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Gwydion5

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  1. Did you change the way it generates the route? By default the trading module picks based on price only. For example: Selling > Buying War Robots | 100:101 | cr 30,000 | Stock = 10 | > | War Robots | 100:102 | cr 105,000 | Max Stock = 10 | Stock 9 | War Robots | 100:103 | cr 35,000 | Stock = 1000 | > | War Robots | 100:104 | cr 100,000 | Max Stock = 2000 | Stock 100 | When the routes data is being compiled, by default it chooses the lowest price point and highest price point with no regard to profit potential. So in the example above, when compiling the data to put in the route table, it will pick the first record over the second record as the only route to display, when clearly the 2nd record is by far much better for a trade route. https://www.avorion.net/forum/index.php/topic,2203.0.html I created a mod that does a better job of generating the routes data. But it is not optimal / complete, simply because I spend most of my time troubleshooting the lua logic as I'm not really much of a scripter or mathematician. But still it is better as it returns more profitable trade routes over higher profit margin trade routes that have less total value.
  2. It does not, you'd have to edit the routesGUI. I'm not a coder, so the amount of time it would take me to learn the logic / syntax to correctly modify the interface for routes is a path of much resistance. I'm sure I could do it, but it would take me 10 to 20 or even 50 times longer than someone who is actually proficient and comfortable with lua scripting. What my mod/alterations really do is give you the highest buyable good station and highest sellable station and make those the preferred routes, sorted by the route with the highest profit. Like I said it's a simple mod, and one that could use a lot of improvement. But it will get the job done and give you generally more profitable / productive trade routes to go after.
  3. Value column added at the end of the sellable table. ((maxStock - stock) * price = sellable.value) 177: table.insert(sellable, {good = good, price = price, stock = stock, maxStock = maxStock, station = station.title, titleArgs = station:getTitleArguments(), stationIndex = station.index, coords = vec2(Sector():getCoordinates()), value = ((maxStock-stock) * price)}) Value column added at the end of the buyable table. (stock * price = buyable.value) 198: table.insert(buyable, {good = good, price = price, stock = stock, maxStock = maxStock, station = station.title, titleArgs = station:getTitleArguments(), stationIndex = station.index, coords = vec2(Sector():getCoordinates()), value = (stock * price)}) changed buyable valuation from price to stock. 240: --if existing == nil or offer.price < existing.price then -- original code. 241: -- line below ideally should be nil or offer.stock > existing stock AND offer.price < existing.price. But I couldn't get it to work. 242: if existing == nil or offer.stock > existing.stock then -- Generally speaking, higher offer stock tends to be better. changed sellable valuation from price to value. 252: --if existing == nil or offer.price > existing.price then -- original code. 253: if existing == nil or offer.value > existing.value then -- Highest Sale Value from gatherData function for sellable changed routes valuation from price to value. 269: --if sellable ~= nil and sellable.price > offer.price then -- original code 270: if sellable ~= nil and sellable.value > offer.value then --Makes sure sell value is greater than buy value. New sort function for routesGUI based on value 401: -- New sort function for routes based on Value 402: function routesByValue(a, b) 403: -- calculate max value 404: local pa = (a.sellable.value - a.buyable.value) 405: local pb = (b.sellable.value - b.buyable.value) 406: return pa > pb 407: end Implementation of new sort function in routesGUI 536: --table.sort(routes, routesByPriceMargin) -- original code 537: table.sort(routes, routesByValue) -- uses new sort function "routesByValue"
  4. I am not a coder, scripter, mathematician. So anyone who wants to take this and improve it, or do it better, be my guest. 8) One thing that I've noticed is that the routes compiled in the trading system GUI, are not optimal. The only thing they care about it seems is price points. But as some of you may have noticed, often times the lowest price for you to buy a good, and the highest price for you to sell it, can be constrained by the volume of the transaction possible. So what I have done is changed it and put more emphasis on the total value of purchase and sale of goods over the price. For example: Buying Logic: * War Robots in -207:18 can be bought for a price of $67,389 and has a stock of 4256 for a buy value of $286,807,584 * War Robots in -212:18 can be bought for a price of $37,927 and has a stock of 1331 for a buy value of $50,480,837 Currently the routes logic would pick -212:18 as the best sector to buy War Robots from and while it has a better price point, it's profit potential is actually less. Selling Logic: * War Robots in -207:-5 can be sold for a price of $93,174 and has a stock of 2421 units with a max stock of 6200, making the actual