Missile components and drone componentsa are interchangeable as are energy cells. That is intended. Terrans just need other ingredients to craft them.Gen.d.Pz.Tr.Seb wrote: ↑Wed, 7. Apr 21, 19:22Haven't gotten around to building stations, and probably won't for a long time, but I really enjoy the terran economy you designed, and the models look great too! Everything still seems to run stable and I still get opportunities to make some profit.
I noticed that there are some wares (two?) that are the same as in the default economy. missile components and something else. Are those interchangeable with the normal ones i.e. could I sell terran ones elsewhere?
[Mod] X4 Economy Overhaul 6.0 ready!
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [Mod] X4 Economy Overhaul
Re: [Mod] X4 Economy Overhaul
Found some element floating near solar powerplant:
https://i.imgur.com/EENfbt5.jpg
https://i.imgur.com/y9tqmuC.png
Looks like a masstraffic entrance disconnected from module.
https://i.imgur.com/EENfbt5.jpg
https://i.imgur.com/y9tqmuC.png
Looks like a masstraffic entrance disconnected from module.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
Re: [Mod] X4 Economy Overhaul
Thank you! Funny thing is i already fixed this bug in an earlier version. Somehow it came backMycu wrote: ↑Sat, 10. Apr 21, 20:44Found some element floating near solar powerplant:
https://i.imgur.com/EENfbt5.jpg
https://i.imgur.com/y9tqmuC.png
Looks like a masstraffic entrance disconnected from module.
-
- Posts: 39
- Joined: Sun, 9. Jan 05, 18:53
Re: [Mod] X4 Economy Overhaul
In my game there are 3 wares that have somewhat questionable profit margins insofar as they give a lot of money. My go to freighter here is an Okinawa just so you could compare that too if you want. These trades are only between AI stations, I don't have any that produce or consume these wares.
AI cores and Fusion Batteries can provide something like 1 - 2 m credits per run if I fill them up completely. I think that is high, but still reasonable.
What is not reasonable is the amount of money that can be made with Force Field Units, those are usually in the 4 - 6 m range, which seems a bit excessive. I stopped trading those in my game. Sadly I don't have my savegame right now, but I think they were mainly produced and consumed by the pioneers, between the trading station and the spacelab (or whatever that is called).
AI cores and Fusion Batteries can provide something like 1 - 2 m credits per run if I fill them up completely. I think that is high, but still reasonable.
What is not reasonable is the amount of money that can be made with Force Field Units, those are usually in the 4 - 6 m range, which seems a bit excessive. I stopped trading those in my game. Sadly I don't have my savegame right now, but I think they were mainly produced and consumed by the pioneers, between the trading station and the spacelab (or whatever that is called).
Iucundi acti labores
Re: [Mod] X4 Economy Overhaul
May I ask what your in game time is?Gen.d.Pz.Tr.Seb wrote: ↑Mon, 26. Apr 21, 15:46In my game there are 3 wares that have somewhat questionable profit margins insofar as they give a lot of money. My go to freighter here is an Okinawa just so you could compare that too if you want. These trades are only between AI stations, I don't have any that produce or consume these wares.
AI cores and Fusion Batteries can provide something like 1 - 2 m credits per run if I fill them up completely. I think that is high, but still reasonable.
What is not reasonable is the amount of money that can be made with Force Field Units, those are usually in the 4 - 6 m range, which seems a bit excessive. I stopped trading those in my game. Sadly I don't have my savegame right now, but I think they were mainly produced and consumed by the pioneers, between the trading station and the spacelab (or whatever that is called).
I checked all three wares in my game (70in game hours) and it is completely different in my game.
The best profit I was able to make with Ai cores or batteries were 500k with a full Okinawa and only because of my discound. Without that discound i wouldnt have made any profit.
Force Field units are only buyable in so small numbers (100-200) that the trade is not worth it at all.
I guess you are lucky with your galaxy generation but I guess it will become more balanced after a good couple of in game hours. You know, at start the trade stations are all randomly filled up to 70% I think.
-
- Posts: 39
- Joined: Sun, 9. Jan 05, 18:53
Re: [Mod] X4 Economy Overhaul
Interesting, I have to watch where those units come from, but I am pretty certain the source is one of those 'not a factory' sources (trading station? Not sure what the spacelab is). I'll watch that when I play again which will probably be tomorrow or Wednesday. And currently I am approximately 1d15h in, so I'd assume that the initial stock is gone. I did have the FE mod(s) running for a time, maybe that interfered? I did deactivate most of them (only have war left, I think), ~5 hours ago. Can't think of any other mod doing something with stock.
Iucundi acti labores
Re: [Mod] X4 Economy Overhaul
That makes sense. As said at game start the trading stations are randomly filled. If you are lucky and one has plenty of expensive wares while another one is in high demand, than you can make some good money. But trading stations dont spawn new wares, so it will even out and then you wont make money this way any more.Gen.d.Pz.Tr.Seb wrote: ↑Mon, 26. Apr 21, 18:05Interesting, I have to watch where those units come from, but I am pretty certain the source is one of those 'not a factory' sources (trading station? Not sure what the spacelab is). I'll watch that when I play again which will probably be tomorrow or Wednesday. And currently I am approximately 1d15h in, so I'd assume that the initial stock is gone. I did have the FE mod(s) running for a time, maybe that interfered? I did deactivate most of them (only have war left, I think), ~5 hours ago. Can't think of any other mod doing something with stock.
