2.0 Ware distribution?

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Stonehouse
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Re: 2.0 Ware distribution?

Post by Stonehouse »

Loneshade wrote: Thu, 28. Feb 19, 12:01 lol... actually I don't really mind, even though it will now take me a lot longer to re-establish my economy and buy all those shipyard modules.
Bit more difficulty adds to the game and you just gotta adapt.

Just thinking though, there should be *some* way to move wares across - even if inefficient/costly - and trade posts are not an alien concept to X4, as they exist in game... just seems the player can't use that functionality yet and my workarounds for it are mediocre at best. I mean everything needed is there and working... safe an option to define buy/sell orders for all products (even if not produced) :/
@egosoft - any plans to put trade-post functionality in game?


Ps: having a Megacomplex HQ in Nopileos Fortune II, 4 jumps away from any shipyard, is probably not the very best idea then :/
yeah allowing us to also use these trading posts or get a kind of logistic trader that connects our stations would be nice :D

Edit: just lvl up your traders to 4-5 :P
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Loneshade
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Re: 2.0 Ware distribution?

Post by Loneshade »

Stonehouse wrote: Thu, 28. Feb 19, 12:18 Edit: just lvl up your traders to 4-5 :P
Higher levels have more range?
I did assume no since i saw no difference between L1 and L3 traders - and there's no alternate orders like there is for miners.

(still - player trade posts would be way cooler :D)
Stonehouse
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Re: 2.0 Ware distribution?

Post by Stonehouse »

Loneshade wrote: Thu, 28. Feb 19, 12:42
Stonehouse wrote: Thu, 28. Feb 19, 12:18 Edit: just lvl up your traders to 4-5 :P
Higher levels have more range?
I did assume no since i saw no difference between L1 and L3 traders - and there's no alternate orders like there is for miners.

(still - player trade posts would be way cooler :D)
Uhm i think trader should have a range equal to the stars they have but not sure at the moment if overall or piloting
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Loneshade
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Re: 2.0 Ware distribution?

Post by Loneshade »

You're right... my 3 star have 3 sector range, 4 star has 4 sector range.
Don't have any 5 star yet.


Still far from the old 14 sectors.... so some trade hubs would be needed.
GCU Grey Area
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Re: 2.0 Ware distribution?

Post by GCU Grey Area »

Loneshade wrote: Thu, 28. Feb 19, 12:01 Ps: having a Megacomplex HQ in Nopileos Fortune II, 4 jumps away from any shipyard, is probably not the very best idea anymore...
Think it's not quite as bad as that. From what I can tell gate distance (as specified in ship info) is literal gates. Note, the connection between NFII & NFVI isn't a gate so shouldn't count for range. This was certainly the case in earlier versions where, even though I set all my miners for my PHQ complex to a range of zero, they'd still wander into GEIII & GEIV to gather resources. Seen nothing so far to make me think that has changed.

In practice this means your NFII complex should be 2 gates from MIN shipyards in 18B, 3 gates from HOP & PAR shipyards & 5 gates from TEL shipyards in PCA. Only ones which are truly out of range are ARG & ANT, so location of that complex isn't quite as terrible as it may at first appear.

From what I've observed in 2.0 operational range for station-based freighters & miners is limited by the skill level of the station manager (rather than individual pilots of those ships) & managers seem to be levelling quite quickly in my game. Started a new game in the 2.0 beta & already got a 5* manager for my Smart Chip factory in 18B. Station's been there less than 2 days game time. Manager is an ex-engineer from one of my ships & started out with 1* in management IIRC. Operational range for his ships is listed as 5 gates in ship info & seems to cover pretty much all of the map, every shipyard except ANT.
Player
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Re: 2.0 Ware distribution?

