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Messages - speeder

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256
When the player buy, or sell a commodity to a market, it affects the market internal stocks? Or only the submarket cargo?

suppose a market has 400 lobsters with "GetRollingStockpileAfterDemand", 20 of these are on BlackMarket, 10 on OpenMarket

If you buy all 30, you will get with the GetRollingStockpileAfterDemand 370 lobsters, 380 lobsters, or 400 lobsters?

I DID noticed that when the game generates the cargo it does NOT affect the stockpile, thus why I am wondering if the playertransaction tracker or something like that does this work.

257
Modding / Re: Speeders's Common Sense Economy Mod (in dev)
« on: December 08, 2015, 09:01:26 PM »
You can provide your own market plugin implementation if you want to change how this works. See: data/campaign/submarkets.csv.

Whoa, awesome!

I saw this file before, and saw the "id" thing, but didn't noticed the "script" column, after your post I actually checked again, and whoohooo!

By the way, what are also other economic stuff I can easily override? I found out that I can seemly override events and conditions.

Seemly the economy itself is impossible to override (although there is an API to "GET" the economy and a economy API, you can't "SET" the economy... although seemly you can "SET" the whole campaign O.o)

EDIT:

found computeStockpileAvailableForSale function on BaseSubmarketPlugin.

That function is ever called?

258
Modding / Re: Speeders's Common Sense Economy Mod (in dev)
« on: December 08, 2015, 07:23:07 PM »
Alex, I just found this line:

Code
protected float minCargoUpdateInterval = 30; // campaign days

Can you make that a setting, or not do that please :) No wonder I am seeing some bizarre results regarding market cargo with my mod on, and why tweaking some settings that should affect the market made no effect.

259
Modding / Re: Speeders's Common Sense Economy Mod (in dev)
« on: December 08, 2015, 07:03:12 PM »
Since you said that this DOES react to lack of raw materials, I must ask: Do you constant un-apply and reapply market conditions?

Market conditions get reapplied (i.e. unapplied and then applied again) before processing supply/demand and at other appropriate times. It's not what I'd call "constantly", but each market has them reapplied something like twice every 30 days, depending on when the economy sim steps through that market.

This applies to all conditions, or only some of them?

If only some of them, how a modder go to make his conditions get updated, or not updated?

260
Modding / Re: Speeders's Common Sense Economy Mod (in dev)
« on: December 08, 2015, 06:51:04 PM »
Light industry will produce less domestic goods if the demand for volatiles and whatever other ingredients isn't met; see: getProductionMult() method call in the relevant market condition.

I did saw that before, but I noticed it is only used to add a flat modify number to supply.

I assumed that unless you change the supply mods for whatever reason, they will stay the same, and the engine will always use the supply value to make supply.

Since you said that this DOES react to lack of raw materials, I must ask: Do you constant un-apply and reapply market conditions?

Or there is something else I am missing?

261
Mods / Re: [0.7.1a] Version Checker v1.6 (released 2015-12-08)
« on: December 08, 2015, 06:35:30 PM »
Version 1.6 is up, get it here (mirror).

What's changed in 1.6? Nothing major, just that you no longer have to edit any files to get Version Checker to function. Version Checker now acts the same as any other mod, just download and run. Enjoy! :)

Edit: users who edited their vmparams/bat/sh files shouldn't have to change anything back to normal. Everything should continue to work.

How you did that? I am very curious ^.^

262
Modding / Re: Speeders's Common Sense Economy Mod (in dev)
« on: December 08, 2015, 06:17:02 PM »
Thanks for the info Alex!

As for the food amount absurd trading amount, testing here does seem to suggest it is tied to events, seemly you even added some manual food shortage events on the game start (maybe to make it easier to starting players), this seemly results sometimes in aberrant behaviour.

I created about 5 games in a row (but sadly don't tough of saving them... because of all the testing was creating lots of files I wiped out all saves) and noticed that stuff sometimes randomly went into "broken" territory (ie: bizarre stocks of something, or some good disappearing from the economy completely), but most often stuff just worked as intended...

Since the sim is rather laser guided into stableness, I guess your theory is right (events are breaking stuff).

