CC.xls V2.1! & FCC.exe V2.0.0.2 ("the old thread")

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Is this usefull for you?

Yes
314
86%
No
26
7%
I dont use/build complexes
27
7%
 
Total votes: 367

Merroc
Posts: 5920
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Post by Merroc »

Too much to remember tbh... I know i changed the macro for like 90%, to make it more efficient, more understandable etc. Ill quote the version history list thingy:
V2.0
Lots of stuff changed in the background, unaware from the users eye (unless he pokes around). I wont bore you with that.
Updated the way you have to enter data (in several places)
Removed pivottables for asteroids, but included the map. If you want the pivot table, please use the Asteroid sheet.
Also removed the "Total per sector" bit from the asteroids, as basically that information is also in the map.
And the extra info, as it was kinda useless imho. Making it more orderly down below at the tabs...
Added Ashley's Factory Mod information
Added, for lazy people :P, a macro to add support factories and SPPs (no mines are done). Standard Food/Bio are included.
Extended the Station Finder so you can now find 5 stations at once.
Complete list of the Shipyards and the stuff they sell.
Raw data sheet, used for getting the data, added. Have a look there if it interests you ;)
Added Production Costs Calculator on Yield Calculator sheet (renamed sheet as well, now Yield-Costs Calculator)
And probably quite a few things ive forgot to mention...
Hope thats somewhat helpfull ;)
Peacedog52
Posts: 71
Joined: Tue, 14. Feb 06, 03:30
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Post by Peacedog52 »

Merroc,
Just wanted to say thanks, this is a great tool that removes a lot of headaches and frustrations, I think I've recommended it in about half of my posts so far. Just wanted to say Kudos to you.
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Dirk-Jan
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Post by Dirk-Jan »

I'm baffeled.
Shipyards in Akeela's Beacon, The Vault and Rhy's Crusade?
....or are they invisible?

Sorry, didn't know that, for these stations, you have to have Ashley's mod installed. I didn't check the box (on the complex calculator sheet) but even so they are listed in the shipyards sheet. :)
X4: Let's do this!
(ASUS Sabertooth X99S; i7 5930@3.5; 24GB RAM; RX 580; playing latest vanilla steam version with Split Vendetta on Win10/64, "the young gun''; mogul/captain)
{playing since X-BTF}
Merroc
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Post by Merroc »

Hence there is "AF" (Ashleys Factories) in a grey cell (iirc) ;). Anything for which you need to have Ashleys Mod installed is marked by an "AF" somewhere around it ;).

The checkbox is purely for the Complex Calculator.
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Litcube
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Post by Litcube »

Merroc, sir.

Thank you. 2.0 is an excellent addition to your already outstanding service to the community.
Kindred Spirit
Posts: 60
Joined: Tue, 14. Dec 04, 14:38
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Post by Kindred Spirit »

Been playing around with this. It's great! Thanks for one of the most useful X3 tools i've seen yet.

A quick observation tho...

I notice the Roid output figures are a little strange.

Take this case study. A sil mine L on a 50 yield is calculated to generate 375 units per hour. 2 mines generate 750 per hour.

A sil mine L on a 100 yield is calculated to generate 750 per hour, in line with the math.

Now get this... A sil mine L on a 25 yield rock is calculated to generate 193.55 units per hour.

This is not quite consistent with the above case studies - The anticipated count should be 187.5 units per hour.

KS
jlehtone
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Post by jlehtone »

Kindred Spirit wrote:This is not quite consistent with the above case studies
Why should it be? You do assume linear correspondence. Don't ... ever ... assume ... anything ... with this game. :goner:

Yield to cycle time is not linear. Check this for some scary math. :P
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euclid
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Post by euclid »

Since I do not have Excel I'm using Dave's FCC (are you going to update it, please ;-) ).

I've inserted all stations of a complex producing missiles. Also ticked 'build already' but still the max stock for ore (one ore mine L is part of the complex) shows 4160. In fact the max stock for ore is 7488.

Cheers Euclid
Deleted User

Post by Deleted User »

I get 4160 in-game.
What else is in your complex - something that uses Ore I suspect,
eg 4 weapon factories each with 832 ore stock.
ie 4160 + 4 * 832 = 7488

The only thing I know about that should be updated is the lack of Tractor Beam factory.
Do you know of anything else that should be updated?
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euclid
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Post by euclid »

Dave Toome wrote:I get 4160 in-game.
What else is in your complex - something that uses Ore I suspect,
eg 4 weapon factories each with 832 ore stock.
ie 4160 + 4 * 832 = 7488
Yup, that's right. The missile fabs ore stock adds to the ore mine stock. Shouldn't it also happen in the FCC?

The only thing I know about that should be updated is the lack of Tractor Beam factory.
Do you know of anything else that should be updated?
Well, I'm not sure but think that Merroc has incorporated Ashley's fabs.

Cheers Euclid
Deleted User

Post by Deleted User »

Shouldn't it also happen in the FCC?
It does, at least on my ver. 1.0.07, which is the ver. that's in the download link.
If you're getting something different, perhaps you could you take a screenshot?

