English: Hi, my English is not the best. I convert you mod for German. He works fine by me in Germany. You can added this in your mod. Then you have many German fans.
German: Hi, ich hab deine Mod so gut es ging ins Deutsche übersetzt. wenn es ok für dich ist kannst du die Sprachdatei bei dir mit einfügen.
<page id="20108" title="Software" descr="Names and descriptions of ship software" voice="no"> <!--For some reason this one is in a totally different section and classified as software?--> <t id="1051">Raumanzugsscanner - 1.000 Cr</t> </page>
Hiya - many thanks for doing this. You're a life-saver, literally.
I wanted to make an alteration to the format, using Cr instead of $ - which felt a little immersion breaking for me, just a personal thing. So I went ahead and made some changes.
If you have any problems I'm more than happy to take down the mod, or even happier to let you take the file and add as an optional file for your own mod.
No offense taken at all. Glad you found it useful enough to want to tweak it!
I noticed another reason I was glad I used something other than "Cr", though: so that I didn't think I was seeing a credits earning message when it used these labels. By having the name just have a $ in it, it kept it clear that it was just the name, not an earnings. I see this when I pick up spacefly eggs in space, for example, it generates a message quickly that I grabbed them, and if I saw an actual "Cr" in the message (like in mission completions), I'd think I'd just earned some money. This way keeps that visual of "Cr" to actually mean an earning in those messages.
Originally, I was planning to mark it as "(price)", but like I said, I was trying to be as terse in the label modification as possible (still had to shorten a few long ones!) so I opted out of putting the prices in parenthesis, since they were a few pixels bigger. I've also toyed with making all these be PREFIXES instead of suffixes, so that things sort by price instead of name, but that's a pretty invasive change, so I haven't dabbled with it for now. Mostly I'm just glad to have the spot glance ability with what it is. Maybe @ would have been a more generic choice (still avoiding "Cr"), but that's way wider than $ or even # as a symbol in pixels. :)
It's true that better relationships will affect the buy/sell prices, but the center value of the commodity will always remain static. Like ADM Ntek said, it's in the files. I dug these values out of the files. So that is the baseline price. You get a better deal on offer, then take it! However, if the deal you get is close to the baseline price this mod exposes, then it's not that great of a deal, but you're at least not being ripped off, just not saving any (or much). In real life, commodities don't really have baseline prices (but everybody seems to agree gold has at least some intrinsic value for thousands of years, so it never actually falls to zero in most historical cultures), and "value" can change with world trends, supply and demand, whatever. Sometimes, something can change so much to cause a commodity's value to jump or fall to a whole new range of trading and stay there for years. Coffee did that in the 90's, and Gold did so in the early 2000's, if I remember right.
However, in this GAME, they've defined a center price value (to keep supply and demand from generating excessive dynamics, especially in this pretty new implementation of an economic model they don't quite have all the kinks out of yet), and a minimum price and maximum price that supply and demand can push the current trading price towards but never past--unless faction/hacked discounts and stuff is allowed to push it outside? I've never tried to see what a good reputation + hacked discount + gigantic supply can do to a price to push something outside the min/max values I saw in the tables. Could it be it caps, or could be it can exceed these boundaries? Anyone know?
Nevertheless, I was just trying to expose the baseline "center" prices, so you'd know if you're getting an average deal, a good deal, or a once-in-a-lifetime deal. At any rate, it doesn't matter WHY you're getting the deal you are seeing, what matters is whether it's very good, or just meh and look elsewhere for a better trade. :) This helps you do that by giving you something to compare against, without memorizing a large list of numbers to keep in your head or on paper to compare against.
As for the $ vs. Cr comments, I agree, and would be more standardized for the game, but Cr is wider in pixels than $ (and I wanted some kind of delimiter between the commodity name and the price instead of a trailing Cr), but I agree with the response earlier that it's just a text file and replace all in Notepad++ is a good thing. :)
I broke off playing to come and have a look and see if anybody had problems with it so far. Other than the expected questions about my choice of $ and possibly some not knowing that the game does calculate from static center prices for everything, I'm glad to see most are finding it useful. It just seemed strange to have a galactic map that quotes transaction prices and transaction sizes, but doesn't expose until a whole window DEEPER what the +/- percentage from "normal" that quoted prices is! Since this is just a text replace and not scripted code, I can't calculate the percentage, but I can at least give a reference for the quoted price that you can eyeball to make your own +/- decision from.
