[Work In Progress] Functional Trader + stable supply/demand (0.22 final WIP)

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aukai501
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Post by aukai501 »

Can't wait this mod comes out :wink:
Jey123456
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Post by Jey123456 »

indeed the limitation of the WIP is that it require a new game (even between WIP versions). This is the only thing i still need to finish before i can make it a mod (i have a functional "reset" system that handle version change, and even a method to bring it back to "vanilla" save with minimal changes (altho still require a separate second very simple mod, since otherwise, you cant disable the improved economy first xD).

Anyhow, among the major changes between current version and the mod that will happen as soon as its completed (few days probably) are:
- Version change support.
- in zone station to station trade fixed (and improved in a way that the stations to stations will now trade multiple things in parallel instead of just one thing at a time so long as there is a proffitable sell to buy route, altho due to a bug i have yet to get any replies on in tech support. i was unable to use the mass traffic lane for it, had to make due with a direct line of cargo drones lookalikes.
- station "waste" or upkeep, call it what you want. But every stations will lose an amount of everything they have in an exponential factor. So like, stations with 100000 of an item, will lose about 5184 of that item in a minute, but a station with 10000 of the same item will only lose about 51.
That way stabilising the economy without making it impossible for the player to make proffit becomes a lot easier. Altho even with all the increases to the basic wares production, there are still a few i need to increase some more (before the waste system was even added) otherwise the universe dries out in a matter of 12-15h.
Karomsir21
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Post by Karomsir21 »

Jay I feel the sudden urge to marry you and I'm a dude! :wink:

Awesome work please keep on with it!
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Informer
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Post by Informer »

I must say GREAT work. 8)
aukai501
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Post by aukai501 »

laminblake wrote:Egosoft should hire you or at least pay you for your work lol
+1

Totally agree with you on this, Jay only spend few weeks on this and fixed the important part of the game and Egosoft had 7 years still can't get things right, sometime I wonder what's they had been doing for past 7 years :P

I love X-games, lets hope jay get mod out also get paid by Egosoft:-)

Cheers
Jey123456
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Post by Jey123456 »

before this get out of hands, its Jey not Jay. And while many of the things im fixing are pretty simple to fix. What egosoft did with the engine is by no mean a small feat. Its pretty darn flexible and impressive.
aukai501
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Post by aukai501 »

Jey123456 wrote:before this get out of hands, its Jey not Jay. And while many of the things im fixing are pretty simple to fix. What egosoft did with the engine is by no mean a small feat. Its pretty darn flexible and impressive.
Oppsss, Sorry Mis-spell your name there.

To me you still managed to have this game fixed for player like me be able to play it without tearing of more hair which i dont have alot left :lol:

Thank you again Jey

Cheers
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pilakin
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Post by pilakin »

I jut got that bug where a payer onwed trader keeps docking and redocking. what was happening is, he was trying to sell wares he sold before already. his planned trips never got updated though and so he was trying to sell that ware again, which he didn't have. i think what caused this is, that i told him to sell stuff and then told him to leave my squad. they might not be able to update the planned trips while out of squad. well I was able to just "clear all" his planned trips and after unsquading/squading him again he was reset and could take new trade orders just fine. anyway, I will never unsquad traders with manual trade oders again and see if I run into this issue again.
Last edited by pilakin on Thu, 5. Dec 13, 12:11, edited 1 time in total.
Staberind
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Post by Staberind »

With work like this, there needs to be a new forum area, separate from scripts and modding, called "Fixing", With this, among others, when it is complete, to be a sticky.
Although I want to try this now, I will wait until I can drop it into an ongoing game, ;)
I have restarted sooo many times now. lol.
Jey123456
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Post by Jey123456 »

well, its not just a fix, a simple "fix" was done in the first version :P. This is an improved version of the whole concept of ai trading in the game.

- It fix the ai trading, that much is a fix.

