X4: Foundations

X4: Foundations

Tweak NPC Faction Economic Thresholds
46 Comments
Neikotori 2 Mar @ 7:47am 
Queues for docking appear near those stations whose goods are in high demand and which have very few M dock slots for docking. For example, yesterday I decided to put a new large station and I suddenly needed several million batteries. And near the nearest three battery stations, large queues of merchant ships formed, because these stations had only one 1M6S dock module.
The same is true for some ore processing stations, silicon, etc.
Well, then we will play with such problems until Egosoft decides to improve the randomization of station construction. In any case, thanks for your mods, they really help to adjust the game to your style of play.
Schwarzemona  [author] 1 Mar @ 6:50pm 
今のスキルでは解決策は全く浮かばないので、私なら気にしないようにします。
ところで、ステーションの周りに浮いている輸送船は本当にドック待ちですか? 自分の環境だとドック待ちはあまり見られず、「市場の不足ウェアの補充」の船がウェアを購入するものの、販売先がなく船がステーションの周りで浮いているのがほとんどです。
I can't come up with any solutions with my current skills, so I would just try not to worry about it.
By the way, are the transport ships floating around the station really waiting to dock? In my game, I don't often see ships waiting for docking. Instead, most of the ships floating around the station are those ordered to "Fill Shortages." They purchase wares but have no buyers, so they end up idling near the station.
Neikotori 1 Mar @ 4:07pm 
I tested for 5-6 hours. In general, stations are completed with a random selection of dock modules, regardless of the size of the station. Therefore, if you do not completely prohibit the AI ​​from building the 1M6S dock module, then the original problem of queues will remain one way or another for all factions except TER and BOR. And over time, this problem will only increase. Here you either accept it and continue to play like this, or look for an opportunity to ban the 1M6S dock module.
Schwarzemona  [author] 1 Mar @ 6:59am 
確認ありがとうございます。ステーションのドック数はバニラではウェアの体積から計算されています。そのためステーションが拡張されるにしたがってドック数の要求数も増えていくのですが、1つずつ増えていくため1M6Sで拡張していくと思います‥‥3M6Sだけ使ってくれるようにできたらいいんですが、私にはわかりません‥‥
Thank you for checking. In vanilla, the number of docks at a station is calculated based on the volume of wares. As the station expands, the required number of docks also increases, but since they are added one by one, I believe it will expand using 1M6S docks... I wish I could make it use only 3M6S docks, but I’m not sure how to do that...
Caellach 1 Mar @ 3:16am 
i think every station that has the 1m6s dock module should have them replaced with the 3m6s dock modules.. cause ive noticed a rather large queues of m sized ship waiting for space at places with only 1m6s dock modules.. this is especially true with trade stations like the paranid trade stations..
Neikotori 28 Feb @ 8:29am 
I checked it in a new game. At all stations, at least 3 1M6S dock modules spawn. Or from 1 to 3 dock modules of different types, including 3M6S. That is, the minimum limit of simultaneously docking M ships is 3, which is not bad. I tested it for a couple of hours and did not notice any queues among NPC ships. Of course, I don’t know how it will be in the middle of the game or in the later game, when the number of ships increases, but it’s already better than it was.
I will continue testing in the game I’ve already started, I’ll see how the stations will expand. I hope it will work well. Because I don’t want to start a new game again xD
Caellach 28 Feb @ 4:53am 
nvm, found a mod that adds more wharfs and shipyards.
Schwarzemona  [author] 28 Feb @ 3:00am 
うーん、そのMODの作者にお願いをしたほうがよいと思います。
Hmmm, could you please ask the creator of that mod to add it?
Caellach 28 Feb @ 2:42am 
ohh, neat. I was only asking about those three cause I have mods that adds more sectors that has wharfs and shipyards for the argon and the Zyarth I think those two with those mods have 2 wharfs and 2 shipyards each.
Schwarzemona  [author] 28 Feb @ 2:37am 
いや考えてないです。おそらくfactionlogic_stations.xmlとgod.xmlを編集すればできるとは思います。
No, I haven't. Maybe I think it can do by editing factionlogic_stations.xml and god.xml.
Caellach 28 Feb @ 2:26am 
have you though of a mod that increases the wharfs and shipyards numbers for the teladi, Ministry and the terrans?
Schwarzemona  [author] 27 Feb @ 6:50pm 
意外と早くできました。中型のドック数の最小数を3にすることで、3M6Sドックを使ってくれると思います。
「モジュール上限拡張」を更新しましたので、ご確認いただけますでしょうか?

