the quota. This will of course affect everything else
Revenant342 wrote: Tue, 4. Dec 18, 19:53 I think the reason the stations are filling up, though, is that there's no real consumption in the form of lost ships. Ships seem to be the endpoint of the entire universal production chain, and if none of them are dying, none will be built to replace the losses, assuming that there's a cap to the number of ships a faction will have which seems logical to keep the game from running away and killing itself.
I guess we have found our issue here?
Did some following up on this, too. Watched the shipyard after starting the carrier construction and noticed that the buy orders it posted were getting picked up pretty rapidly, including by my own sector traders who started making bee-lines for the hull plating factories. Orders were almost entirely filled within about 10 minutes, and the station was back up to 3.1m/3.2m storage within about 20.

Things got really interesting when I started going into station Logical (Logistical?) Overviews. Checked the sell prices for the ship-building wares on the Shipyard, and they'd been at zero for almost 24 hours. My save's only about 30 hours old, so this indicates to me that they haven't actually built anything but my carrier since about 5 hours into the game. Even before that, it was a steady trend down with just a few blips here and there. The highest-demand ware after the carrier build was hull parts, needing 6k, so I went and checked the hull parts factory in-sector and found it had almost 20k hull parts in stock (enough for almost 4 more carriers), and had been steadily increasing stock levels and lowering price since game start. This is especially telling, because it was extremely low on refined metals because the refined metal fabs are suffering a major ore shortage.

So, long story short, even with a large supply bottleneck in bottom-tier resources starving the intermediate factories, there is such a low demand for final-stage wares that they still fill up regardless.
AkiraR
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Re: X4 - Just a faked economy?

Post by AkiraR »

Revenant342 wrote: Tue, 4. Dec 18, 22:23
Lymark wrote: Tue, 4. Dec 18, 20:10
BlackRain wrote: Tue, 4. Dec 18, 19:04 There is also a quota for the ships and the quota can not be exceeded. When ships are destroyed, the factions will build more as long as they dont reach the quota. This will of course affect everything else
Revenant342 wrote: Tue, 4. Dec 18, 19:53 I think the reason the stations are filling up, though, is that there's no real consumption in the form of lost ships. Ships seem to be the endpoint of the entire universal production chain, and if none of them are dying, none will be built to replace the losses, assuming that there's a cap to the number of ships a faction will have which seems logical to keep the game from running away and killing itself.
I guess we have found our issue here?
Did some following up on this, too. Watched the shipyard after starting the carrier construction and noticed that the buy orders it posted were getting picked up pretty rapidly, including by my own sector traders who started making bee-lines for the hull plating factories. Orders were almost entirely filled within about 10 minutes, and the station was back up to 3.1m/3.2m storage within about 20.

Things got really interesting when I started going into station Logical (Logistical?) Overviews. Checked the sell prices for the ship-building wares on the Shipyard, and they'd been at zero for almost 24 hours. My save's only about 30 hours old, so this indicates to me that they haven't actually built anything but my carrier since about 5 hours into the game. Even before that, it was a steady trend down with just a few blips here and there. The highest-demand ware after the carrier build was hull parts, needing 6k, so I went and checked the hull parts factory in-sector and found it had almost 20k hull parts in stock (enough for almost 4 more carriers), and had been steadily increasing stock levels and lowering price since game start. This is especially telling, because it was extremely low on refined metals because the refined metal fabs are suffering a major ore shortage.

So, long story short, even with a large supply bottleneck in bottom-tier resources starving the intermediate factories, there is such a low demand for final-stage wares that they still fill up regardless.
Yeah I'm seeing the same thing in my game. About 20-25 hours into the game and space feels way overly safe, pretty much no conflict in any of the systems me and my ships frequent. In the first hours of the game I was seeing pirates and Xenon roaming around and attacking ships (although they never seemed able to take any down, the pirate almost always died). But now I never see any pirates in any sectors and very very rarely will see a lone Xenon ship, even in border sectors I never see anything and my mining and trading ships proceed completely un-harassed.

The lack of conflict has entirely stagnated the economy in the Argon sectors, there is absolutely no demand for higher end wares, but still lots of demand for raw materials.
aviticus_dragon
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Re: X4 - Just a faked economy?