sellable stock 3779 for a total of $352,104,546 * War Robots in -194:4 can be sold for a price of $105,826 and has a stock of 268 units with a max stock of 1600, making the actual sellable stock 1332 for a total of $140,960,232 Currently the routes logic would pick -194:4 as the best sector to sell War Robots to and while it has the better price point, it's profit potential is actually less. So what is returned in the Routes tab for the Trade System is this : * War Robots | 37,927 | -212:18 | > | 105,826 | -194:4 | ( 1331 units for a buy value of $50,480,837 selling 1331 for a sale value $140,854,406 and profit of $90,373,569) What my alterations do instead would return this: * War Robots | 67,389 | -207:18 | > | 93,174 | -207:-5 | ( 4256 units for a buy value of $286,807,584 selling 3779 units for a sale value of $352,104,546 and a profit of $65,296,962 with 477 units left over. Which if sold to -194:4 would result in a sale value of $50,479,002 for a total profit of 115,775,964) This particular example is not typical. Usually a station selling a little more than 3x the stock is a lot more competitive on the price, but since it was an ingame example that I tested the mod code against to make sure it worked like I wanted it to, I figured I'd just use that. I will also admit that there is a lot more work to be done if you want to get in to more accurate route valuations. But since the current route valuations only seem to care about price and not total value, I figured this is a decent improvement. Attached is the lua file, you need to extract this in your "\Steam\steamapps\common\Avorion\data\scripts\systems" directory. Unless I'm feeling particularly self-abusive, I will not be doing more than I already have. I have also commented on original code and the code I added should anyone want to understand what I did and/or improve upon it. Comments and feedback appreciated. tradingoverview.zip
  5. Was coming here to make that comment about the Research Station level mattering. I made 200 tech 33 exceptional laser turrets this morning, warped back home and researched in to reds. They all dropped from level 33 to level 27. Also the tech level only matters for the research station. I took a bunch of the red 27's and re-crafted them at a level 36 research station. They all went up level 36. Also rerolled some purples. But I'm not sure if you want to do 3 or 5. I did 5 and got horrible stats, I did 3 and got decent stats.
  6. You are correct. I was able to isolate single pieces from a station, and the wreckage value (904) and salvage value (464) were way more aligned. So something is probably happening during the destruction process of a multi-piece wreckage.
  7. There is a really large station made of Xanion a few jumps away that I could cut up and try to do more testing on big objects. But you could be right in that something is happening during the destruction of the components/pieces of the ship that is causing the wreckage value to experience loss/waste. Whatever the cause is though, I've been noticing it for a while. At one point I thought maybe it was because I had multiple turrets or the turret with the least amount of efficiency was being used. But now I'm to a point where I have rather high efficiency values and the numbers are just not adding up to the before and after of salvaging. I'll do a bit more testing this afternoon and reply here with my findings.
  8. First I just want to say that I'm really impressed with Avorion. So great job and praise to everyone responsible. Below are just some ideas / spitballing that I think might make the game better and/or give you ideas of your own. General Suggestions Station Turrets : Weapons placed on a station should have more range and damage. Perhaps 100% more range and 50% more damage. Turret Locks : Using turret locks for your turrets makes them a fixed weapon. Fixed weapon mounts should improve base stats of weapon. Something like 10-20%, require less crew and/or have a smaller size to that of a turret not placed on a turret lock. Turrets : Independent Tracking Turrets should be larger in size, and require more crew to operate (gunners/miners) and maintain (mechanics/engineers). Remove or rebalance the reduced damage modifier for tracking turrets. Size and crew to operate a tracking turret should be primary, reduced base stats secondary. Perhaps give tracking turrets more better base efficiency values for mining / salvage over turrets on a turret lock mount. Energy Consumption : All turrets / components should consume energy when utilized. Kinetic weapons obviously less than energy weapons. System Components - Possible attributes/mechanics that might appear on system components. Unless specified assume all attributes can be positive or negative. IE Hypderdrive +2 Sectors, +10% Calculation Time, -5% Cooldown, +20% Recharge Energy, etc.. Existing/Current Components Civilian Turret Component : Add Damage, Range, and Energy modifiers as possible attributes for the component. Military Turret Component : Add Damage, Range, Rate Of Fire, and Energy modifiers as possible attributes for the component. All Turret Component : All attribute modifiers listed in Civilian and Military Turret Components. Hyperdrive Component : Add Time Calculation