request economics fix with mods/script
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request economics fix with mods/script
I know nothing about making mods. Is there a way to make a mod that edits a trading system that wil behave like universe trader but that the factions trader ships wil act like player installed universe trader to own faction and friendly factions. than the npc stations will get recources and buildt product. then a mod that the shipyards built ships to a certain amount of traders/cargo ships and after that the can build patrols ships certain amount and than armada for invasion of hostile factions.
Also that when player reaches a certain hostile facter like say 25 the pmc will star building the armada and wil begin invading de vries. But the reivers wil get support from the beginning from pmc theye wil fight like now. and a mod that makes a shipyard for reivers that wouldt be suplyed by pmc.
They wil invade sectors and get more support from pmc the will have a joint sector in say black peable for the gathering off forceses to invade terran space together. That wouldt be asome!! just like the conqeust war wip/mod with other mods put to gether. but no more spawning ships or jobs. just jobs say like building stations for the terran you get cv to buildt a station when you finish the station wil be terran owned. so you can help the tarran with gathering recources to buildt there new empire and build youre own stations to profit and buildt own shipyard for youre own armada. you wil strengthen the terrans power and youre own so you can defeat the pmc with help of heart off albion. If a npc station wil be destroyed the wil have to build it again if they doent the flow off receource for that faction will be impacted and wil build less ships that is the force off economics. player can impact it with destroying traders and stations.
The econmics will be fixed because of npc trader script/mod
The building batlle ships will be fair and pmc will loose recources when you destroy cargo ships and stations.
When you have destroyed the pmc the othere factions will try to replace destroyed stations to fix economics and will start a war against the npc head off omicroyn. and the terran will help heart off albion and you must choose what you will do. helpt albion/terran or argon or become the new pirate faction or somting like that.
Can sombody make a mod/script like that ?????????
Also that when player reaches a certain hostile facter like say 25 the pmc will star building the armada and wil begin invading de vries. But the reivers wil get support from the beginning from pmc theye wil fight like now. and a mod that makes a shipyard for reivers that wouldt be suplyed by pmc.
They wil invade sectors and get more support from pmc the will have a joint sector in say black peable for the gathering off forceses to invade terran space together. That wouldt be asome!! just like the conqeust war wip/mod with other mods put to gether. but no more spawning ships or jobs. just jobs say like building stations for the terran you get cv to buildt a station when you finish the station wil be terran owned. so you can help the tarran with gathering recources to buildt there new empire and build youre own stations to profit and buildt own shipyard for youre own armada. you wil strengthen the terrans power and youre own so you can defeat the pmc with help of heart off albion. If a npc station wil be destroyed the wil have to build it again if they doent the flow off receource for that faction will be impacted and wil build less ships that is the force off economics. player can impact it with destroying traders and stations.
The econmics will be fixed because of npc trader script/mod
The building batlle ships will be fair and pmc will loose recources when you destroy cargo ships and stations.
When you have destroyed the pmc the othere factions will try to replace destroyed stations to fix economics and will start a war against the npc head off omicroyn. and the terran will help heart off albion and you must choose what you will do. helpt albion/terran or argon or become the new pirate faction or somting like that.
Can sombody make a mod/script like that ?????????
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hi jonnycamaro,
What you have in mind is rather complex and I doubt it can be covered with a single mod, however, it's a nice idea.
I might have missed your point totally because your post is not easy to read
Next time please try to format it a bit, some paragraphs etc..
Cheers Euclid
What you have in mind is rather complex and I doubt it can be covered with a single mod, however, it's a nice idea.
I might have missed your point totally because your post is not easy to read

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Hi Euclid
I understand its complex. i realy doent know much about modding.
if you aply a neutral faction to all that is a trading faction. wont that solve some isseus?{ Like a trading company with an albion trading station like the old mod? one comany for a system and only system trading.} Down part is you can only imact economics by destroying stations.
Youse the compleet conceust war mod and a bit of real war {whit the use of building ship part}. but no clue of how to get pmc/reiver shared invasion and shipyard building part ect.
and the next war part omycron vs heart off albion/terran no clue.
Hope i can inspire some one to look ad mine idea
The jobs part no clue!!
Thanks for youre reply
I understand its complex. i realy doent know much about modding.
if you aply a neutral faction to all that is a trading faction. wont that solve some isseus?{ Like a trading company with an albion trading station like the old mod? one comany for a system and only system trading.} Down part is you can only imact economics by destroying stations.
Youse the compleet conceust war mod and a bit of real war {whit the use of building ship part}. but no clue of how to get pmc/reiver shared invasion and shipyard building part ect.
and the next war part omycron vs heart off albion/terran no clue.
Hope i can inspire some one to look ad mine idea
The jobs part no clue!!
Thanks for youre reply
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All the faction aligned traders you see in system are essentially free traders. They will sell to anyone with neutral or better standing. Same goes for miners. Trading inter-system in vanilla is currently a few ships with a 1-2 gate range that trade in most items except drones. I don't think a new faction for traders is really needed in the current economy.
As for fixing it, well as of 3.61 thats pretty much the players job - find the shortfalls in each systems production and plug them for profit, either trading or station building
As for fixing it, well as of 3.61 thats pretty much the players job - find the shortfalls in each systems production and plug them for profit, either trading or station building