Post by aviticus_dragon »

I honestly believe that the warring, raiding, sector attacks, and larger assaults isn't complete and they are working on it. Those things look like they are programmed in, but not quite active yet.

Perhaps the devs ran out of time and these things will be fleshed out soon. The world is too safe, they have to know that.
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Re: X4 - Just a faked economy?

Post by RWolf »

aviticus_dragon wrote: Tue, 4. Dec 18, 23:54 Perhaps the devs ran out of time and these things will be fleshed out soon. The world is too safe, they have to know that.
If that was the case, they really should just outright state it. In fact a state of the game address would be nice along with what needs to be added to get it to where they wanted originally.
Revenant342
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Re: X4 - Just a faked economy?

Post by Revenant342 »

RWolf wrote: Wed, 5. Dec 18, 00:04
aviticus_dragon wrote: Tue, 4. Dec 18, 23:54 Perhaps the devs ran out of time and these things will be fleshed out soon. The world is too safe, they have to know that.
If that was the case, they really should just outright state it. In fact a state of the game address would be nice along with what needs to be added to get it to where they wanted originally.
The complete radio silence is deafening, and frankly pissing me off more than anything else. Even for Rebirth they were actively engaging people on the issues. This is almost the No Man's Sky treatment.
skyler.g
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Re: X4 - Just a faked economy?

Post by skyler.g »

aviticus_dragon wrote: Tue, 4. Dec 18, 23:54 I honestly believe that the warring, raiding, sector attacks, and larger assaults isn't complete and they are working on it. Those things look like they are programmed in, but not quite active yet.

Perhaps the devs ran out of time and these things will be fleshed out soon. The world is too safe, they have to know that.
This seems plausible to me.

I think it is even somewhat implied by their chosen launch title... and it would fit with their release patterns on previous X games. The game is very enjoyable in it's current state, but I am having trouble buying much of anything they have said with the word "dynamic" in it based on what I've experienced so far. I get the sense that their is a not particularly deep illusion of dynamic empires and economy. I would be delighted if further play proves me wrong.
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Perahoky
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Re: X4 - Just a faked economy?

Post by Perahoky »

hmm.... looked into the steam thread,
read all pages,
2 post of our kid "EPIC STORYY"
looked at his steam profile... "super mega ultra epic" "great guy" "Happy Birthday you young sod! ^^" "Dieser Nutzer spielte auch als EPICstoryBROOO" (this user has played as)

https://steamcommunity.com/id/Epicstory

Yep. Thats a source i would trust to, too.

And that's it, a "EPIC STORY".

For me, he sounds like a little tiny script kiddy that we've all know'n in school class 7. or 8. - you know, the guy with all the "cool selfmade craxxx of the newezt gamez"

So, its just a HOAX until we have some sort of prove.
And in x games we ever had sometimes a problem with a dead economy or universe. It'll be fixed.

... but its a bit funny, but also sadly how fast we are struggling only because of a "EPIC STORYY". Sorry for complaints.

#edit fixed stupid english

PS: yesterday i saw a x4 livestreamer who bumbs into a station built by the KI right in front of a highway gate somewhere. AI builds stations.
Last edited by Perahoky on Wed, 5. Dec 18, 01:52, edited 1 time in total.
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Kadanz
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Re: X4 - Just a faked economy?

Post by Kadanz »

It seems this game is suffering from the exact same issue X rebirth is suffering from. A serious lack of different resource sinks, the only resource sinks are shipyards in this game too apparently. So if none of the wars happen and factions are losing ships due to combat, pretty much the entire economy grinds to a halt. Unless the players starts picking major fights.
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Perahoky
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Re: X4 - Just a faked economy?

Post by Perahoky »

Kadanz wrote: Wed, 5. Dec 18, 01:47 It seems this game is suffering from the exact same issue X rebirth is suffering from. A serious lack of different resource sinks, the only resource sinks are shipyards in this game too apparently. So if none of the wars happen and factions are losing ships due to combat, pretty much the entire economy grinds to a halt. Unless the players starts picking major fights.
i think that should not surprise us.
Everything produced must be consumed / destroyed, or the "glass" is overflowing.

So i think its probably the only acceptable conclusion to let the shipyards destroy resources when they'r almost full.