It was done faster than I expected. By setting the minimum number of medium docks to 3, I believe it will now use the 3M6S dock.
I have updated Module Limit Expansion, so could you check it?
Schwarzemona  [author] 27 Feb @ 5:38pm 
TELの大きなステーションでモジュールが接続されていないのは確認していますが、自分にはどうすることもできません。

8Mのドックを使えるのはARGとANTだけなのだと思います。

3M6Sドックを使うようにできるかやってみますが、私の技術力ではできないかもしれません。

I have confirmed that some large TEL stations have unconnected modules, but there is nothing I can do about it.

I believe that only ARG and ANT can use the 8M dock.

I will try to make it use the 3M6S dock, but it may be beyond my technical ability.
Neikotori 27 Feb @ 12:01pm 
Started a new game. Most stations have one 1M6S dock module. If more such dock modules or 3M6S are not built during the station expansion in the future, the problem will persist.

But there are also stations with one or more 3M6S docks, which is good, but there are very few of them.

At TEL, due to their huge residential domes, at the starting large stations, some modules are not connected together. With small stations, everything is fine.

I saw 8M dock modules at only a couple of stations and only at ARG and ANT.

I have not seen the expansion of stations yet, as well as inactive trade ships, I will continue to observe. But the queues for stations with one 1M6S dock module of course remain.
If it is possible to completely remove 1M6S modules from the construction list, then I think this will solve some of the problems.
Schwarzemona  [author] 27 Feb @ 9:23am 
OK。「モジュール上限拡張」のドック数はバニラに戻し、輸送船のしきい値をバニラの半分程度にしました。ご確認いただけますか?
OK. I have reverted the number of docks in "Module Limit Expansion" to vanilla and set the transport ship threshold to about half of the vanilla value. Could you check it?
Neikotori 27 Feb @ 6:47am 
In patch 7.50 I started a new game twice and each time there were no problems during the first hours of the game. The problems started after 4-5 hours of the game, when the number of trade ships and stations increased. The most problems were with hull parts stations, because this is the most consumed commodity. But there are also the same problems with other stations, when some commodity is suddenly needed, then crowds of trade ships fly out for it and traffic jams begin due to the previously described problems.
Schwarzemona  [author] 27 Feb @ 2:32am 
NPCの輸送船が多すぎる原因は、輸送力が不足した際に過剰に発注してしまうのと、経済が良くなり設定された定数を満たせるための両方が考えられます。輸送船に関してこのMODで変えているのはどのくらいの不足度合いで発注するかなので、引き上げてみますが、少し不足している際は反応せず多く不足している際は過剰に発注してしまう可能性はあります。

The reason for the excessive number of NPC transport ships could be due to two factors:

1. A shortage of transport capacity leads to excessive orders for transport ships.
2. As the economy improves, the predefined ship count is now being met.

Regarding transport ships, this mod only adjusts how much shortage is required to trigger an order. I will increase this threshold, but there is a possibility that the system may not respond to minor shortages while overordering in cases of severe shortages.
Schwarzemona  [author] 27 Feb @ 2:28am 
カスタムスタートで全派閥の友好度を+30にして確認すると、ステーション周辺でドッキング待ちをしているのではなく、交易の検索をしているように見えました。ただ、Module Limit Expansionで生成するステーションのドック数が少ないのはその通りだと思います。これはステーション生成の際にエラーとなり生成できないことを防ぐために行っていました。ドックの数を少し増加させてみたいと思います。