Post by Player »

Yellowman wrote: Tue, 26. Feb 19, 20:25 My problem is that my sector miners dont do anything anymore. If i let them mine in a sector wich has silicon and a refinery that buys it, they just fill up with silicon and dont sell. They just sit there. Anyone know how to fix this?
I would like to know too. After 2.0 I'm with several ships with the same problem.
MurryChang
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Re: 2.0 Ware distribution?

Post by MurryChang »

Player wrote: Thu, 28. Feb 19, 15:22
Yellowman wrote: Tue, 26. Feb 19, 20:25 My problem is that my sector miners dont do anything anymore. If i let them mine in a sector wich has silicon and a refinery that buys it, they just fill up with silicon and dont sell. They just sit there. Anyone know how to fix this?
I would like to know too. After 2.0 I'm with several ships with the same problem.
I'm basically giving up on my miners since I only had a few of them and their profit was tiny.
Stonehouse
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Re: 2.0 Ware distribution?

Post by Stonehouse »

Player wrote: Thu, 28. Feb 19, 15:22
Yellowman wrote: Tue, 26. Feb 19, 20:25 My problem is that my sector miners dont do anything anymore. If i let them mine in a sector wich has silicon and a refinery that buys it, they just fill up with silicon and dont sell. They just sit there. Anyone know how to fix this?
I would like to know too. After 2.0 I'm with several ships with the same problem.
Does the station buy it? Or just at low amount?
I switched all pilots of my mining ships to ones with at least 3 stars... but that could get expensive if u dont have that much free credits...just dock your miners at a warf and buy some of the cheapest ships with pilot (most of the time s miners ;) ) if u get a ship with 3 star pilot switch em and sell the ships, repeat as long as you need skilled pilots.

(Im running miners for each kind of resource at every sector with a shipyard (with both ranges at 3))
pref
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Re: 2.0 Ware distribution?

Post by pref »

The big problem with this limit on traders is that there is no functionality to overcome this limitation.
It was just the easiest way to reduce the insane income bigger stations had - without a second though on how this could work regarding other aspects of the game.
Just a rushed quick patch without any further consideration.

This idea keeps appearing, but there is no way to set up a station as trading station, and also can't set up the ships to buy here, sell there, depending on price/storage level.

All you can do now is to build a prod module you want to trade with, and a module that uses your to-be-traded ware as a resource every 4 sectors, and set up ATs on it and hope they will find their way to your next station. Which will not work if there are more NPC consumers/suppliers within range (and there will be).

Without the prod module using your ware as a resource you will not be able to buy said ware at your station as it's an end product. And this also means you cannot build a logistics network for endproducts AT ALL.

On top of that you cannot limit ATs to only trade with your stations, you cannot limit station traders to only trade with specific wares..

So this whole limit is just messed up, kills the game eco wise - unless you are willing to queue manual trade runs all the time.
Most stupid idea ever in this game, ES messed this one up so hard it's beyond my comprehension... illogical pos.
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Loneshade
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Re: 2.0 Ware distribution?

Post by Loneshade »

pref wrote: Thu, 28. Feb 19, 20:58 The big problem with this limit on traders is that there is no functionality to overcome this limitation.
indeed, that's what I'm after.....

pref wrote: Thu, 28. Feb 19, 20:58 It was just the easiest way to reduce the insane income bigger stations had - without a second though on how this could work regarding other aspects of the game.
Just a rushed quick patch without any further consideration.
I think adding a trade depot function would easy overcome that... require additional cost and hops, ships etc.... to not be overly attractive and the required config would increase prices over range, so that local fabs are preferable.
It would add a cool feature (player tradestations) and solve the distance problem and all it really needs, is 'only' to allow configuring buy/sell prices for products not produced by the station itself.

pref wrote: Thu, 28. Feb 19, 20:58 This idea keeps appearing, but there is no way to set up a station as trading station, and also can't set up the ships to buy here, sell there, depending on price/storage level.
as said, I think its doable with dummy fabs... but its a real ugly workaround, especially for Tier 3 products :(

pref wrote: Thu, 28. Feb 19, 20:58 Without the prod module using your ware as a resource you will not be able to buy said ware at your station as it's an end product. And this also means you cannot build a logistics network for endproducts AT ALL.
I thought that too first, but i guess you can add a ship repair dock for that.
Still ugly as hell as a workaround... And you can use non-station related, regular automated traders to then trade the product.
pref
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Re: 2.0 Ware distribution?