I think the XL fabs in Ashley's mod might be a tad confusing if you
were a new player & didn't have the mod - I know Merroc has added
a switch for these, but unless players really wanted it, I hadn't intended
to add them.
Merroc
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Post by Merroc »

Dave Toome wrote:The only thing I know about that should be updated is the lack of Tractor Beam factory.
Do you know of anything else that should be updated?
I think most importantly, for compatibility, would be updating how thigns are entered. So you can copy paste. I used to use 5 columns (Race, station, number, yield, have/dont have). Now i use 6 (Race, station, size, number, yield, have/dont have).

And also ive added a few totals, so the list now looks like

Code: Select all

Turnover/hour
Costs/hour
Profit/hour

Total Costs Complex
Break Even (hours)
Profit/day
Profit/day

Max Profit/hour
Avg Profit/hour
Min Profit/hour
Efficiency

Needed Complex Kits
Number of Stations
Total stations needed

Current ROI
Max ROI
Avg ROI
Min ROI
Other than that, i dont think there is so much to update. Seeing as most my V2.0 updates were either behind the scenes or on other sheets.
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arcana75
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Post by arcana75 »

Quick question, I just downloaded the exe version:

I have a 5x125MJ and 5xBHEPT complex in Home of Light, with complexed bakery et al.

The only things not connected are a 51 yield Ore mine L and SPPs elsewhere.

According to the FCC, this 51 yield Ore mine L provides 100% of the needs of this complex.

However, I've been playing for awhile now and this complex's been there for quite some time, and ingame my experience is that both the complex and the ore mine are filled to the brim in ore.

This suggests that the 51 yield ore mine L provides more than 100%.
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Litcube
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Post by Litcube »

There's a check box at the top of the complex page that says something like, "sell excess silicon, etc.". To me, it's a misnomer, but it doesn't cap minerals at 100%
Merroc
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Post by Merroc »

He says he's using the .exe. which, afaik doesnt have that.
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arcana75
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Post by arcana75 »

I don't think the EXE is set up to sell excess ore, cuz increasing/decreasing the yield affects the percentage.
Deleted User

Post by Deleted User »

You can set up 'sell the excess intermediates' on a ware by ware basis.
There's a 'sell/buy/both/none' button on each of the ware rows,
eg if you say 'sell ore', then the util assumes you've got a transporter
doing the selling and adjusts the profits (etc) calculation (and the
simulation flow) to suit. Its worth a quick look at the help doc ;)

I think the reason why in-game intermediates build up, when the sheet/util
says it's exactly 100% of need, is due to dynamics, not a miscalculation.
This is especially true for long cycle time end-product complexes
(eg bHEPT). This is down to fast cycle wares (intermediates) 'stealing'
shared inputs wares (eg energy) from the slow cycle wares.

The extreme situation is gPPC, where in fact you probably need to add
as extra SPP to your complex to have sufficient (dynamic) energy stock
to keep the gPPCs producing.
jlehtone
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Post by jlehtone »

Dave Toome wrote:The extreme situation is gPPC, where in fact you probably need to add as extra SPP to your complex to have sufficient (dynamic) energy stock to keep the gPPCs producing.
Or sufficient amount of intermediates as float. For example, I calculated that my modest 80+ station complex requires about 1,000,000 cargo units of resources to start one cycle in each factory. One gPPC forge requires 5,100 ECells to start a cycle, but it needs them only every 340 minutes. That is still the "average" 15 ECells/minute. So the ECell stock level in that complex can fluctuate over 160,000 ECells, because there are 30 gPPC forges.

I've got an another complex, that by every calculation tool is short on Silicon. When I dumped some resources into it, it ran just nice. For a while. And then it indeed ran out of Silicon. Then I did dump some more, and this time enough. Enough of Crystals. As much Crystals as the complex can hold. That slows down the Crystal production. Not much, but enough to slow down the Silicon consumption. No longer does the complex run out of Silicon, and the Crystal stock stays full. 13,000+ Crystals, and I cannot touch them. That is called "float".

Every factory requires a float, either credits or resources. Something that it can start a cycle with. The products of that cycle must be convertible back to the float, in order to restore the required float. If you do have a 100% loop, that should happen, but you do need to add the initial float to start the first cycle.
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nirwin
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Post by nirwin »

Sadly, I had to vote 'No' on the poll. I did not want to do that, I find the concept oh so handy, and you seem to have implemented it well, and I could have killed hours designing the ultimate complex with this. Alas, it all fell apart when I read:
As a final (and most important note): This sheet is only compatible with Excel. Not the windows Excel viewer and Not Open Office.
Sadly I refuse to get MS Office. So I will not be able to use this tool.
Nirwin
------
Sector Takeover | Unlimited Resources (x2/x3)
jlehtone
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Post by jlehtone »

nirwin wrote:Sadly I refuse to get MS Office. So I will not be able to use this tool.
You can still see the raw data with OO. And you can use the Dave's exe-version.

Or visit German forum and look up X-Freak Cartman's Komplexprufer. That does have OO (v2) version.

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