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The only 2 "sinks" are ship destruction and terraforming, I don't really have any interest in adding more like that
So my question is: have you ever considered a mod (even if unpopular) where the player has to pay wages or maintenance? The most efficient method I can think of would be to reduce the profit from AI-run trades. That way, the player doesn't have to run a constant money-deducting script.
For example:
If the player mines and sells ore manually, they get 100% of the sale.
If an AI pilot does it, the player only receives 80%, simulating wages, fuel, and repair costs.
Same goes for stations—when AI-managed stations make sales, only a portion goes to the player.
Ideally, this would be configurable in a file so players could tweak the percentage loss.
This includes a number of other mods that I released as a way to cut down on mod bloat and how much I needed to manage, it doesnt have all of them, just economy related things
Last comment I'm seeing says it was up to date for 7.5 but need to change production method. I'm not sure if that's something I'd need to change, something that did need to change and was done or if that is something that still needs to be changed.
Also, from what I can tell of the description this seems to include all the other mods you have right? So if I install this then I've basically installed a number of your mods in one?
Also which mods do you mean with "DeadAir Ware/Eco" in the description?
Minor bug: Argon arc connector (from Timelines DLC) still has hull parts in requirements.
In regards to hull wares, it's known as the hull death spiral, as hulls are required for everything (bar Terrans). So when a new building goes up, it requires hull parts, from a station built from hull parts, that needs to mine needed resources from ships built with hull parts. Which is then needing traded by ships, who need to be built with hull parts. This causes a constant shortage of hull parts, restricting not only new stations going up, but also ship growth and replenishment. By changing the station to claytronics, this frees up the production of ships for factions.
Or weight it in the coding to have the ai more likely to build more support production (1st level production). It can then meet it's demand of hull parts and claytronic production.
In my opinion all your removal of hull parts does is remove the hull part issue and magnify the claytronics issue. I have tested this many times under various situations. Even a mod with a empty universe to see how the AI does alone with a blank canvas. That did not end well lol, choked out on the first mega builds.
Hope this feedback helps and please continue your epic work.
I feel your change is not needed due to the nature of the universe. it is built by design to have economical holes. This is intended so players can get into the market. By increasing the module count on stations (which I love large stations) increases this disparity. Swapping out the hull part requirement will only ever reduce the demand on the hull part chain while increasing the demand on the claytronics. Add in the increase module count on station builds and the situation is magnified.
I have toned the AI's willingness to initiate station construction on my end and paired with the changes for claytronics modules to advanced composites/plasma conductors in 7.5, this should help the claytronics spiral. I will release a patch when 7.5 gets closer to completion.
I have not gotten to having my own shipyard / warf while using this mod due to how much claytronics is required in early game / mid game. The economies are stalling from claytronic shortages. Especially on there large (20 module) station builds.
I prefer to use closed loop for myself and do a scrap economy. A scrap plant requires insane amounts of claytronics now with the hull parts requirement removed. The commonwealth are struggling with the increased amounts of liquids needed to make the claytronic inputs.
I'm giving myself a solid depot / liquid depot / trade station / basic solid factory / basic liquid factory as a start with a few miners. So not starting from scratch and I can not keep the other empires going long enough for there own production to get established.
Again this is just feedback and to anyone reading this the OP's mods are great and I thank him for them.
You are more then welcome to change anything you desire in here to fit your playstyle, most of everything in here are simple value changes.
for reverting construction material costs back to vanilla, open wares and remove the following from every module. Note that some of this will need to be updated for 7.5 with changes to construction wares in vanilla coming.
<replace sel="/wares/ware[@id='module_arg_prod_wheat_01'][@name='{20104,13701}']/production[@name='{20206,101}']/primary/ware[@ware='claytronics']/@amount">426</replace>
<remove sel="/wares/ware[@id='module_arg_prod_wheat_01'][@name='{20104,13701}']/production[@name='{20206,101}']/primary/ware[@ware='hullparts']"/>
As a scrap empire builder closed loop values on hull parts and claytronics is totally broken with this mod running. I love the rest of it like I said.
I believe your not looking at the entire picture. A Hull parts factory will not fill the need if there demand is also not met. Have you looked at the graphine and refined metal levels in these hull part factories to see they are in fact producing?
I also disagree on balancing it around ship building. Stations construction and the time it takes to get those goods are what control galaxy advance. If a station is destroyed resources have to be redirected to build the new station.
I respect what your doing and love your work. Could you make a side version with the claytronics change removed? Or tell me how to remove it. I've not dived into the files in x4 yet so I'm not sure where to find that value. Thank you again for your hard work.
If hullparts weren't so critical to shipbuilding and a major bottleneck, then I would put the cost back.
Having said that I do not use this mod even though I love the huge stations it creates. I would love to use it though if you would remove this one change you made.
"Removes Hullparts from Station Module Construction and moves the cost too Claytronics."
I like having a scrap economy and this breaks it tbh. If the AI builds larger stations it should take more hull parts and claytronics. If it can not for some reason maybe reduce the module cap from 20 to 10 for reduced demand? IDK I don't have the answer other than I whole hardheartedly do not agree with the hullpart removal.
Sorry if that was harsh it was meant as honest feedback. I love your modes and thanx to your added system mods I can make my empire in silent witness and rule the galaxy :)
There are no new scripts or even diffed vanilla scripts which can cause the behavior you are describing in this mod
I've setup a wharf in Terran space. They are ordering ships from it, and then immediately giving those ships the "recycle" command after they're constructed. It seems like the Terran are trying to get resources by recycling ships?
They will not use the larger wharfs/shipyards from this mod until the old ones are destroyed and rebuilt.
Granted I have not sat and tested extensively either option since I just start a new game with these on for my long playthroughs
What happens if I turn it off later?
<replace sel="//wares/ware[@id='module_arg_conn_base_01']/production[@method='default']/@time">0</replace>
But no matter what I do I can not override your 5 minute build time.
I have not been able to find where you have it located. I have extracted the cat file.
Any help would be appreciated.
I'm just asking as this mod gives me the only hit to my fps (from a locked 60 to roughly around 40+ with the lowest I have seen being 37) out of all my other mods and with it being primarily around stations I am wondering if it's due to their size. That said this is a great economy mod and if you don't agree that increased output module's would be better than larger stations (not as cool looking at least) then nevermind and thanks for a great mod.
Kinda ironic that having fleets that properly support economy cause stuttering.
I’ll use your individual mods for now for my main game, and then run another game to tweak jobs to see if there are any changes
Changing trader numbers in this mod is as simple as changing some numbers in the jobs.xml if you want to take a look at it, I've already dumped 100's of hours at this point looking for a balance and this has been the best I got so far