Heads Up: Check your miners

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foxglow
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Heads Up: Check your miners

Post by foxglow »

Since the 2.0 update I noticed that I was not getting many notifications from my miners regarding their sales. Lol then after reading the patch note's I can see why.

Added skill-based variants for AutoMine behaviour.
Which are:
no stars..Sector Automine...can only mine in one sector and sell in same sector.
3 Stars...Advanced Automine...can mine in up to 3 sector's and find buy orders in 4 sectors
4 Star....Expert Automine..sorry do not know this one as have no 4 star crew yet.

All but 2 of my 10 miners have a star rating of 2 stars and previous to version 2.0 they were my only passive money makers. But now with the new star rating for autominers those 10 miners are stuck in their current sectors with a full load and no where to sell them :( As they are restricted to sector mining only, so cannot leave their sector's to look for trades. :cry: Yes I can manually get rid of their cargo's....eventually :)

I'm not miffed about the change, as it does make a bit of sense, was too easy to make money this way at the start, just posting in case some of you had not noticed your miners sitting in sectors with a load on and no where to go lol.
Thecrippler
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Re: Heads Up: Check your miners

Post by Thecrippler »

foxglow wrote: Wed, 27. Feb 19, 17:10 Since the 2.0 update I noticed that I was not getting many notifications from my miners regarding their sales. Lol then after reading the patch note's I can see why.

Added skill-based variants for AutoMine behaviour.
Which are:
no stars..Sector Automine...can only mine in one sector and sell in same sector.
3 Stars...Advanced Automine...can mine in up to 3 sector's and find buy orders in 4 sectors
4 Star....Expert Automine..sorry do not know this one as have no 4 star crew yet.

All but 2 of my 10 miners have a star rating of 2 stars and previous to version 2.0 they were my only passive money makers. But now with the new star rating for autominers those 10 miners are stuck in their current sectors with a full load and no where to sell them :( As they are restricted to sector mining only, so cannot leave their sector's to look for trades. :cry: Yes I can manually get rid of their cargo's....eventually :)

I'm not miffed about the change, as it does make a bit of sense, was too easy to make money this way at the start, just posting in case some of you had not noticed your miners sitting in sectors with a load on and no where to go lol.
i notes that to and it doesn't make sense special Sector Automine wth now i need to send ships manually tru sectors to make profit :? :? can anyone explain to me what was wrong with avto mine :gruebel: and for the 4 Star....Expert Automine it allow you to mine and sell tru all the sectors max distance gathering and max sell distance this new system sucks who implemented this and way :evil:
SPiDER
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Re: Heads Up: Check your miners

Post by SPiDER »

The most annoying thing about this is that pilot skills have been bugged so with miners bought 1100 hours ago right at the start of my game they haven't increased skill at all.....so now have autominers that should have 5 stars and they are still stuck on sectormining only....I just assigned them to stations and gave up on that part until the seminars are implemented.
Shehriazad
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Re: Heads Up: Check your miners

Post by Shehriazad »

I think Ego is limiting auto-trade and auto-mine a bit because they were too easy of an "I win" button? you literally only had to buy any random ship and they'd then make money for you without even trying.

I do think that the ranges were cut a bit TOO short...imho sectors should go from 2 to 10 and not 1 to 5. Seems a bit excessive of a nerf.
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mr.WHO
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Re: Heads Up: Check your miners

Post by mr.WHO »

Does this affect only free auto-mining ships or also miners assigned to player stations?
Berserk Knight
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Re: Heads Up: Check your miners

Post by Berserk Knight »

SPiDER wrote: Wed, 27. Feb 19, 17:48 The most annoying thing about this is that pilot skills have been bugged so with miners bought 1100 hours ago right at the start of my game they haven't increased skill at all.....so now have autominers that should have 5 stars and they are still stuck on sectormining only....I just assigned them to stations and gave up on that part until the seminars are implemented.
The conditions for gaining experience is pretty ridiculous.