Hello, I read some comments, and I'm really confused about those factions relationship discount... Does that really mean they buy our stuff for less? Or did I misunderstood? (hopefully, I've seen a mod that gets rid of these discounts)
Another thing, is it mandatory to type the prices in the research bar, or is there a way to simply input the name of the ware?
Hey there, I like your Idea in general. But currently you gave from your start only fixed values. Economy will adapt and prices will change right? So this is not meaningful unless I did not get how you gathered the "universe average price".
the average price is a fixed value in the files so are the max and min price. energy cells have a min price of 11 and max of 21 and so obviously a average of 16. and if you see prices outside that range they should be caused by you unlocking a discount or commission on that station.
I see another Problem with the static values...... the better relations you get with the different factions the better discounts you get. For example at max relation discount tradestations buy spaceweed for 268 credits.
Takeisho, are you saying that with friendlier relations, you're seeing stations buy your stuff for less? So your friends are ripping you off?! Man, then I say the game is calculating relationship impacts on the economy wrong. They should be selling for less and buying for MORE, because they like you and want you to trade with them more! Wow. I don't have that good of a relationship with any faction yet. I like to play slowly and manually. (If I used auto-traders a lot, I probably wouldn't have been driven to make this mod, come to think.)
I'll keep an eye out for this, but if anything, then it sounds like this mod is exposing some holes in Egosoft's formulas. Let's hope they revise things soon.
As I said in the permissions to use section, I actually hope this mod becomes obsolete eventually, from better user interface in future patches as well as Egosoft calculating the economy a bit more carefully, too. So far, it's a pretty "rough draft" of things on their end. I saw an Equipment Dock that had 565 / 566 filled capacity of Hull Parts, with a buy order outstanding for a crappy price and quantity of 1. I then upgraded one ship by one small thing, and that used up 37 Hull Parts, making it 528 / 566 afterwards. The station did not bump it's buy order to 38, it eliminated having a buy order for Hull Parts entirely! That is NOT proper supply and demand. They were 38 parts short of max, so they should offer some slightly less crappy offer for 38. They didn't. They had space to store them (it still said 566 of room), so it wasn't some other commodity filling up the space (when that was still a thing). So yeah, the game needs work, but at least it's a start.
16 comments
Hi, my English is not the best. I convert you mod for German. He works fine by me in Germany. You can added this in your mod. Then you have many German fans.
German:
Hi, ich hab deine Mod so gut es ging ins Deutsche übersetzt. wenn es ok für dich ist kannst du die Sprachdatei bei dir mit einfügen.
Liebe Grüße
Bluebird26
<?xml version="1.0" encoding="UTF-8" ?>
<language id="49">
<page id="20113" title="Spacesuit Upgrades" descr="Names and descriptions of space suit upgrades" voice="yes">
<t id="1001">Reperaturlaser - 1.000 Cr</t>