When I tested it by setting all faction reputations to +30 in a custom start, it seemed that ships were searching for trade rather than waiting for docking around stations. However, I do agree that stations generated by Module Limit Expansion have a low number of docks. This was intentional to prevent errors that could occur during station generation. I will try increasing the number of docks slightly.
Schwarzemona  [author] 27 Feb @ 2:28am 
詳細な報告ありがとうございます。

Thank you for your detailed report.
Neikotori 26 Feb @ 12:13pm 
Possibly the reason is that the "Module Limit Expansion" mod generates stations with the smallest docking module for M ships and only one module. Huge docking queues to one station + increased spawn of trade ships from NPCs creates a huge number of idle ships and ships in docking queues...
Neikotori 26 Feb @ 10:02am 
The mod is good. But NPCs order too many transport ships, which crowd around stations over time. They just fly nearby and do nothing. Maybe reduce their number? A pointless load on the PC.
Schwarzemona  [author] 26 Feb @ 6:42am 
誤解していました。
それらは、ヴィゴーシンジケートで不足しているなら、まずモジュールの追加を行おうとします。もしモジュールの追加ができないなら、新しいステーションを建設しようとします。ただし、宇宙燃料は新しく作られないかもしれません(需要が少ないため)。
I misunderstood.
If those resources are lacking in the Vigor Syndicate, they will first attempt to add modules.
If adding modules is not possible, they will try to build a new station.
However, spacefuel may not be built, as the demand is low.
Caellach 26 Feb @ 5:21am 
i was thinking more ice refinerys, medical supply, spice farms, food rations, wheat, meat, space fuel stations. since I think those are the ones they start with.. cause I think they rely on the riptide rakers for the claytronics and hull parts..
Schwarzemona  [author] 26 Feb @ 2:54am 
いいえ。ヴィゴーシンジケートには船体部品やクレイトロニクスを作るステーションの設定がありません。もし他のMODで変更していないなら、建設しないです。
No, the Vigor Syndicate doesn’t have stations set up for producing hull parts or claytronics. If you haven't changed this with another mod, they will not build them.
Caellach 25 Feb @ 10:01am 
does this allow the vigor to build more resource stations?
Schwarzemona  [author] 31 Jan @ 6:32pm 
NPC派閥が建築するステーションが多すぎるので、いろいろ策を講じました。セクターごとのステーション数に制限を設ける方法も考えましたが、教皇の聖騎士団のような領有セクターが少ない派閥が不利になるので諦めました。代わりにステーションを建築する際には5ゲート以内に拡張できるステーションがあるか確認し、無い場合に建築するように変更しました。
The NPC factions build too many stations, so I have taken several measures to address this. I considered imposing a limit on the number of stations per sector, but abandoned this idea as factions with fewer controlled sectors, like the Holy Order of the Pontifex, would be at a disadvantage. Instead, I modified the mod so that a new station will only be built if no stations are available to expand within 5 gates.
Schwarzemona  [author] 15 Oct, 2024 @ 1:40am 
ステーション拡張の際に、既に拡張している行動を考慮せず拡張してしまう問題に対処しました(前の修正は戻しました)。これにより、船体部品とクレイトロニクスを増産するために船体部品とクレイトロニクスを拡張し、さらに必要と判断し拡張してしまうことがなくなると思います。
I addressed the issue where stations would expand without considering ongoing expansions (the previous fix has been reverted). This should prevent situations where hull parts or claytronics are expanded to increase production, and then expanded again unnecessarily due to being deemed still required.
Schwarzemona  [author] 7 Oct, 2024 @ 9:10am 
ステーションの増築に関して、NPC派閥がまずウェア不足のセクターで既存のステーションを拡張できるか確認し、無ければ新規ステーションを建築するように変更しました。ただし、ウェア不足が深刻な場合は新規建築を優先することもあります。この調整により、ステーションの過剰建設を防ぐことを目指しています。