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hi Yorrickvander
I geuss you dont get mine point.
The point is that you get a working econemie without player help.
Exept de vries system thats where the player comes in. Thats is for me the hole game to create a economics in de vries system become a force with the terrans to destoy pmc and then go on. to omicron. But if you dont have a good economics in albion or omycron its just building a few ships and destroy pmc i like to be able to have a fair fight no spawning pmc ships or rievers or xenon. the ships have to be buildt by pmc with there recources.
if pmc have a working economics thy will have the upper hand in the begginning. with players help terran and hart of albion you can help with there building off ships and get the upper hand. You play the plot and then you will have limeted time to get an economics working in de vries. thats the game to me personaly. You see i cant help the enemie with recources. thats why you need somthing to do that for you. than you will get fair fights an you must have a stratagy to get the upper hand. Not just diffeculty off npc fighting.
I hope that you understand what i mean.
and as of 3.61 i still see almost no changhing in delivery of recources from npc ships to npc stations. somtimes i have the feeling thy spawn recources ad pmc shipyards.
I geuss you dont get mine point.
The point is that you get a working econemie without player help.
Exept de vries system thats where the player comes in. Thats is for me the hole game to create a economics in de vries system become a force with the terrans to destoy pmc and then go on. to omicron. But if you dont have a good economics in albion or omycron its just building a few ships and destroy pmc i like to be able to have a fair fight no spawning pmc ships or rievers or xenon. the ships have to be buildt by pmc with there recources.
if pmc have a working economics thy will have the upper hand in the begginning. with players help terran and hart of albion you can help with there building off ships and get the upper hand. You play the plot and then you will have limeted time to get an economics working in de vries. thats the game to me personaly. You see i cant help the enemie with recources. thats why you need somthing to do that for you. than you will get fair fights an you must have a stratagy to get the upper hand. Not just diffeculty off npc fighting.
I hope that you understand what i mean.

and as of 3.61 i still see almost no changhing in delivery of recources from npc ships to npc stations. somtimes i have the feeling thy spawn recources ad pmc shipyards.
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The econonmy can tick over slowly now unaided. The lack of production is covered by new job spawns having free cargo that they can sell on.
I think I see what you mean though - you want a way to kill or take over stations, to cripple another faction? Make war that has an impact on the game and map? If so try this
http://forum.egosoft.com/viewtopic.php?t=381043
Blackrain and Rubini are making a very good mod for what I think you are looking for. Sorry if I'm missing point again.
I think I see what you mean though - you want a way to kill or take over stations, to cripple another faction? Make war that has an impact on the game and map? If so try this

http://forum.egosoft.com/viewtopic.php?t=381043
Blackrain and Rubini are making a very good mod for what I think you are looking for. Sorry if I'm missing point again.
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Hi yorrickvander
This is the mod i am playing know. its a great mod and got me exited again for x rebirth. This mod and a few others is a real prommise for a great game again. but if you read it they have not adressed the econemy. I am at a point that i have 10 fulcroms end a few terran destroyers and thy destroy everything. when i started destroying the reivers thy spawn ships but have no shipyard to attack and still thy have ships. its not the way a game shouldt work no economics no ships! and the terrans spawn ships with no resources. than its just another space fight sim and thats great but not the game i wouldt buy.
i was hoping that if there was a few mods like economic fix and npc only build ships when thy get recources and a mod whith a minimum of trade patrol ships for npc before building invasion fleet.
then its a realistic stratagie sim you can play. and you can batle in different fronts with hackins stations and attack traders. what realy affacts an econemy instead off it looks like it but it issent.
its feels if you have a fair fight instaid off spawn fight and your effourt feels good instead off they will spawn again.
maybe i was just expexting to much from this game because off x3
x 3 had it all exept the spawning off ships. it had a perfect gameplay but it only simmulated the youse of resourced off building ship when the player had to youse the recources at hq to build them.
Thats why i whas hoping that there is a fix for econemy it feels like i am playing against cheaters instead of an npc appoinent.
But thanks for trying to help
This is the mod i am playing know. its a great mod and got me exited again for x rebirth. This mod and a few others is a real prommise for a great game again. but if you read it they have not adressed the econemy. I am at a point that i have 10 fulcroms end a few terran destroyers and thy destroy everything. when i started destroying the reivers thy spawn ships but have no shipyard to attack and still thy have ships. its not the way a game shouldt work no economics no ships! and the terrans spawn ships with no resources. than its just another space fight sim and thats great but not the game i wouldt buy.
i was hoping that if there was a few mods like economic fix and npc only build ships when thy get recources and a mod whith a minimum of trade patrol ships for npc before building invasion fleet.
then its a realistic stratagie sim you can play. and you can batle in different fronts with hackins stations and attack traders. what realy affacts an econemy instead off it looks like it but it issent.
its feels if you have a fair fight instaid off spawn fight and your effourt feels good instead off they will spawn again.
maybe i was just expexting to much from this game because off x3
x 3 had it all exept the spawning off ships. it had a perfect gameplay but it only simmulated the youse of resourced off building ship when the player had to youse the recources at hq to build them.
Thats why i whas hoping that there is a fix for econemy it feels like i am playing against cheaters instead of an npc appoinent.
But thanks for trying to help