- but it also change the algorithm ai use to select what to trade, so that their goal isnt to keep resources base empty and final ware base full, but instead their goal is to make the most proffit possible (which in turn with the fact station set their price according to their supply, create a working economy to a certain extent).

- the first fix also revealed a much deeper issue in the commodity balance. In vanilla with trading fixed. The universe run out of resources in a matter of hours (primary resources especially). Mostly due to the fact mining ships are pretty slow and the "production" from the conversion from raw resources to resources was pretty aggressive. In this WIP i changed quite a few of the production and costs value of wares, in an attempt to get the universe to be truly "alive" and not in phase terminal few hours from dieing xD


Just like with my engineer script, what i do is implement the vision of how i hoped the game to be :P. I am simply thankfull that the mod system is flexible enough to achieve it.
SupraRZ
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Post by SupraRZ »

HeyJey ......you are a genius......


Keep up the good work :D
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pilakin
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Post by pilakin »

noticed one thing in your scripts. you're using <set_value name="$interruptTime" exact="($amount/200)" />

$amount/200 will return 0 rather than a float. you gotta use ($amount)f/200 to get a float result.
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thomassanford
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Post by thomassanford »

Jey123456 wrote: - station "waste" or upkeep, call it what you want. But every stations will lose an amount of everything they have in an exponential factor. So like, stations with 100000 of an item, will lose about 5184 of that item in a minute, but a station with 10000 of the same item will only lose about 51.
That way stabilising the economy without making it impossible for the player to make proffit becomes a lot easier. Altho even with all the increases to the basic wares production, there are still a few i need to increase some more (before the waste system was even added) otherwise the universe dries out in a matter of 12-15h.
Does this apply to player stations as well?
iphoria
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Post by iphoria »

Is there a way to script in the ability for cap ships to NOT have to dock in those predefined spots so close to the station in order to trade? For example, cap ships approach a station to about 5km near where the "docking" area is, and begin using drones to conduct business from where they are. This would not only speed up the economy even more, but also make everything more realistic.

And thanks Jey, this is a brilliant mod regardless.
flatbush71

Post by flatbush71 »

Jey,
Mining is going fairly good.
Unfortunately, the mother ship strays 30-35 Km out of the designated mining area and the ore is beyond the reach of the drones.

Have you ran across anything that may address this issue ????
Jey123456
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Post by Jey123456 »

pilakin wrote:noticed one thing in your scripts. you're using <set_value name="$interruptTime" exact="($amount/200)" />

$amount/200 will return 0 rather than a float. you gotta use ($amount)f/200 to get a float result.
Float is pointless since im only interested in integer precision here. Its only a very approximate time (and not good enough, i need to change it to $amount*warevolume/1000
Jey123456
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Post by Jey123456 »

iphoria wrote:Is there a way to script in the ability for cap ships to NOT have to dock in those predefined spots so close to the station in order to trade? For example, cap ships approach a station to about 5km near where the "docking" area is, and begin using drones to conduct business from where they are. This would not only speed up the economy even more, but also make everything more realistic.

And thanks Jey, this is a brilliant mod regardless.
There is, but it would be extremely slow and buggy. The cargo drone rely on mass traffic, which require very specific positioning and no movements.
aukai501
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Post by aukai501 »

Today is very strange day for me, one of my architect is refusing expand construction shop station, after i have complete all first stage and she is not construct 2nd stage in this Mod and same as normal mod, has anyone encountered this before?

Or any idea how can i fix this ?

Cheers
flatbush71

Post by flatbush71 »

Its best to leave any station under construction dormant and do not add any personnel to make it operate. There is still some conflicts with stations being built if they are in operation before completion. This was supposedly addressed in a patch , but its still bugged. There's still a long way to go.

Jey's mod makes a completely broken game playable, but it doesn't fix everything................yet !! Hehehehehe
Macrixen
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Post by Macrixen »

it is due to the collision detection in the architect build code. there is a mod that disables that call

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