Post by pref »

Loneshade wrote: Thu, 28. Feb 19, 23:52 I thought that too first, but i guess you can add a ship repair dock for that.
Still ugly as hell as a workaround... And you can use non-station related, regular automated traders to then trade the product.
I have no own dock/shipyard yet, but for NPC ones i have never seen a sell offer for ship production resources.
Can you set sell prices for own docks? Claytronics would still be impossible to work with, but ship supply wares could maybe get transferred over longer distances.
Then you could have these docks set to buy on max, sell on min, restricted to trade with player assets - then local ATs should only deal with those stations even without restrictions.
zazie
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Re: 2.0 Ware distribution?

Post by zazie »

First of all, I am still on 1.6 (steam offline-player). But reading this thread is ... frightening.

If the limitation of trading-sectors would remain at is seems to be atm [i.e. ***-pilot = range of 3; ****-pilot = range of 4] it will force the player to build only in Core Sectors. I don't go into technical discussions about fps but consider the effects on game-play: player-owned complexes in remote sectors (I built in Heretics End and Sacred Relic) will not be able to find resources that are scarse - like Hydrogen.

In the perspective of selling/delivering it would be completely useless to have a Smart Chip-production (as an example) in a remote sector. You can hardly count on "Free Traders"; they will only accidentally buy at your stations - if placed in a remote sector.
If Egosoft wants to check my logs just PM me. I don't clear my logs so you can count how seldom a Free Trader makes it's way to Heretics End buying Enginge Parts ...
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Loneshade
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Re: 2.0 Ware distribution?

Post by Loneshade »

pref wrote: Fri, 1. Mar 19, 02:09
I have no own dock/shipyard yet, but for NPC ones i have never seen a sell offer for ship production resources.
Can you set sell prices for own docks? Claytronics would still be impossible to work with, but ship supply wares could maybe get transferred over longer distances.
Then you could have these docks set to buy on max, sell on min, restricted to trade with player assets - then local ATs should only deal with those stations even without restrictions.
I don't know yet, I didn't build a ship yard but its not needed... i only built one of the (cheaper) repair docks... and I noticed these have then tier 3 ware purchase prices configurable.

zazie wrote: Fri, 1. Mar 19, 11:53 First of all, I am still on 1.6 (steam offline-player). But reading this thread is ... frightening.

If the limitation of trading-sectors would remain at is seems to be atm [i.e. ***-pilot = range of 3; ****-pilot = range of 4] it will force the player to build only in Core Sectors. I don't go into technical discussions about fps but consider the effects on game-play: player-owned complexes in remote sectors (I built in Heretics End and Sacred Relic) will not be able to find resources that are scarse - like Hydrogen.

In the perspective of selling/delivering it would be completely useless to have a Smart Chip-production (as an example) in a remote sector. You can hardly count on "Free Traders"; they will only accidentally buy at your stations - if placed in a remote sector.
If Egosoft wants to check my logs just PM me. I don't clear my logs so you can count how seldom a Free Trader makes it's way to Heretics End buying Enginge Parts ...
Indeed. I'll try to build my own trade stations for re-distribution (using my ugly workaround :( )
But please bear with me.... doing so will take a while. I'll post the results once i have them


I'd hope that this thread catches on and that we get some 'trade station' module of sorts, which can set (a limited?) number of buy/sell prices for products without a production chain on one of the next patches. That would make sthings a lot easier... and cleaner.
Last edited by Loneshade on Fri, 1. Mar 19, 12:31, edited 1 time in total.
GCU Grey Area
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Re: 2.0 Ware distribution?