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hi i am just starting to look in the xml files off the game.
i come acrose the trading script i start looking it over and was wondering.
i know nothing about modding but why is ther 2 the same trading script and 2 the same tradingship xml in the game?
i come across this in the trade xml
<set_value name="$buyoffer" exact="null"/>
<!-- find the best trade opportunity -->
<find_buy_offer buyer="this.station" result="$buyoffers" multiple="true">
<stocklevel min="0.2" />
</find_buy_offer>
Issent it better to say find te urgent trades or the high demand {not money whise but urgentie}
mayby it is nothing but high demand of good have to be deliverd sooner than high money trades
again i know nothing about modding!!
i come acrose the trading script i start looking it over and was wondering.
i know nothing about modding but why is ther 2 the same trading script and 2 the same tradingship xml in the game?
i come across this in the trade xml
<set_value name="$buyoffer" exact="null"/>
<!-- find the best trade opportunity -->
<find_buy_offer buyer="this.station" result="$buyoffers" multiple="true">
<stocklevel min="0.2" />
</find_buy_offer>
Issent it better to say find te urgent trades or the high demand {not money whise but urgentie}
mayby it is nothing but high demand of good have to be deliverd sooner than high money trades
again i know nothing about modding!!
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- Joined: Sat, 3. May 14, 12:47
i came to an conclousion why the trade economics doesnt work. The trading is based on profit and that doesent work.
Hit has to go with suply and demand. the higher the demand the urgentie of delivery. traders now profit with low buy and high sell. thats wrong. the traderships must make no pofit on goods but get paid for a trade run the higher demand the better pay of run.
example: 6000 energie buy 2 credits total of 12000 credits
6000 energie sell 5 credits a pice 30.000 to pay
proffit 8000 credits
10 fusionreactor buy 28.000 credits total of 280.000
10 fusionreactor sell 29.000 credits total of 290.000
profit 10.000
In this senerio the trader will do the low demand of fusionreactor but in needs to do high demand of energie otherwise the station wil not produce and you will get first suply stations than thy will produce then sell product until it wont produce then go back and resuply the station and as soon as it produces it wil stop suply and go to sell and the station wont produce that just dont work!
If there is a way to let npc and player ships to get paid for a trade run no matter what they buy or sell say high demand run 30000 and low demand 5000 the ships wil do high demand runs and de stations will get suplyd with recourse and the stations will stil get money selling and the buying side will pay the selling price plus the price of transport.
zo trader gets payed Always end seller to.
Hit has to go with suply and demand. the higher the demand the urgentie of delivery. traders now profit with low buy and high sell. thats wrong. the traderships must make no pofit on goods but get paid for a trade run the higher demand the better pay of run.
example: 6000 energie buy 2 credits total of 12000 credits
6000 energie sell 5 credits a pice 30.000 to pay
proffit 8000 credits
10 fusionreactor buy 28.000 credits total of 280.000
10 fusionreactor sell 29.000 credits total of 290.000
profit 10.000
In this senerio the trader will do the low demand of fusionreactor but in needs to do high demand of energie otherwise the station wil not produce and you will get first suply stations than thy will produce then sell product until it wont produce then go back and resuply the station and as soon as it produces it wil stop suply and go to sell and the station wont produce that just dont work!
If there is a way to let npc and player ships to get paid for a trade run no matter what they buy or sell say high demand run 30000 and low demand 5000 the ships wil do high demand runs and de stations will get suplyd with recourse and the stations will stil get money selling and the buying side will pay the selling price plus the price of transport.
zo trader gets payed Always end seller to.
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But think about it: Once the Fusion Reactor offer is done, only the Energy Cell offer is left. Then the ship will deliver the Energy Cells.johnycamaro wrote: In this senerio the trader will do the low demand of fusionreactor but in needs to do high demand of energie otherwise the station wil not produce and you will get first suply stations than thy will produce then sell product until it wont produce then go back and resuply the station and as soon as it produces it wil stop suply and go to sell and the station wont produce that just dont work!
Also, i think there are several traders that are energy-based freighters, meaning they can, in this case, not do the Fusion Reactor offer, which means they have a higher chance of delivering the Energy Cells.
Another approach would be to simply give every station freighters that buy stuff for that station, just like the player stations do.
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