[MOD] Racial Wares

The place to discuss scripting and game modifications for X4: Foundations.

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

Mysterial
Posts: 661
Joined: Wed, 6. Nov 02, 20:31
x4

[MOD] Racial Wares

Post by Mysterial »

Adds a race-specific production resource similiar to Teladianium to all races and adjusts the economy so every race excels at one resource in ship/station building beyond the others.

Download Here
Also available on Steam Workshop

Argon: Hyperspeed Processors -> Advanced Electronics
Paranid: Fusion Cores -> Weapon Components
Teladi: Teladianium -> Hull Parts
Split (if DLC installed): Spacefly Essence -> Engine Parts

If added to an existing game, some factories using the new wares and methods will be added to the universe but existing factories will not be modified. Future factories built by the AI will use the new methods.

When starting a new game, the universe will be generated as if this is the way it was the whole time.
Ovni
Posts: 141
Joined: Sun, 6. May 12, 23:42
xr

Re: [MOD] Racial Wares

Post by Ovni »

This is really interesting. I guess it makes the game slightly harder for the player (less potential buyers for the same resource) but makes some shortages less dramatic for factions?
Mysterial
Posts: 661
Joined: Wed, 6. Nov 02, 20:31
x4

Re: [MOD] Racial Wares

Post by Mysterial »

It primarily makes the most common shortage different between the races, so you have to pay a little more attention to the local market.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: [MOD] Racial Wares

Post by Shuulo »

Im wondering, is it hard to balance such things? If for example ill introduce 5 more wares that will require more resources to reach end product, how do I calculate their production speeds and impact on economy?
Mysterial
Posts: 661
Joined: Wed, 6. Nov 02, 20:31
x4

Re: [MOD] Racial Wares

Post by Mysterial »

The production speed is in the file, so break out a calculator to make sure you're producing and consuming at the desired rate. Considering travel time and such is trickier, but only a big deal for wares where filling the stations amount takes an L class ship or more. Ultimately you put in some debugging and run the game on SETA overnight to make sure it didn't fall apart or end up overflowing.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: [MOD] Racial Wares

Post by Shuulo »

Mysterial wrote: Mon, 11. Jan 21, 15:10 The production speed is in the file, so break out a calculator to make sure you're producing and consuming at the desired rate. Considering travel time and such is trickier, but only a big deal for wares where filling the stations amount takes an L class ship or more. Ultimately you put in some debugging and run the game on SETA overnight to make sure it didn't fall apart or end up overflowing.
makes sense, thanks!
do you suggest to set the production and consumption speed the same? maybe you tested different scenarios
Mysterial
Posts: 661
Joined: Wed, 6. Nov 02, 20:31
x4

Re: [MOD] Racial Wares

Post by Mysterial »

Variety is best, but in general you want production to be higher than consumption. 1 to 1 means the ware just has a ship running back and forth between two stations all day, which is boring and stagnant. But of course you don't want it to be so high that it's too easy to fill shortages.

Return to “X4: Foundations - Scripts and Modding”