Also I noticed goods popular with events are the ones that break more often (food, organics), while goods that sometimes you take some hours of play to see for the first time, are rather stable in behaviour (rare metal sheets/ingots for example).

Also good to know unmet demand does result in a production loss, I was going to create some workaround for that, this means less work to me =D (also more code to hunt down and find what it do).

EDIT: (I posted while Ranakastrasz was also posting, I saw his post AFTER making my post).

There is a great reason why Starsector don't try to literally move all goods: performance, specially with the current way it calculate trades (that often result in circular trade routes, with planet A and B buying from each other the same good repeteadly, you can see this in-game when you check the market information and see some goods having the top export and top import locations being the same market) it would need to generate a high number of fleets (not of ships) even with goods taking little space, this would make AI calculations kill your CPU.

Still, I played many games with extensive trading, and it can be done, but the economy would need a complete overhaul for this to work.

263
The idea is that you can thus join a combat easier (better sense + more speed, means catching up someone easier), but also means you start combat at disvantage (ie: you already lost peak performance/CR)

Isn't the whole point of this in real life that you're ready to start combat at full effectiveness at any moment?

The point is not be surprised.

But you start the combat with people already tired, and systems already used up (example: engines already too hot)

264
Just going to put out there that I'm going to be drawing a lot more portraits.
Any civilian-only portraits?  It is funny that all civilians appear the same as military officers or hardened spacers.  Well, few of the Tri-Tachyon portraits appear more like civilians than officers or mercs.

Seconded... I currently play with the weird 3D glasses guy, because he more or less look like me.

Still, I play mostly as merchant, and there are no merchant portraits (not even for the NPCs... lots of merchant fleets with people wearing military uniform and beret)

265
go in the artifacts screen, create an empty jar artifact, and add the compiled output (just double click on it on the right side of the screen).

if that STILL don't work, it means IntelliJ don't think your java files are in a source folder.

Source folders in intellij display blue (only the top folder, not all of them), thus look in your project view to see if your java files are inside a blue folder.

If not, in the project settings screen thre is also a screen to setup this.

My own project (that I also created initially as data/scritps and later found out this woulnd't work) I did this:

my proejct folder has inside it a folder named "sources", this folder is blue.

Inside "sources" there is a folder named CSE, this folder shows yellow with a blue dot.

Inside CSE folder there is my plugin java file, this file has on top of it package "CSE"

EDIT:




266
I know a guy that worked in real battleships.

Although he never got in real combat, he described to me how real combat worked, because beside drills, sometimes something suspicious happened, and the ship entered combat mode.

In combat mode people were to move to their combat stations, and when they had to shower they needed to run to the shower, and get back in 15 minutes, also even shifting people could sleep less.

I think this in the game is already represented by CR and Peak Performance.


Then I thought of this ability:

When it is active (it would be a toggle ability) it starts draining the ship peak performance and/or CR, in exchange for more sensor range without losing speed or making yourself more visible, also maybe it could give a slighly speed boost (1 burn point bonus, thus this is more relevant to slow ships than fast ships).

The idea is that you can thus join a combat easier (better sense + more speed, means catching up someone easier), but also means you start combat at disvantage (ie: you already lost peak performance/CR)

267
I also think this, but I think it works this way because the game don't have player faces yet (all portraits are actually NPC portraits... even before officers existed each faction had its own set of portraits that were used when communicating with fleets).

Thus I think it is more like it gives the option to choose NPC portraits.

The correct handling would be keep the current NPC portraits (And allow you to use them) but also offer player-only portraits... But I guess that would be expensive now (one game with a interesting handling of this, is "sunless sea", where player portraits are black sillouetes, thus you can imagine the contents of the portrait beside the sillouete).

268
Peak performance should be a fixed number for each ship/build no?

I mean, I assumed peak performance was like real world peak performance and combat readiness: circuits get hot, ammo run out, people get tired...

all those happen always at the same pace (excepting maybe if the enemy has overwhelming force over you, then people get tired faster due to stress).

269
What's the secret to getting a JAR to compile? Right now I just have one *.java file, and IntelliJ will not compile it, despite me setting IntelliJ up via the guides here on the forum (and troubleshooting guides elsewhere). IntelliJ just says "files updated" whenever I try to build. Here's my FreespaceModPlugin.java, in case it's an issue with the file:


Thoughts? I have "package data.scripts" at the top of the file, so theoretically it should just compile when I build?