This is a bit special with Terrans and ths mod because they have plenty of trading stations. In CoH the prices of all wares in trading stations is locked to average price. In my mod the pirce depends on the amount (like everywhere else).
-
- Posts: 39
- Joined: Sun, 9. Jan 05, 18:53
Re: [Mod] X4 Economy Overhaul
Just had this case again. TER Orbital Supply Station 'produced' 4k Force Field Units and the shipyard in the same sector (The Moon) buys them. ~710 credits to buy and ~2k credits to sell makes a pretty major profit.
Iucundi acti labores
Re: [Mod] X4 Economy Overhaul
Do you have some other mods running like faction enhancer economy or so? The supply station should not generate 4k force field units out of nothing. That sounds like you have some kind of other mod active. On my end if a station is dry, it stays dry until someone delivers something (or at least I havent noticed the behaviour you are mentioning so far).Gen.d.Pz.Tr.Seb wrote: ↑Tue, 27. Apr 21, 21:36Just had this case again. TER Orbital Supply Station 'produced' 4k Force Field Units and the shipyard in the same sector (The Moon) buys them. ~710 credits to buy and ~2k credits to sell makes a pretty major profit.
-
- Posts: 39
- Joined: Sun, 9. Jan 05, 18:53
Re: [Mod] X4 Economy Overhaul
I do have the faction enhancer Economy AI module running, I assume this could be the culprit. But I did not see anything concerning those supply / trading stations in the changelog, but who knows if that was stated somewhere.
Iucundi acti labores
Re: [Mod] X4 Economy Overhaul
Do you have DeadAirFill installed?
-
- Posts: 39
- Joined: Sun, 9. Jan 05, 18:53
Re: [Mod] X4 Economy Overhaul
No, other DeadAir mods, but not that one. It can really only be the economy ai mod, every other mod has completely different goals.
Iucundi acti labores
Re: [Mod] X4 Economy Overhaul
I am pretty sure that it is some other mod because I never have noticed this behaviour on my end. But I will have an eye on it and if it happens, I will let you know.
terrans are a bit special that they have so many trading stations and in vanilla, they have a fixed price, so a mod that refills the stations might have more impact on this mod.
terrans are a bit special that they have so many trading stations and in vanilla, they have a fixed price, so a mod that refills the stations might have more impact on this mod.
-
- Posts: 39
- Joined: Sun, 9. Jan 05, 18:53
Re: [Mod] X4 Economy Overhaul
But disregarding the spawning issue in trading stations, even the normal production stations just offer it far too cheaply. I scanned one, and it had 3k of 7k Force Field Units produced and only sold them for 703 credits. That is at least a 1k credits profit per item.
Iucundi acti labores
Re: [Mod] X4 Economy Overhaul
You are right!Gen.d.Pz.Tr.Seb wrote: ↑Wed, 28. Apr 21, 21:40But disregarding the spawning issue in trading stations, even the normal production stations just offer it far too cheaply. I scanned one, and it had 3k of 7k Force Field Units produced and only sold them for 703 credits. That is at least a 1k credits profit per item.
I just checked the price and there is an error in the price. Normally min price is 0.7 of average price and the max price is 1.3 of the averge price. Thats the formula for vanilla wares and I followed that rule. The forcefieldunit max price is 2.0 times the avergae price which is wrong. So I made a mistake here. min price is 697, avg 996 so max price will be 1295 instead of 1992 credits.
I will correct that in the next version.
Thanks for that feedback!
Re: [Mod] X4 Economy Overhaul
updated new version just for the price fix. So next time you start the game you should make less profit
Re: [Mod] X4 Economy Overhaul
Have you removed 'antimatter cells"?
I noticed they dissapeared from my game, and are needed for plot missions
I noticed they dissapeared from my game, and are needed for plot missions
Re: [Mod] X4 Economy Overhaul
Of course not. They should still be available in your game. Just terrans dont have them (but that is the same without mod).
I havent removed anything.
Re: [Mod] X4 Economy Overhaul
strange, i cannot find a single factory making them. maybe it does conflicts with FF economy balance
-
- Posts: 45
- Joined: Tue, 9. Oct 18, 12:27
Re: [Mod] X4 Economy Overhaul
First things first: I like the Idea of the mod, especially the changes to the terran economy, but sadly i ran into a problem.
The models of the station modules added by this mod seem to be affected by a strange graphical bug and are only partially visible. For example: the rings on the silicon grid factory are visible the rest of the module is not. Vanilla modules are not affected.
Example picture: https://steamcommunity.com/profiles/765 ... reenshots/
the added wares etc. are working flawless as far as i have ssen.
Any help to solve this problem is appreciated.
apologies for my bad grammar and/or strange choice of words, english is not my primary language
The models of the station modules added by this mod seem to be affected by a strange graphical bug and are only partially visible. For example: the rings on the silicon grid factory are visible the rest of the module is not. Vanilla modules are not affected.
Example picture: https://steamcommunity.com/profiles/765 ... reenshots/
the added wares etc. are working flawless as far as i have ssen.
Any help to solve this problem is appreciated.
apologies for my bad grammar and/or strange choice of words, english is not my primary language