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Messages - spade

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1
Agreed; I'm pretty interested to try this out with the new carrier changes.

2
I'm looking forward to playing with the new carriers. I've always wanted to play with them, but I could never really make them work due to the exorbitant cost of running a carrier/fighter fleet.

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Bug Reports & Support / Re: [mods] Ironclads TC9.1 [0.65.2a]
« on: April 11, 2015, 06:37:04 AM »
Fair enough :) I might end up adding that in by the time the next release rolls around - will see how everything lines up and how much time I'm able to devote to "nice-to-haves".

Sounds great, thanks :)

4
Bug Reports & Support / Re: [mods] Ironclads TC9.1 [0.65.2a]
« on: April 09, 2015, 09:18:25 PM »
Unfortunately, it's not really a "when you fix that" sort of thing - they're in very different areas; one is deep in the guts of the economy, and the other is a UI thing. For now, I guess you might have to resort to doing a bit of math :) Generally, if you look at the market info screen and see lots of icons, then your buying/selling won't change the price much. If you see very few (or none at all), then you might need to watch out for bigger price changes.

Well, it was worth a try. ^_^ I've learned to math out some of my trades, or just deal with the risk.

5
Bug Reports & Support / Re: [mods] Ironclads TC9.1 [0.65.2a]
« on: April 09, 2015, 08:43:28 PM »
Cool, glad to help you bug squash. ^_^

Btw, when you fix that, if you could add the functionality to know what you're going to actually get when you sell to a station, that would be great. If the base price drops by 200 after a sale or two, it kind of screws over traders who by units in bulk thinking they're going to get a good trade. I know you have the supply / demand screen but I haven't really noticed that playing a huge role in the listed price of items.

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Bug Reports & Support / Re: [mods] Ironclads TC9.1 [0.65.2a]
« on: April 09, 2015, 08:23:23 PM »
(Yeah, the UI should show a per-unit price. It's on my list!)

Good to know you're working on the per unit price :) Btw, I've not had this market issue in the vanilla version. Everything sells at the price it tells me it's going to sell for.

To clarify, the listed price was 497 per unit, you sold for 421 per unit, and were charged a tariff (which it seems like is higher than 30% in Ironclads?) bringing the price down to 337 per unit. The actual price only went down by 70ish credits per unit.

Notice that the base price was 621. While the listed price is 497, this is already the after tariff price. While the after tariff price only dropped by 70, the base price dropped by 200. This is what I was referencing.

Hmm. I'm having a tough time reproducing that - for me, the price properly drops down after I sell enough units one at a time.

I'm willing to test it more if you'd like. Would it help if I provided some logs of the trade transactions?

Sure, but in EVE Online, things generally take time to sell. You may be able to sell more units at a similar price, but it may take days, weeks, or even months. Same goes for ingame.

You're really not getting anywhere by trying to claim starsector's econ is like eve's. To address your most recent point, it doesn't have to take a long time to sell at a good price in eve, because you know exactly what price you're getting for the quantity if you're filling someone else's buy order. If you create a sell order, then yes it can take a while, but it doesn't have to, especially if you're selling in a market hub like Amarr or Jita. On top of all of this, as long as I don't leave the station (in starsector), I can still sell everything for the price I want if i sell one at a time. All this is doing is punishing players for selling in bulk; it's a fairly big annoyance. When I did further testing. Selling one I could get 497 for the part. Selling two at a time gave me 990 (would be a total of 994 selling separately.) And then I cold go back to selling one at a time again for 497. It's not representing free market trade at all, it's a weird simulation that, as mentioned before, is either bugged, or bad game design. But this is one reason why Alex lets people buy into early access, helps him test the game and fix bugs like this.

The tariffs in Ironclads are lower than in the base game, but the price generally holds steady for a number of units, then starts to drop sharply. I believe that Khabara A also has no demand for ship parts, since it is not a shipyard, so think of it as selling to the tinkerers on that world, rather than an actual industry.

Yet, I'm still able to sell the whole stack of 100 (one at a time) for 497 each after tariff. To be perfectly honest, I have no problem with free market trade in a game like this, in fact, I think it's a great idea... but if it's going to be implemented, it needs to actually work. The biggest issue here is not telling players what they're selling for when they sell.

Also a way to get accurate remote prices from other planets both in and out of system would be good (even if you have to pay a fee to the planet/station to get access to those price lists.)