Gas miners need to pick up enough gas to fill up at least 20% of the cargo hold within a 15 second window to gain any experience beyond 3 stars.
Mineral miners need to pick up a big enough single item mineral chunk to fill up at least 20% of the cargo hold to gain any experience beyond 3 stars.
(Good luck gaining any experience with L Miners.)

Trading requires the deal in question to be over the half point between the average price and the min/max price depending on whether you are buying or selling for it to give any experience beyond 3 stars in piloting/engineering, 2 2/3 stars in management and 4 stars in morale.

Various combat scenarios against ships require the enemy ship to have at least twice the DPS of the ship in question for the pilot and service crew to gain any experience beyond 3 stars in piloting/engineering and 4 stars in morale.
Combat against a station requires you to actually kill the station (not the individual modules or defense elements) to gain any experience beyond 3 stars in piloting/engineering and 4 stars in morale.

Boarding a ship (or claiming a deserted ship) grants experience up to 5 stars in all skills (except management) to the marine.
Repairing a ship passively grants experience up to 5 stars in engineering and morale for the service crew.


I guess we can train our crew by building a station that both buys and sells a certain ware, restrict trade to other factions, set the buy prices to max and sell prices to min, then have our trader repeatedly buy and sell off our own station for free until they max out their skills. (Then reverse the price settings so the station manager gains experience.)
...Looks like an exploit to me.

mr.WHO wrote: Wed, 27. Feb 19, 19:51 Does this affect only free auto-mining ships or also miners assigned to player stations?
Just the free auto-miners. Station miners are the same as before, except with a 5 jump limit at 5 stars. (Jump limit also applies to all Auto Traders.)
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Belgarath
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Re: Heads Up: Check your miners

Post by Belgarath »

So, if you buy a small mineral miner, say a courier, and put the captain you want to gain experience in there, it should work since couriers have small holds, it's easy to pick up chunks that take more than 20% of the cargo space. Or, am I missing something?
The new PC I just built for myself:
i5-13600k, 32GB DDR5 RAM, RTX 3060 12GB
It'll do until I can upgrade the graphics card.
pref
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Re: Heads Up: Check your miners

Post by pref »

Belgarath wrote: Wed, 27. Feb 19, 20:16 So, if you buy a small mineral miner, say a courier, and put the captain you want to gain experience in there, it should work since couriers have small holds, it's easy to pick up chunks that take more than 20% of the cargo space. Or, am I missing something?
Except at 5* they can only trade 5 sectors away, be it a miner or an autotrader. Don't know about distribute ware though.
Meaning most of the trades you will have to manage by hand if you don't just care about money, but actual economic function of stations and traders and have specific needs regarding wares and suppliers/consumers.

ES just blocked higher level eco gameplay unless you like playing on the map's trade window all the time.
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Belgarath
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Re: Heads Up: Check your miners

Post by Belgarath »

Then, the Tater Trader mod is the way to go, I guess.
The new PC I just built for myself:
i5-13600k, 32GB DDR5 RAM, RTX 3060 12GB
It'll do until I can upgrade the graphics card.
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Tamina
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Re: Heads Up: Check your miners

Post by Tamina »

pref wrote: Wed, 27. Feb 19, 21:09Except at 5* they can only trade 5 sectors away, be it a miner or an autotrader. Don't know about distribute ware though.
Meaning most of the trades you will have to manage by hand if you don't just care about money, but actual economic function of stations and traders and have specific needs regarding wares and suppliers/consumers.

ES just blocked higher level eco gameplay unless you like playing on the map's trade window all the time.
Expert AutoMining was 15 sectors last time I checked.
ES just changed difficulty with their rebalancing which kind of sucks for saves made pre-2.0 because a lot of stations and other set ups just don't work anymore. Like mining stations now need to be placed in or next to asteroid sectors and stuff like that. For anyone starting a new save with 2.0 this is great though, as it creates a bigger challenge and a higher motivation. Two sides of a coin I guess.