<t id="1031">Bombenwerfer - 10.000 Cr</t>
<t id="1061">Handlaser - 1.000 Cr</t>
<t id="4011">(Speed Upgrade Mk2){20113,1041} {20111,201} - 10.000 Cr</t>
</page>
<page id="20108" title="Software" descr="Names and descriptions of ship software" voice="no">
<!--For some reason this one is in a totally different section and classified as software?-->
<t id="1051">Raumanzugsscanner - 1.000 Cr</t>
</page>
<page id="20201" title="Wares" descr="Names and descriptions of wares" voice="yes">
<!--(*PRODUCED WARES*)-->
<t id="101">Fortschrittliche Elektronikkomponenten - 2.207 Cr</t>
<t id="201">Antimateriezellen - 202 Cr</t>
<t id="301">Antimateriewandler - 737 Cr</t>
<t id="401">Fortschrittliche Verbundwerkstoffe - 865 Cr</t>
<t id="501">Nanotronik - 4.478 Cr</t>
<t id="601">Drohnenbauteile - 2.512 Cr</t>
<t id="701">Energiezellen - 16 Cr</t>
<t id="801">Antriebsteile - 600 Cr</t>
<t id="901">Feldspulen - 1.068 Cr</t>
<t id="1001">Täuschkörper - 2.421 Cr</t>
<t id="1101">Nahrungsrationen - 43 Cr</t>
<t id="1201">Hüllenteile - 516 Cr</t>
<t id="1301">Wasserstoff - 58 Cr</t>
<t id="1401">Eis - 30 Cr</t>
<t id="1501">Graphen - 166 Cr</t>
<t id="1601">Methan - 48 Cr</t>
<t id="1801">Majastaub - 466 Cr</t>
<t id="1901">Majaschnecken - 95 Cr</t>
<t id="2001">Fleisch - 75 Cr</t>
<t id="2101">Medikamente - 115 Cr</t>
<t id="2201">Mikrochips - 1.516 Cr</t>
<t id="2301">Raketenbauteile - 21 Cr</t>
<t id="2401">Nividium - 510 Cr</t>
<t id="2601">Nostropöl - 60 Cr</t>
<t id="2701">Erz - 50 Cr</t>
<t id="2801">Helium - 44 Cr</t>
<t id="2901">Suprafluid-Kühlmittel - 150 Cr</t>
<t id="3001">Plasmaleiter - 1.748 Cr</t>
<t id="3101">Quantumröhren - 511 Cr</t>
<t id="3201">Veredelte Metalle - 148 Cr</t>
<t id="3301">Sensorenbündel - 1938 Cr</t>
<t id="3401">Schildkomponenten - 484 Cr</t>
<t id="3501">Silizium - 130 Cr</t>
<t id="3601">Siliziumscheiben - 299 Cr</t>
<t id="3701">Smart Chips - 195 Cr</t>
<t id="3801">Sojabohnen - 110 Cr</t>
<t id="3901">Sojagrütze - 66 Cr</t>
<t id="4001">Raumsprit - 213 Cr</t>
<t id="4101">Raumkraut - 352 Cr</t>
<t id="4201">Gewürze - 38 Cr</t>
<t id="4301">Sonnenblume - 132 Cr</t>
<t id="4401">Sumpfpflanze - 138 Cr</t>
<t id="4501">Teladianium - 202 Cr</t>
<t id="4601">Geschützturmkomponenten - 761 Cr</t>
<t id="4701">Wasser - 53 Cr</t>
<t id="4801">Waffenkomponenten - 733 Cr</t>
<t id="4901">Weizen - 49 Cr</t>
<!--(*INVENTORY WARES*)-->
<t id="10101">Entschlüsselungsmodul - 9.021 Cr</t>
<t id="11101">Interface-Einheit - 954 Cr</t>
<t id="11201">Majaglit - 1.200 Cr</t>
<t id="11301">Sicherheitsentschlüsselungssystem - 16.5606 Cr</t>
<t id="11401">Raumfliegeneier - 10.570 Cr</t>
<t id="11501">Raumfliegenkaviar - 1.057.000 Cr</t>
<t id="11601">*Kyon Crystal - 80.545 Cr</t>
<t id="12001">Sicherheitsbehälter - 4.561 Cr</t>
<t id="12201">Raumanzugsbombe</t>
<t id="12301">Raumanzugs-EMP</t>
<t id="12401">Fernzünder - 15.897 Cr</t>
<t id="12501">*Crystal1 - Bandannite - 1.000 Cr</t>
<t id="12601">*Crystal2 - Menelaene - 10.000 Cr</t>
<t id="12701">*Crystal3 - Aguilite - 20.000 Cr</t>
<t id="12801">*Crystal4 - Mitonene - 30.000 Cr</t>
<t id="12901">Burnit-Kristall - 250.000 Cr</t>
<t id="13001">*Antigonite Crystal - ??? Cr</t>
<t id="13101">*Gunnene Crystal - ??? Cr</t>
<t id="13201">*Thurukite Crystal - ??? Cr</t>
<t id="13301">*Brennanite Crystal - ??? Cr</t>