Post by GCU Grey Area »

zazie wrote: Fri, 1. Mar 19, 11:53 If the limitation of trading-sectors would remain at is seems to be atm [i.e. ***-pilot = range of 3; ****-pilot = range of 4] it will force the player to build only in Core Sectors. I don't go into technical discussions about fps but consider the effects on game-play: player-owned complexes in remote sectors (I built in Heretics End and Sacred Relic) will not be able to find resources that are scarse - like Hydrogen.
It's not quite as bad as that. For a start operational range of station-based ships is determined by manager skill level (not individual pilots). Also managers seem to level quite quickly in 2.0 - took 2 days for the managers of my stations in a fresh 2.0 game to get to 5* (i.e. 5 gate max range). From a station in Heretics End a 5* manager would be able to send ships all the way to Grand Exchange, Memory of Profit & Bright Promise in the Teladi sectors, all of the Argon sectors (including Black Hole Sun), most of Antigone (except Antigone Memorial) & even get to the outer fringes of HOP space (True Sight). All in all, it's a pretty big operational area for such a remote location, it's about half the map.
zazie
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Re: 2.0 Ware distribution?

Post by zazie »

Thanks! My heartbeat is returning to safe levels :)
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Loneshade
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Re: 2.0 Ware distribution?

Post by Loneshade »

Trade Station is now (almost) complete and has started buying and selling.... Storage is slowly filling, money is being drained.
Lots of ships going in and out, but no idea if they are trading or building and no idea if it works to generate trade profits and if it helps as a sale-hop for own wares yet... I'll keep you posted.
pvarn
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Re: 2.0 Ware distribution?

Post by pvarn »

It does appear the trade sector limitation is equal to the pilot stars.
One obvious way around this is to assign traders to your stations. There doesn't seem to be the same limitations as auto-traders. Another thing I've been meaning to test is if a trader ship is set to auto AFTER placing them where the three-five sector limit would still work well starting out.
-Pv-
MurryChang
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Re: 2.0 Ware distribution?

Post by MurryChang »

pvarn wrote: Thu, 7. Mar 19, 06:00 It does appear the trade sector limitation is equal to the pilot stars.
One obvious way around this is to assign traders to your stations. There doesn't seem to be the same limitations as auto-traders. Another thing I've been meaning to test is if a trader ship is set to auto AFTER placing them where the three-five sector limit would still work well starting out.
-Pv-
You're right about the station traders not being limited. I built a defense platform in Company Regard at the Scale Plate Green gate and one of my station traders from Neopolis' was showing up with ecells for the build.
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Re: 2.0 Ware distribution?

Post by GCU Grey Area »

MurryChang wrote: Thu, 7. Mar 19, 14:34
pvarn wrote: Thu, 7. Mar 19, 06:00 It does appear the trade sector limitation is equal to the pilot stars.
One obvious way around this is to assign traders to your stations. There doesn't seem to be the same limitations as auto-traders. Another thing I've been meaning to test is if a trader ship is set to auto AFTER placing them where the three-five sector limit would still work well starting out.
-Pv-
You're right about the station traders not being limited. I built a defense platform in Company Regard at the Scale Plate Green gate and one of my station traders from Neopolis' was showing up with ecells for the build.
Station-based traders & miners are limited by the skill of the station manager. Noticed this after building a new station in 2.0. Each time the manager gained a star the gate range of the ships under their control could be increased, up to max 5 gates. Also these are literal gates, super-highways between sub-sectors don't count. This is why station traders from Nopileos can get all the way to Company Regard - technically it's only 5 gates away.
pref
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Re: 2.0 Ware distribution?

Post by pref »

Just saw a thread on beta that complexes would stop selling ship building mats as soon a ship build module is attached to them.

Hope it's really just a bug and not intended behaviour.. if it's intended then the relay station idea will not work :(

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