I noticed that newly bought ships now often have ~3 star pilots for M ships and ~4 star pilots for L ships. <2 stars for S. Maybe just a coincidence.

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
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pref
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Re: Heads Up: Check your miners

Post by pref »

Tamina wrote: Wed, 27. Feb 19, 22:03 For anyone starting a new save with 2.0 this is great though, as it creates a bigger challenge and a higher motivation. Two sides of a coin I guess.
How is that a challenge, having to spend all the time in the trade window managing trade runs?
All my ATs are limited to 4-5 sectors, station traders alike.

There is no way to set up long range supplies to any other station any more.
You could build logistic centres at every 4 sectors on the way to your consumers, but you still don't have the tools to manage such a network (set up which trades with who).

I don't see any challenge here just a huge amount of tedium which for me kills the game entirely.
At least i would not call 100 clicks in the same UI dialog a challenge.

To me it seems a real bad design decision.
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Tamina
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Re: Heads Up: Check your miners

Post by Tamina »

Before, you could place refineries and the like anywhere you wanted and they would spit out money like a money printing machine. Now you have to carefully place them between ressources and potential costumers. If you are producing other stuff as well, you have to keep that in mind too. Especially due to the lower income, it creates a higher risk.

It is not that big of a deal though, with a 5 sector range I can reach most important Teladi and Paranid sectors from within Argon Prime. My current factory mass produces engine parts from Teladianium in Argon Prime and sells them to HOP Paranid shipyards. All of my 6 M Traders got a ~3 star pilot when buying them and everyone below 3 stars leveled up quickly by selling to the Argon shipyards once in a while.
Multiple stations are needed now to deliver the whole Galaxy or trading stations have to slowly distribute the wares now.

5* pilots can fly way greater distances, I am just not sure if station managers actually make use of it.

The only thing that sucks at the moment are the missing training options. Two captured traders of mine have a 0 star pilot and are unable to level-up at all because they can only jump 0 or 1 gate and AFAIK they do not level up when commanded manually.

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 
Thecrippler
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Re: Heads Up: Check your miners

Post by Thecrippler »

all of this is uther totally BROKEN Seriously BROKEN
pref
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Re: Heads Up: Check your miners

Post by pref »

Tamina wrote: Thu, 28. Feb 19, 00:47 Before, you could place refineries and the like anywhere you wanted and they would spit out money like a money printing machine. Now you have to carefully place them between ressources and potential costumers. If you are producing other stuff as well, you have to keep that in mind too. Especially due to the lower income, it creates a higher risk.

It is not that big of a deal though, with a 5 sector range I can reach most important Teladi and Paranid sectors from within Argon Prime. My current factory mass produces engine parts from Teladianium in Argon Prime and sells them to HOP Paranid shipyards. All of my 6 M Traders got a ~3 star pilot when buying them and everyone below 3 stars leveled up quickly by selling to the Argon shipyards once in a while.
Multiple stations are needed now to deliver the whole Galaxy or trading stations have to slowly distribute the wares now.

5* pilots can fly way greater distances, I am just not sure if station managers actually make use of it.

The only thing that sucks at the moment are the missing training options. Two captured traders of mine have a 0 star pilot and are unable to level-up at all because they can only jump 0 or 1 gate and AFAIK they do not level up when commanded manually.
Maybe not a big deal in your specific game, with the quantities you operate on, but it's a huge limit on what is possible regarding empire configurations - and that is my issue with it.
Money printing was much less of a problem then this range limit.
And you can forget "trade stations" either as you cannot configure your station sufficiently to operate like that.

On top of that all the shipyards are fully stocked now in my game, there is much less demand then before so the whole supply thing doesn't even make sense.

And max range is 5 for station traders and ATs, no pilot can fly "much greater distances".

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