Attribute. Move cooldown attribute to generator. Make Distance the determining factor in energy needed to jump (in addition to current mechanic of distance = calculation time). IE Base of 2.5 sectors = 25,000 (Or whatever value that fits the mechanic) Energy, and each sector past that increases it on an exponential curve. So +1 sector = 100% more energy, +2 sectors = 200%, +3 sectors = 400%, +4 = +800% etc... It doesn't have to be those values, just demonstrating the exponential growth effect. Base should always be whatever the base jump capabilities of the ship. So if my ship without a hyperdrive component is +6 sectors then using the example above my base energy capacity would 60,000 energy. Only the component would apply exponential growth. Trading Component : Add attribute for price efficiency, relation adjustment/threshold. IE 5% better pricing. Can trade with factions that have mistrustful or greater relations, etc.... Make number of sectors remembered variable instead of static. Perhaps add more functionality to Trade Screen or Galaxy map. Like having the quantity listed in the tradescreen for optimal available trade routes. Or more information on available on mouse over in the galaxy map. Or perhaps a colored line between two system for optimal trade routes, Or perhaps allowing you to drill down into an optimal trade route from the trade screen to see other alternative trade routes. Or to prioritize trade routes based on current cargo, or the ability to select cargo as up for trade for this feature. Radar Component : Add identification mechanics as possible attributes to component. Such as the ability to see warp gates, worm holes, stations, ships. The detail of information can vary, base level might be simply True/False on if those things are detected. Detection efficiency/accuracy should be based on total range of your Radar. IE If Radar Range is 10 sectors, your sensors will be far more accurate for sectors adjacent to you then those 10 sectors away from current position. Scanner Component : Have this component enhance Radar Component, Mining Component and C43 Object Detector Component in terms of range. Perhaps change the way players are given information when in the sector. IE not knowing the identification of ships / stations unless they are in range of your base scanner range for your ship, like let's say 10km is the base for Identification/Relations information. Perhaps add the ability to communicate with unidentified ships, like hailing them which negative/neutral relationed ships may or may not respond to. Mining Component : Add Damage, Efficiency and Energy Attributes for Mining/Salvage Turrets. IE +10% Damage and/or +5% Efficiency and/or -20% Energy Consumption Battery Component : Add Energy Efficiency Attribute. IE "Consumes Energy" components/turrets and attributes related to that game mechanic see a small efficiency gain when consuming energy from battery reserves, perhaps 1%(Shoddy quality) to 40% (Legendary quality)? Perhaps component/turret specific? IE Salvage Turrets, Hyperdrive, System Components, Lasers Turrets, etc... Generator Component : Add Hyperdrive Recharge Energy attribute. Shield Component : Add damage type reduction attributes. IE Laser -10% or Collision -20% or Railgun -5% etc... Add base energy reduction to shield system. IE base ship shield energy is 1.43gw, -10% would put it at 1.28gw. Cargo Component : Allow both attributes (percentage and hold size) to be on a single component for higher quality items. Engine Upgrade : Add Energy Reduction Attribute for base power consumption. Add Thruster Enhancement attribute. IE +20% effect on Thrusters. New Component/Attribute Ideas Automated Repair : Component or attribute that increases the ship efficiency values (base and/or cap) for crew members (mechanics and engineers). AI Computer System : Component or attribute that increases the ship efficiency values (base and/or cap) for crew members (gunners and miners). Crew Optimization : Component or attribute that increases the amount of crew supported by crew quarters and/or increases the efficiency of untrained crew members for ship and/or decrease training time and/or increase level cap for crew. Security Protocols : Component or attribute that increases the ship efficiency values (base and/or cap) for security. And that's about it for now.
  9. I've had my suspicions, but I just took the time to confirm it. Version : Avorion Client Beta 0.10.2 r7448 OS : Windows / Steam Install Mods : None Xsotan Wreckage had 3468 Trinium. Xsotan vessel was one of the small compact designs so it's not a matter of a big sprawling ship with sections all over the place. I have an Exotic Double Xanion Salvaging Turret with the following stats: Tech : 33 Damage : 559.8 Efficiency : 48.8 Accuracy : 100 Range : 1.52 Material : Xanion Size : 0.5 Miner : 4 +102% Range +39% Efficiency +66% Damage To simplify the test, and reduce other factors, this is the only turret placed on my ship on a Xanion Turret Lock. Of the 3468 Trinium only 623 was recovered from the wreckage. Only the smallest of corner pieces remained of the wreckage. This puts it at roughly 18% efficiency instead of 48%. Screenshots are available if necessary.
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