I would like to see the ships being build in the shipyard instead of warped.
Would be nice to see "oh look, im not the only one in universe who needs to draw/build a ship!" :)

Feedback acquired! :)
BlackRain wrote: Tue, 4. Dec 18, 21:33
By the way, the encounter ships ARE BUILT but also SPAWNED (or maybe better warped?)

I can prove it!

Code: Select all

<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="15"/>
    <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>
All the encounter ships are in JOBS. Look where it says <encounters id="Xenon_s_lone"> Do you also see <environment buildatshipyard="true">

Now look here:

Code: Select all

<cue name="Xenon_S_Lone" instantiate="true" namespace="this">
      <conditions>
        <event_cue_signalled/>
      </conditions>
      <actions>
        <set_value name="$DebugChance" exact="Manager.$DebugChance"/>

        <set_value name="$LeadShip" exact="event.param"/>
        <debug_text text="'new ship ' + $LeadShip" chance="$DebugChance"/>
        <set_value name="$WarpedSubordinates" exact="[]"/>
      </actions>
      <cues>
        <!--TODO @Owen put the majority of this into a library-->
        <cue name="Xenon_S_Lone_New_Encounter_Check" instantiate="true">
          <conditions>
            <event_cue_signalled cue="NewEncounterPosition"/>
          </conditions>
          <delay min="1ms" max="50ms"/>
          <actions>
            <set_value name="$EncounterChance" exact="6" comment="Chance out of 100"/>
            <debug_text text="'checking if ' + $LeadShip + ' ' + $LeadShip.knownname + ' should warp to encounter position ' + event.param" chance="$DebugChance"/>

            <clear_list list="$WarpedSubordinates"/>
            <set_value name="$TriggerEncounter" exact="false"/>

            <!--Check if the lead is capable of warping-->
            <!--TODO @Owen check other things such as is it being observed-->
            <do_if value="Manager.$EncounterInstances lt 5" chance="$EncounterChance">
              <!--Semi-HACK @Owen @Matthias - Do not warp docked ships as the flight controller may not be correctly updated and the dock remains the flight context. May also cause other problems e.g. dock connections? -->
              <do_if value="$LeadShip.parent.isclass.zone">
                <!--Ship is far enough away to allow warping and is not in a critical state-->
                <do_if value="($LeadShip.sector != player.sector or $LeadShip.distanceto.{player.entity} gt 200km) and $LeadShip.order.state != orderstate.critical">
                  <!--Have these ships appear more in low security sectors-->
                  <do_if value="true" chance="(1.0f - (player.sector.security / 2)) * 100">
                    <set_value name="$TriggerEncounter" exact="true"/>
                  </do_if>
                </do_if>
              </do_if>
            </do_if>

            <do_if value="$TriggerEncounter">
              <include_actions ref="Standard_WarpShips"/>

              <set_value name="Manager.$EncounterInstances" operation="add"/>
            </do_if>
            <do_else>
              <cancel_cue cue="this"/>
            </do_else>
          </actions>
          <cues>
            <cue name="Xenon_S_Lone_New_Encounter_Check_Wait">
              <conditions>
                <event_cue_completed cue="Xenon_S_Lone_New_Encounter_Check"/>
              </conditions>
              <cues>
                <cue name="Xenon_S_Lone_New_Encounter_Warped">
                  <delay exact="1ms"/>
                  <actions>
                    <do_any>
                      <create_order object="$LeadShip" id="'Attack'">
                        <param name="primarytarget" value="player.ship"/>
                        <param name="pursuetargets" value="true"/>
                      </create_order>
                      <activate_job_ship_orders ship="$LeadShip"/>
                    </do_any>
                    <do_all exact="$WarpedSubordinates.count" counter="$i">
                      <activate_job_ship_orders ship="$WarpedSubordinates.{$i}"/>
                    </do_all>
                  </actions>
                </cue>
              </cues>
            </cue>
          </cues>
        </cue>
So I am actually NOT wrong.
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"This is how liberty dies, with thounderous applause"
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BlackRain
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Re: X4 - Just a faked economy?