I found iti s better to move to a folder that is NOT data.scripts

It maybe conflicts with starsector (starsector use data.scripts to store he .java files that are compiled by janino when it launches).

The other thing is pay attention to your mod_info.json, when my mod refused to work, I tought intellij wasn't compiling, and even learned how to use the "jar" commandline command to check my jar file, and later learned there was a typo in my mod_info.json (in the line that defines the mod plugin).

270
Modding / Re: Speeders's Common Sense Economy Mod (in dev)
« on: December 08, 2015, 09:03:47 AM »
Those posts explain so much. I wonder why Alex did that... I mean... why should the economy be stable in the Sector.

Hope it gives some feedback to the base game.
Because until the game can actually construct facilities to fill gaps in the economy, it will always spiral to death unless it's either stable or overproducing everything.
So that was why the supply prices skyrocketed all at once when I changed the settings huh?

There are two important factors in this:

First factor, not only the game don't add or remove production facilities, but also they work non-stop, the way a light factory is implemented in vanilla for example means it will keep making "domestic goods" no matter what, including if there are too much of it (and because the way prices are intended to be stable, they will reach a mininum value and never decrease, thus exports from that planet don't actually increase, resulting in a supply spiral), and also if there are not enough raw materials, a planet with light industry has a demand for metals and volatiles, and will buy it, and decrease it from the stockpile if present, but if noone sell those products to that planet, it will keep making domestic goods like there is no tomorrow, resulting not only in a oversupply spiral of domestic goods, but also a spiral of price for the demanded products, that will get higher and higher (until a sort of hardcoded limit).

Note this also has another consequence: the economy allow all business to operate at losses. example: the ore refinery currently uses 5000 ore (default price: 10) to make 2500 metal sheets (default price: 30). suppose that someone is attacking all fleets near the mining places, and cause the trade disruption event to jack ore prices to 50 (I've seen it happen many times). Planets with refinery will happily pay 50*5000 (250000) to produce goods in the value of 2500*30 (75000) resulting in a loss of 175000.


Second factor: The economy as a whole was designed in a way that the stock of products actually don't matter, although stations track their stocks, and stock is teleported around when the economy is updated, this is only used to make a miriad of other calculations in layers above, the "actual stock" number is used only to update other numbers ("rolling average" of stock, cargo on submarkets, cargo on trading fleets, prices, etc...). This mean the economy, even if Alex implemented the "industry", won't ever make sense.

Also this is why Alex wasn't understanding why people were upset with too much stock on stations, he knows how the game works, and players don't, he don't realized that to most people, seeing 7 digits of good stocks mean something is wrong, because he knows that his economy engine don't give a *** to that, the only thing that matters is the final price, and if there is enough stuff to the players complete missions and events, thus he kept writing that the economy wasn't broken, because prices were still behaving as he intended.

His fix was to make less stuff show up on the actual cargo of stations that the player can see, but since ever started making my mod I could see the actual stock numbers, and it is absolutely apeshit (example: food exporting planets frequently export 1 BILLION units of food, there is NOWHERE in the game enough ships to trade that, a single exporting planet would need 500.000 atlas ships to make one shipping!!!), and now sometims this is still bad for the player (in my testing I saw stations trading 2 million atlas ships worth of cargo, but the player-facing stock can fill maybe 3 ships at most...)

This mean that to balance the economy (specially on Nexerelin) the only way is to manually sum up all the supply values, and all the demand values, and keep adding and removing market conditions until those are balanced, the economy just can't handle oversupply, overdemand, out of whack prices, profits, losses, and so on.

Also by the way: lobsters generate 300 of supply each update (default is 1 month), thus why lobsters procurement contracts are ludicrous: in vanilla you have billions of food flowing around in a month, and to the player this means about 50.000 food available in total, lobsters are 300 a month (thus if it is reduced in the same way as food it would be available about 1 per month to the player, the black market is a workaround, having always a mininum amount available), thus no surprise a procurement contract for 1000 lobsters is impossible (you would need to wait something like 1000 months to accumulate the needed stock).

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