I've updated the mod to prioritize station expansions in ware-shortage sectors before building new ones. If no expansions are possible, new stations will be built. In cases of severe shortages, new stations may still be prioritized. This update aims to reduce excessive station building.
Schwarzemona  [author] 30 Aug, 2024 @ 9:36pm 
ありがとうございます。確かにモジュール上限拡張MODを使用してもステーションの建設数が多いというのはわかります。
セクターごとのステーション数に制限を設けるのはよい考えだと思います。検討してみます。
Thank you for your feedback. I understand your concern about the excessive number of stations being built, even with the Module Limit Expansion mod.
Adding a limit to the number of stations per sector is an good idea. I’ll look into the possibility of implementing this feature.
Random Tank 27 Aug, 2024 @ 9:51am 
I'm really liking this mod as it makes the universe much more active, but the only issue I've found is that even with the Module Limit Expansion mod, the NPCs build way too many stations. I was thinking would it be possible to have a limit to the amount of stations in a sector to help this? It would then encourage and reward the NPC's to expand to new sectors if possible. I was thinking 15-20 per sector maximum? Or maybe a number we could set ourselves?
󠀡󠀡 4 Aug, 2024 @ 1:18am 
I will use war module I guess, thx anyway
Schwarzemona  [author] 4 Aug, 2024 @ 1:13am 
自分は使用していないのでどのようなバランスになるかわかりませんが、Faction Enhancer - War ModuleかDeadair Scriptsを使用するとよいと思います。
I haven't used it myself, so I'm not sure how the balance will turn out, but I think it would be good to use Faction Enhancer - War Module or Deadair Scripts.
󠀡󠀡 4 Aug, 2024 @ 12:52am 
hey can you also make a mod that ai will produce as much combat ships as possible? Since they got more resource now, war should be more intense too
Schwarzemona  [author] 3 Aug, 2024 @ 11:31pm 
AI Economy Buff 7.0 Re-masteredと競合しないと思われます。
ただし、そのMODの意図しないバランスになる可能性があります。
No, there may be no conflict with the "AI Economy Buff 7.0 Re-mastered" mod.
However, this may result in an unintended balance for that mod.
󠀡󠀡 2 Aug, 2024 @ 12:55pm 
any conflict with AI Economy Buff 7.0 Re-mastered?
Schwarzemona  [author] 20 Jul, 2024 @ 6:12am 
DeadAir Ecoを確認しましたが、このMODは競合せず動作すると思います。
I have checked DeadAir Eco and I think this mod will work without conflict.
F1tgal911 18 Jul, 2024 @ 1:03am 
Any hard incompatibilities with Deadair's Eco mod?
Vollhov 1 Jul, 2024 @ 1:52am 
A good mod, it brought the universe to life, but still the merchant ships need to be made a little smaller.
I also noticed that for some reason the AI ​​doesn’t like to build the Silicon processing plant.
Computica 30 May, 2024 @ 8:11am 
Woah!
Arvi 27 May, 2024 @ 5:01pm 
Very good mod, no more builders just idling everywhere. The Galaxy is full of life
shorun 26 May, 2024 @ 1:25am 
"Translated by ChatGPT"
all ineed to know, goodby.
Bosley 25 May, 2024 @ 11:42pm 
Bonjour Karius, Je viens de découvrir tes Mods et ils me semblent fort intéressants.
Je les ai tous téléchargé et je vais recommencer une nouvelle partie.
Merci d'avance pour ton travail de précision.
(Je test actuellement la version bêta 7.0, j'espère qu'ils sont compatibles) ;)
Lute 25 May, 2024 @ 7:37pm 
MODありがとう!
ありがたく使わせていただきます
Schwarzemona  [author] 25 May, 2024 @ 4:29pm 
@Ay Tone
Yes, this mod will work for factions added by other mods, as long as those mods allow the construction of stations.

はい、他のMODで追加した派閥がステーションが建築されるように設定されていれば動作します。
Ay Tone 25 May, 2024 @ 10:15am 
Will this work for factions added by mods?
Sel Und Irae 25 May, 2024 @ 8:54am 
https://youtu.be/ufSM2MDB_bE

Egosoft, Implement this and hire this man