Post by BlackRain »

My post was only about ships which are part of encounters, that is not the normal ships. Encounters are ships which you see in DEEP SPACE. I don't know about the ships you see around normal space. I have yet to see a capital ship be built at the shipyard like yours do though, but maybe I just haven't seen it yet. Will keep my eyes open
Karlfeldt
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Re: X4 - Just a faked economy?

Post by Karlfeldt »

Revenant342 wrote: Tue, 4. Dec 18, 22:23
Lymark wrote: Tue, 4. Dec 18, 20:10
BlackRain wrote: Tue, 4. Dec 18, 19:04 There is also a quota for the ships and the quota can not be exceeded. When ships are destroyed, the factions will build more as long as they dont reach the quota. This will of course affect everything else
Revenant342 wrote: Tue, 4. Dec 18, 19:53 I think the reason the stations are filling up, though, is that there's no real consumption in the form of lost ships. Ships seem to be the endpoint of the entire universal production chain, and if none of them are dying, none will be built to replace the losses, assuming that there's a cap to the number of ships a faction will have which seems logical to keep the game from running away and killing itself.
I guess we have found our issue here?
Did some following up on this, too. Watched the shipyard after starting the carrier construction and noticed that the buy orders it posted were getting picked up pretty rapidly, including by my own sector traders who started making bee-lines for the hull plating factories. Orders were almost entirely filled within about 10 minutes, and the station was back up to 3.1m/3.2m storage within about 20.

Things got really interesting when I started going into station Logical (Logistical?) Overviews. Checked the sell prices for the ship-building wares on the Shipyard, and they'd been at zero for almost 24 hours. My save's only about 30 hours old, so this indicates to me that they haven't actually built anything but my carrier since about 5 hours into the game. Even before that, it was a steady trend down with just a few blips here and there. The highest-demand ware after the carrier build was hull parts, needing 6k, so I went and checked the hull parts factory in-sector and found it had almost 20k hull parts in stock (enough for almost 4 more carriers), and had been steadily increasing stock levels and lowering price since game start. This is especially telling, because it was extremely low on refined metals because the refined metal fabs are suffering a major ore shortage.

So, long story short, even with a large supply bottleneck in bottom-tier resources starving the intermediate factories, there is such a low demand for final-stage wares that they still fill up regardless.

This is SUPER awesome proof and i'm facing the same problem with you.
All AI Faction's fleet is reaching it's quota and no building anything. But at the end of the production line it is these ships. No ships means you can't sell your own products and all the station storage are full. That means not enough BUY orders from AI. That leads to a bad and not active universe.

Mean while i fly into the heart area of Xeno like Matrix 79B, theres a Xeno Shipyard there but all the ships surrounded and protect it are S ships. Also, not enough resource and factory along the way in Xeno sectors.

Xenos are too weak and AI factions are too strong at the beginning of the game.

I'm hoping someone has SETA can check when the AI faction is beginning to build (lost) bigger ships or how to trigger massive wars between each other.

All i want is a lot of BUY orders, and Supply < Demand. So we players can fill the gap. That will keep the universe active.
Zippo342
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Re: X4 - Just a faked economy?

Post by Zippo342 »

BlackRain wrote: Wed, 5. Dec 18, 02:58 My post was only about ships which are part of encounters, that is not the normal ships. Encounters are ships which you see in DEEP SPACE. I don't know about the ships you see around normal space. I have yet to see a capital ship be built at the shipyard like yours do though, but maybe I just haven't seen it yet. Will keep my eyes open
Maybe you could save and try murdering them to see if they get rebuilt? Just a thought.

If you want something done right, you gotta do it yourself.
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StoneLegionYT
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Re: X4 - Just a faked economy?

Post by StoneLegionYT »

Well your proof now all over the Internet it's not fake. The economy is stalling out on a lot of people with a lot of play time lol
BlackRain
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Re: X4 - Just a faked economy?

Post by BlackRain »

Kane Hart wrote: Wed, 5. Dec 18, 03:33 Well your proof now all over the Internet it's not fake. The economy is stalling out on a lot of people with a lot of play time lol
These things need to be reported then because itncould be a bug. I was assured by someone that the economy is entirely real (i guess with one exception being the small amount of ships spawned at a gate because no shipyard, meaning khaak and pirates somewhat)

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