<t id="13401">*Zavine Crystal - ??? Cr</t>
<t id="13501">Delirium - 60.895 Cr</t>
<t id="13601">Halluzinogene - 8.352 Cr</t>
<t id="13701">Seltene Gewürze - 963 Cr</t>
<t id="13801">Nadel - 640 Cr</t>
<t id="13901">Erstehilfekasten - 10.523 Cr</t>
<t id="14001">Verbände - 112 Cr</t>
<t id="14101">Sedativ - 262 Cr</t>
<t id="14201">Sicherheitsumgehungssystem - 15.5605 Cr</t>
<t id="14301">AGI-Prozessor - 10.585 Cr</t>
<t id="14401">Sicherheitsschneider - 159.605 Cr</t>
<t id="14501">*Electronic Breaker - ??? Cr</t>
<t id="14601">Elektronische Geräte - 18.125 Cr</t>
<t id="14701">Geborgene elektronische Geräte - 145 Cr</t>
<t id="14801">Kristallstück - 972 Cr</t>
<t id="14901">Micromotor - 567 Cr</t>
<t id="15001">Hydrauliche Pumpe - 479 Cr</t>
<t id="15101">Modularer Abzug - 567 Cr</t>
<t id="15201">Erweitertes Zielmodul - 10.056 Cr</t>
<t id="15301">Micro-Gimbal - 650 Cr</t>
<t id="15401">Algenbürste - 872 Cr</t>
<t id="15501">Druckfilter - 791 Cr</t>
<t id="15601">Kohlefilter - 812 Cr</t>
<t id="15701">Unkrautvernichter - 236 Cr</t>
<t id="15801">Feine Mahlzeit - 15.042 Cr</t>
<t id="15901">Argnu-Steak - 757 Cr</t>
<t id="16001">Fruchtsalat - 402 Cr</t>
<t id="16501">AGI-Heuristikprozessor - 4.563 Cr</t>
<t id="16601">Beschädigter Singularitätsantrieb - 118.514 Cr</t>
<t id="16701">Programierbare Feldmatrix - 141.176 Cr</t>
<t id="16801">Fluxkompensator- 129.819 Cr</t>
<t id="16901">AGI-Neuralnetz - 9.983 Cr</t>
<t id="17001">Instabiler Kristall - 5.440 Cr</t>
<t id="17101">Magnetstein - 54 Cr</t>
<t id="17201">*Kyon Crystallite - ??? Cr</t>
<t id="17301">*Kyon Crystal Shard - ??? Cr</t>
<t id="20101">Tracker Mine - 10.653 Cr</t>
<t id="20201">Mine - 5.698 Cr</t>
<t id="20301">Satellit - 4.885 Cr</t>
<t id="20401">Erweiterter Satellit - 104.430 Cr</t>
<t id="20501">Laserturm Mk1 - 18.030 Cr</t>
<t id="20601">Laserturm Mk2 - 24.310 Cr</t>
<t id="20701">Ressourcensonde - 6.175 Cr</t>
<t id="20801">Navigationsbake - 1.330 Cr</t>
<t id="20901">Freund/Feind-Mine - 20.563 Cr</t>
<!--(* Unique Mod Parts *)-->
<t id="30001">Einfache Waffenkammer</t>
<t id="30101">Fortschrittliche Waffenkammer</t>
<t id="30201">Außergewöhnliche Waffenkammer</t>
<t id="30301">Einfacher Einspritzinjektor</t>
<t id="30401">Fortschrittlicher Einspritzinjektor</t>
<t id="30501">Außergewöhnlicher Einspritzinjektor</t>
<t id="30601">Einfaches Schiffsnanogewebe</t>
<t id="30701">Fortschrittliches Schiffsnanogewebe</t>
<t id="30801">Außergewöhnliches Schiffsnanogewebe</t>
<t id="30901">Einfache Schildgeneratorspule</t>
<t id="31001">Fortschrittliche Schildgeneratorspulen</t>
<t id="31101">Außergewöhnliche Schildgeneratorspulen</t>
<!--(* Mod Parts *)-->
<t id="40001">Hochenergiekatalysator</t>
<t id="40101">Tuning-Software</t>
<t id="40201">Nividiumoxid</t>
<t id="40301">Erweiterter Treibstoffkanister</t>
<t id="40401">Nividium-Kristallit</t>
</page>
</language>
I wanted to make an alteration to the format, using Cr instead of $ - which felt a little immersion breaking for me, just a personal thing. So I went ahead and made some changes.
I hope you don't mind but I uploaded that as a new mod here Average Prices Suffixes (Add-On).
If you have any problems I'm more than happy to take down the mod, or even happier to let you take the file and add as an optional file for your own mod.
Many tidings of the season to ya!
