2.0 Ware distribution?
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2.0 Ware distribution?
It seems with 2.0 the range of all my traders and miners was set to 4 sectors.
How do you now get your goods to the consumers?
and how do you get materials to your stations?
Do you have to set up lots of own trade stations with respective buy & Sell orders for distribution? Should work for the goods...
... but what about resources?? I can't give sell orders for gases and ores?!? how do I get them to my complex now?
How do you now get your goods to the consumers?
and how do you get materials to your stations?
Do you have to set up lots of own trade stations with respective buy & Sell orders for distribution? Should work for the goods...
... but what about resources?? I can't give sell orders for gases and ores?!? how do I get them to my complex now?
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Re: 2.0 Ware distribution?
I'm not sure about all the new mechanics yet, but one thing I noticed is there are now three "auto mine" orders, with increasing pilot skills required. So, I had a large miner that used to just roam and mine and sell automatically, just for a small passive income. Now, the pilot is 1/3 star away from the order "advance auto mine." What this order will do, I'm not sure yet, but my miner can't do what he used to. My miners for stations still seem to be working fine.
Edit: I'm sure you know this, but in case you don't, there's an order for miners "mine for" and an order for traders "trade for," where you can assign ships to a station and the manager will send them out to auto trade and auto mine for the resources the station needs or is selling.
Edit: I'm sure you know this, but in case you don't, there's an order for miners "mine for" and an order for traders "trade for," where you can assign ships to a station and the manager will send them out to auto trade and auto mine for the resources the station needs or is selling.
Last edited by CataLYTic on Tue, 26. Feb 19, 14:15, edited 1 time in total.
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Re: 2.0 Ware distribution?
Advanced mining increases range, but not by too much.
Maybe the expert level has a better range, but don't think I've any pilot that high.
The miners assigned to stations, get the same kind of orders though... so their range is also resticted to 3 sectors with advanced mining.
Maybe the expert level has a better range, but don't think I've any pilot that high.
The miners assigned to stations, get the same kind of orders though... so their range is also resticted to 3 sectors with advanced mining.
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Re: 2.0 Ware distribution?
expert mine has like 14 jumps range
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: 2.0 Ware distribution?
ahh, great to know - problem solved then, I'll just need some patience to recover 

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Re: 2.0 Ware distribution?
It kinda stupid that they changed ranges for the traders/miners and same time station income decreased. Like 1.6 patch you got 100k now you get like 16k...
Plus npc shipyard prizes got up.
Ps. And your own station doesnt make that much income in 2.0 what they did 1.6. Atleast mine dropped 2m/h to less than 1m/h
Plus npc shipyard prizes got up.
Ps. And your own station doesnt make that much income in 2.0 what they did 1.6. Atleast mine dropped 2m/h to less than 1m/h
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Re: 2.0 Ware distribution?
It makes perfect since, considering how stupid easy everybody said it was to make money before 2.0.Ragman wrote: ↑Tue, 26. Feb 19, 18:11 It kinda stupid that they changed ranges for the traders/miners and same time station income decreased. Like 1.6 patch you got 100k now you get like 16k...
Plus npc shipyard prizes got up.
Ps. And your own station doesnt make that much income in 2.0 what they did 1.6. Atleast mine dropped 2m/h to less than 1m/h
But I HATE that they limited the range of my miners and sellers though. They're essentially artifically limiting us to only cover a few nearby sectors in proximity to a station now, and that's not how any X game should work.
All your Hyperion Vanguards are belong to us.
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Re: 2.0 Ware distribution?
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?
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Re: 2.0 Ware distribution?
Actually I hired them at that level.... when I buy new ships i sometimes get a high one.
They do seem to level up when they engage in combat and win though....
They do seem to level up when they engage in combat and win though....
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Re: 2.0 Ware distribution?
TBH, I like this as the usual routine for new ganes was to get 8 -10 miners up and let passivley earn lots of money.
In this way, you have to be a little more creative and maybe manage your miner a ittle more/better.
Regarding the 25 sectors selling range ( as it was before), I always found silly to be able to cross an entire galaxy to sell 500 tons of minerals for pocket change.
It we had some fuel nd tear&wear costs included all Small and medium traders/miners should never leave their sector in order to be profitable.
I actually think it would be nice if, regardless of pilot's ability, S&M ships should be limited to few sectors jump, while L and XL shoud be able to roam around the galaxy.
Also, you need to have 4 star pilots to drive L and XL. This will "force" you to train and instruct (digital seminars) your personnell and take care of them(salary, promotion,etc).
Thsi will go a long way in term of immersion.
Always remember this is a sandbox game, you have the ability to change/modify your settings and other stuuf (money, blueprints, reputation, skills etc) to your liking.
In this way, you have to be a little more creative and maybe manage your miner a ittle more/better.
Regarding the 25 sectors selling range ( as it was before), I always found silly to be able to cross an entire galaxy to sell 500 tons of minerals for pocket change.
It we had some fuel nd tear&wear costs included all Small and medium traders/miners should never leave their sector in order to be profitable.
I actually think it would be nice if, regardless of pilot's ability, S&M ships should be limited to few sectors jump, while L and XL shoud be able to roam around the galaxy.
Also, you need to have 4 star pilots to drive L and XL. This will "force" you to train and instruct (digital seminars) your personnell and take care of them(salary, promotion,etc).
Thsi will go a long way in term of immersion.
Always remember this is a sandbox game, you have the ability to change/modify your settings and other stuuf (money, blueprints, reputation, skills etc) to your liking.
________________
--- Pflip
---- Imperare sibi maximum imperium est -----
--- Pflip
---- Imperare sibi maximum imperium est -----
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Re: 2.0 Ware distribution?
Huh interesting, haven't found one over 4 stars yet...or is Expert the 4 star level? I have noticed combat captains leveling up but the autotrader/autominers seem to be hit or miss with leveling.
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Re: 2.0 Ware distribution?
That's just perfect.. my traders who are doing their jobs for 100s of hours are now completely worthless.
Is there a way to train them since 2.0? Or i have to micro every single trade run so that the days spent building my SY support plex was not in vain entirely??
Is there a way to train them since 2.0? Or i have to micro every single trade run so that the days spent building my SY support plex was not in vain entirely??
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Re: 2.0 Ware distribution?
mods, the one where you can use seminarsMurryChang wrote: ↑Tue, 26. Feb 19, 20:39How do you even get a pilot to expert? I've got pilots who have been running autotrade for over 100 hours and the highest they get to is 4 stars. Mods?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: 2.0 Ware distribution?
hmm..... so due to auto-trade being limited to 3 sectors, I'm thinking to set up a trade post.
My goal is to make trade stations that buy wares from my main complex(es) and sell them on (with a tiny uplift), thereby extending my 3 sector sale reach.
Now my problem though:
I can make a station with loads of storage... but I can't seem to buy or sell wares, that I'm not producing ?!?
Any ideas how to overcome that issue?
My goal is to make trade stations that buy wares from my main complex(es) and sell them on (with a tiny uplift), thereby extending my 3 sector sale reach.
Now my problem though:
I can make a station with loads of storage... but I can't seem to buy or sell wares, that I'm not producing ?!?
Any ideas how to overcome that issue?
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Re: 2.0 Ware distribution?
i think there is no option to add wares to a station to create a trading post, cause that would need more options to setup trade behavior that the game did not have at the moment
i spread "small" stations (around 13k workforce) to cover the map with all products, not the best solution but every corner of the map could be supported
i spread "small" stations (around 13k workforce) to cover the map with all products, not the best solution but every corner of the map could be supported