7
Bug Reports & Support / Re: [mods] Ironclads TC9.1 [0.65.2a]
« on: April 09, 2015, 08:10:54 AM »
@HartLord: Tried that, didn't work. The game is locked into full screen for some reason (doesn't have the border-less window option on start-up anymore.) As such, it only shows a black screen when I press print screen. Rather than trying to mess around trying to figure out how to do it, I took the easy way out. :) Share screen via skype doesn't work anymore either.

8
Bug Reports & Support / Re: [mods] Ironclads TC9.1 [0.65.2a]
« on: April 09, 2015, 05:04:47 AM »
@Schwartz Agreed. After doing a bit more testing... it seems like I'm able to sell one unit after another for the exact same price... and can sell the whole stack (one at a time) for that price. Like you said, it's a pretty big hassle, but it's what i have to do in order to get the price i want for it.

@Pushover This econ mess is not like eve online at all. In eve you know exactly how many units you can sell for the price you're given... only noobs or *** auto sell stuff... or people who really don't care how much they get for their their gear.

9
Bug Reports & Support / Re: [mods] Ironclads TC9.1 [0.65.2a]
« on: April 09, 2015, 04:05:01 AM »
200 per unit lower for a stack of 100? It's pretty buggy behavior to be honest. If that's the intended behavior, there needs to be intuitive user feed back to let people know what is going to happen. How about red text flagging when you're about to sell items for cheaper than what the display says it's going to sell for. Or better yet, adopt an eve online approach to trade. With the current system, in many cases you don't even know how many units are selling/buying for the price you're told. If it's not a bug, then it's bad game design.

10
Killing saves from deactivated mods did the trick for me after I couldn't get option 1 and 2 to work. OP might want to add that bit to the original post. I'm thinking I may not have had to do any of the other stuff at all, but oh well, what's done is done.

:EDIT:

Btw, here's some log porn in case anyone wants to try to debug this mess. Currently running Project Ironclads TC 9.1 [0.65.2a]. As referenced above, I have other mods in the folder but only Ironclads is active. Clicking "Load Game" caused the game to crash out to a fatal error popup. 

Spoiler
58856 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Rea
ding save data from [..\saves\save_bushi_7978567733278373488\descriptor.xml]
58926 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Rea
ding save data from [..\saves\save_IronCladISF_4654959054423901824\descriptor.xm
l]
58933 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Rea
ding save data from [..\saves\save_stock_6627013696189173591\descriptor.xml]
58935 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Rea
ding save data from [..\saves\save_Zorg_2255039550223401902\descriptor.xml]
59540 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerExcepti
on
java.lang.NullPointerException
        at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
        at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source
)
        at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Sourc
e)
        at java.util.Arrays.mergeSort(Unknown Source)
        at java.util.Arrays.legacyMergeSort(Unknown Source)
        at java.util.Arrays.sort(Unknown Source)
        at java.util.ArrayList.sort(Unknown Source)
        at java.util.Collections.sort(Unknown Source)
        at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
        at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0?000(Unknown Source)
        at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
        at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.thisnew.super(Unknown Source)
        at com.fs.starfarer.ui.H.processInput(Unknown Source)
        at com.fs.starfarer.ui.V.o00000(Unknown Source)
        at com.fs.starfarer.new.??o000(Unknown Source)
        at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
        at com.fs.starfarer.combat.D.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
[close]

Anyhow, thanks for thread. Game works now so all is well. :)

11
Bug Reports & Support / [mods] Ironclads TC9.1 [0.65.2a]
« on: April 09, 2015, 01:24:30 AM »
Hello,

I've been noticing a market bug a few times while playing this mod. Most of the time it's just been annoying but it's getting to the point that I can no longer reliably trade. I'll post a picture below to illustrate the main problem.



As you can see... I bought 103 units of Ship Components at a planet and then flew to it's moon and docked there. Hovering over the item showed 497 sell price. Selecting one item showed the monetary break down on the left side of the screen with a total of 497 for one item. I sold one of them and sold another just to be sure... both sold for 497. Then I sold the stack, and sure enough, 337.

I was going to test more to see if any amount quantity >1 did this or if it was a specific number where it broke, but I seemingly broke/fixed the specific issue by accidentally buying from my sell location (Khabara A). Also, shortly there after the price dropped even further (by another 100 or so) without any price alert/warning.

It should be noted "ship components" wasn't in the "Prices" fly out menu in the Intel tab at the time of the issue but it has since appeared again. That said, I frequently get differences from the price stations tell me they're going to buy/sell items for and what they actually pay/sell for but the differences are usually minor so it hasn't been a huge deal until now.

If I can provide any other information to help you bug squash, let me know.

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