I noticed another reason I was glad I used something other than "Cr", though: so that I didn't think I was seeing a credits earning message when it used these labels. By having the name just have a $ in it, it kept it clear that it was just the name, not an earnings. I see this when I pick up spacefly eggs in space, for example, it generates a message quickly that I grabbed them, and if I saw an actual "Cr" in the message (like in mission completions), I'd think I'd just earned some money. This way keeps that visual of "Cr" to actually mean an earning in those messages.
Originally, I was planning to mark it as "(price)", but like I said, I was trying to be as terse in the label modification as possible (still had to shorten a few long ones!) so I opted out of putting the prices in parenthesis, since they were a few pixels bigger. I've also toyed with making all these be PREFIXES instead of suffixes, so that things sort by price instead of name, but that's a pretty invasive change, so I haven't dabbled with it for now. Mostly I'm just glad to have the spot glance ability with what it is. Maybe @ would have been a more generic choice (still avoiding "Cr"), but that's way wider than $ or even # as a symbol in pixels. :)
However, in this GAME, they've defined a center price value (to keep supply and demand from generating excessive dynamics, especially in this pretty new implementation of an economic model they don't quite have all the kinks out of yet), and a minimum price and maximum price that supply and demand can push the current trading price towards but never past--unless faction/hacked discounts and stuff is allowed to push it outside? I've never tried to see what a good reputation + hacked discount + gigantic supply can do to a price to push something outside the min/max values I saw in the tables. Could it be it caps, or could be it can exceed these boundaries? Anyone know?
Nevertheless, I was just trying to expose the baseline "center" prices, so you'd know if you're getting an average deal, a good deal, or a once-in-a-lifetime deal. At any rate, it doesn't matter WHY you're getting the deal you are seeing, what matters is whether it's very good, or just meh and look elsewhere for a better trade. :) This helps you do that by giving you something to compare against, without memorizing a large list of numbers to keep in your head or on paper to compare against.
As for the $ vs. Cr comments, I agree, and would be more standardized for the game, but Cr is wider in pixels than $ (and I wanted some kind of delimiter between the commodity name and the price instead of a trailing Cr), but I agree with the response earlier that it's just a text file and replace all in Notepad++ is a good thing. :)
I broke off playing to come and have a look and see if anybody had problems with it so far. Other than the expected questions about my choice of $ and possibly some not knowing that the game does calculate from static center prices for everything, I'm glad to see most are finding it useful. It just seemed strange to have a galactic map that quotes transaction prices and transaction sizes, but doesn't expose until a whole window DEEPER what the +/- percentage from "normal" that quoted prices is! Since this is just a text replace and not scripted code, I can't calculate the percentage, but I can at least give a reference for the quoted price that you can eyeball to make your own +/- decision from.
I read some comments, and I'm really confused about those factions relationship discount... Does that really mean they buy our stuff for less?
Or did I misunderstood? (hopefully, I've seen a mod that gets rid of these discounts)
Another thing, is it mandatory to type the prices in the research bar, or is there a way to simply input the name of the ware?
Anyway, thanks for your mod, it helps a lot.
Ah now I got it. Thanks
I like your Idea in general. But currently you gave from your start only fixed values. Economy will adapt and prices will change right?
So this is not meaningful unless I did not get how you gathered the "universe average price".
Happy holidays!
I'll keep an eye out for this, but if anything, then it sounds like this mod is exposing some holes in Egosoft's formulas. Let's hope they revise things soon.
As I said in the permissions to use section, I actually hope this mod becomes obsolete eventually, from better user interface in future patches as well as Egosoft calculating the economy a bit more carefully, too. So far, it's a pretty "rough draft" of things on their end. I saw an Equipment Dock that had 565 / 566 filled capacity of Hull Parts, with a buy order outstanding for a crappy price and quantity of 1. I then upgraded one ship by one small thing, and that used up 37 Hull Parts, making it 528 / 566 afterwards. The station did not bump it's buy order to 38, it eliminated having a buy order for Hull Parts entirely! That is NOT proper supply and demand. They were 38 parts short of max, so they should offer some slightly less crappy offer for 38. They didn't. They had space to store them (it still said 566 of room), so it wasn't some other commodity filling up the space (when that was still a thing). So yeah, the game needs work, but at least it's a start.
Off to play some more, warts and all.
Nice idea and work!
Murica invented the pizza...ur welcome!
/s