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Re: 2.0 Ware distribution?
well I guess what works, is that i make smaller trade stations for single products.....
e.g. it would probably work with plasma conductors:
1) build a station with only storage and a plasma conductor fab. --> now i can set a sale price to e.g. 950 credits.
2) now add a module that uses plasma conductors, so e.g. I add a shield component fab. --> now i can set e.g. a buy price of 900 credits to plasma conductors.
With a huge storage, no workforce and no source products (buy source products at min price), the station should now start buying and selling my plasma conductors.
However, that's a terrible ugly workaround
Ps: I do have a few fabs spread out too... but since 2.0 hit my main complex is now cut off from most trade routes. The profitability of that complex has hence dropped from ~80 Mio per hour, to ~2 Mio per hour, with all its storages maxed out. So I'm now wondering how to re-attach it to the economy.
e.g. it would probably work with plasma conductors:
1) build a station with only storage and a plasma conductor fab. --> now i can set a sale price to e.g. 950 credits.
2) now add a module that uses plasma conductors, so e.g. I add a shield component fab. --> now i can set e.g. a buy price of 900 credits to plasma conductors.
With a huge storage, no workforce and no source products (buy source products at min price), the station should now start buying and selling my plasma conductors.
However, that's a terrible ugly workaround

Ps: I do have a few fabs spread out too... but since 2.0 hit my main complex is now cut off from most trade routes. The profitability of that complex has hence dropped from ~80 Mio per hour, to ~2 Mio per hour, with all its storages maxed out. So I'm now wondering how to re-attach it to the economy.
Last edited by Loneshade on Thu, 28. Feb 19, 12:01, edited 2 times in total.
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Re: 2.0 Ware distribution?
My largest station (still building) has 4.500 workers...Stonehouse wrote: ↑Thu, 28. Feb 19, 11:19 i think there is no option to add wares to a station to create a trading post, cause that would need more options to setup trade behavior that the game did not have at the moment
i spread "small" stations (around 13k workforce) to cover the map with all products, not the best solution but every corner of the map could be supported![]()
Yeah, I'm slow.
Anyway, I experience the same limitations the op talked about, that's going to require more careful planning while building. For instance, my refinery in Nopileos Fortune, producing every refined goods from minerals / gases, became somewhat useless as it cannot sell the wares it produces because most sectors are too far now for my zero-stars captains.
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Re: 2.0 Ware distribution?
now ty to those people they mess up my game fun thx a lot for crying like little babies o game is too easy the last time i remember I DIDN'T ASK FOR ANY CHANGES give me back what you took from meLazerius wrote: ↑Tue, 26. Feb 19, 20:20It makes perfect since, considering how stupid easy everybody said it was to make money before 2.0.Ragman wrote: ↑Tue, 26. Feb 19, 18:11 It kinda stupid that they changed ranges for the traders/miners and same time station income decreased. Like 1.6 patch you got 100k now you get like 16k...
Plus npc shipyard prizes got up.
Ps. And your own station doesnt make that much income in 2.0 what they did 1.6. Atleast mine dropped 2m/h to less than 1m/h
But I HATE that they limited the range of my miners and sellers though. They're essentially artifically limiting us to only cover a few nearby sectors in proximity to a station now, and that's not how any X game should work.
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Re: 2.0 Ware distribution?
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?
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?
Last edited by Loneshade on Thu, 28. Feb 19, 13:58, edited 1 time in total.