Requesting that economy overhaul.. (any mad hatters there?)

The place to discuss scripting and game modifications for X²: The Threat.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Mad Hatter
Posts: 246
Joined: Fri, 5. Dec 03, 16:08
x3

Post by Mad Hatter »

_nox_ wrote:I've made my comments. He and I disagree on the fundamentals of how to affect the macroeconomy. I'd like to hear some feedback from him before i go and do something unilateral.

- nox
My only suggestion would be to map out the economy with your ideas in it to see if it will work in reality. (I had several ideas on potential fixes that I had to abandon because the numbers just didn't hold up the way they did in my imagination. )

My personal concern about multiplying production by 4 (notwithstanding the fact that it doesn't appear to be supported with either modding or scripting) is that you will decrease demand by a factor of 4 - driving market prices down for low end factories, cause an overall stock surplus, and leave all high end factories with their (current) flat profit curve.

But don't take my word for it. Run the math and see if it works.
User avatar
_nox_
Posts: 245
Joined: Tue, 3. Feb 04, 09:52
x4

Post by _nox_ »

Mad Hatter wrote:
_nox_ wrote:I've made my comments. He and I disagree on the fundamentals of how to affect the macroeconomy. I'd like to hear some feedback from him before i go and do something unilateral.

- nox
My only suggestion would be to map out the economy with your ideas in it to see if it will work in reality. (I had several ideas on potential fixes that I had to abandon because the numbers just didn't hold up the way they did in my imagination. )

My personal concern about multiplying production by 4 (notwithstanding the fact that it doesn't appear to be supported with either modding or scripting) is that you will decrease demand by a factor of 4 - driving market prices down for low end factories, cause an overall stock surplus, and leave all high end factories with their (current) flat profit curve.

But don't take my word for it. Run the math and see if it works.
I'm an iterative thinker and I usually work by bracketing and successive approximation. My intent was to sketch the math out on paper, then do the mod - but unfortunately after much review I don't see any way to discreetly change factory production values.

I may have found where factories are defined, but as yet there's nothing to suggest the difference in output between energy and other factories.

So, the short answer is - I had intended to test this privately to check my hunches but I haven't found a way to yet. I also haven't found any way to accomplish your mod either.

I'm still looking though.

What I DID do was make a cahoona factory in a crystal fab, just to make sure that crystal fab buildings didn't have some hardcoded production bonus - they don't.

Remember, that my other intended fix was to raise stock caps on the high end factories. There is NO problem with demand for Beta HEPTs, for instance - Argon will buy them all day - the problem is you can only stock 2 .. I think. I must admit I am relying on hunches and intuition here, until I can mod up something to sim it. Not very scientific I know, but we all have our methods.

I'm also not worried about the profitability of the finished goods markets. I haven't really looked at them, but I think the player's only real motivator to make finished goods is to supply themselves, which is reward enough?

- nox
No good deed goes unpunished.
User avatar
Scribblette
Posts: 62
Joined: Sat, 7. Feb 04, 09:31
x2

Post by Scribblette »

Ah, guys - it's hard coded. I think an earlier thread found that out. But it makes sense - it should be hard-coded too, otherwise the mmog version would have people changing the prices of resources etc on their local machines (like people do with Freelancer).
User avatar
_nox_
Posts: 245
Joined: Tue, 3. Feb 04, 09:52
x4

Post by _nox_ »

being hardcoded doesn't protect it.

being serverside does, not being hardcoded.

We need this capability added, I think. time to put in an officla request.
No good deed goes unpunished.
User avatar
Scribblette
Posts: 62
Joined: Sat, 7. Feb 04, 09:31
x2

Post by Scribblette »

being hardcoded doesn't protect it.

being serverside does, not being hardcoded.
Ah, right, of course. Being hard coded just makes it that little bit harder to change.

Here's to hoping there's official word on it at some point. I don't think I saw any word on it in that post the moderator here mentioned..
"..it turns out you're not the spawn of bhaal after all. He wanted a blood test; didn't like the way you were giving him a bad name. I'm afraid you're just the generic freak.. Next please." - Scribblette

Return to “X²: The Threat - Scripts and Modding”