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I don’t agree. The factions need to know what’s best for making money. If it’s low in credit it has to sell to another faction. That’s what AI is all about, it needs to know when to Invest in mining ships, when to protect a trade rout, and when to sell.
But at the moment there are no credits in game. No economy, credits you spend with NPCs on station just disappear. Wares found in boxes and space will just appear from nothing and then can be sold to an NPC with unlimited funds.
It should be more like a game of poker; each faction and NPC has a pot of money depending on the size of faction.
You can trade with them to gain their pot.
You can get better trade deals forcing them to sell at a loss.
You take their ships and wares.
You can fight and destroy them so they spend for more defences.
Wares in space should be created from old battles.
When a faction has nothing to sell, no credits, it’s in trouble; it cannot give out trade deals and then it comes to a complete stop.
Each faction should be able to sell ships and stations to recover from financial losses.
So by the end of the game, you have the bigger pot and own all the stations, you’ve removed all of the competition, either by buying them out or destroying them. It shouldn’t be far off from a game of monopoly. When you think you have won the game another gate is found with something even bigger on the other side.
But then they would have to stop spawning ships at shipyards with no purpose, and they would have to find a purpose for all those trade items the AI can't use, like space suits, but still pay for. And that would require... you know, some thought and code.
+1
Sure would
I have only cheated once, for some reason there was a mass shortage of cargolifters across the universe and they were not being produced because other drones filled uo the stock levels I used a save editer gave myself 300 cargo lifters 150alb 50 de 100om and that restarted production of ships and made the economy continue. right now I am dealing with quantom tubes and nividium cube shortages which I am slowly filling with my mining ships (only have 1 active) as for quantom tubes I need them in albion and they are in omy my ship tech fab is short on nividum cubes to produce more so it involves me doings 2 gate 6 jump trades which are only possible with the untimite fleet command mod. gargium ships seem to be able to move through gates with out the mod but they dont have jump drive so a trade takes a long time if its across the universe and there is a risk they will get destroyed.
Ya, I need to update this document to account for 1.24. Lotsa stuff, and it seems trading is working much better now. Resource availability seems to have gone up etc.
I started a new game, to kind of work through the same process I followed in the document... Want to see what snags I catch along the way. So far only cheat I used was money cheat..
So we'll see how it goes, expect a new document after I have some time to get my game ramp'd up.
Both X:Rebirth and X3 spawn ships from nothing. X3 does it a little more tastefully out of view of the player.
Both X:R and X3 remove things from the game at will of the Engine... X3 does this to stabilize the economy and open up opportunities
Only in X:R are ships tasked with the job to kill themselves
Only in X:R will your assets suddenly no longer be yours and disappear
Everything in X3 is used by the AI to produce or consume with the exception of weapons... most of the things you trade in Rebirth are not part of the economy at all. There is no need of the AI for space suits and such
You can actually build things in X3, in Rebirth depending on your patch you may or may not be able to.
That short enough?
this game has 2 economy. or 2 ways to make money. A you can sell random junk you steal. B you can, well to be honest the way they described it felt like a world of Warcraft quest. you go to a station, first you see the what you can buy. note you dont just go to a single port. you have to fly multiple ports to just find everything you can buy or sell. and then its like a quest. you buy the wears. fly with your capital ship to another sector. search that station. find out that you it either dose not take that item. or you wont make money off it. and fly to another station. do it again and again and again. rinse and repeat until you make a tiny bit of profit.
the last game all i had to do with buy trade software and hit CAG. let the guy level up over a few sectors then hit Universes trader. and all i had to do then was watch the credits flow in. in what way is the new way is better then the old.
realistically, the economy does nothing except what directly involves the player, adn even that is pointless 90% of the time, as the economy is wholly insular around the player, no actual NPC involvement, whetehr in construction, trade, war, or anything else.
the increased spawn rates of pirates and xenon to distract us with "good fights" just 50% of the time point out more issues, and thats ♥♥♥♥ that gets broken/damaged/destroyed or otherwise interacted with either operating like it had never encountered that capital fleet that blew it to hell, or stays there damaged/destroyed forever.
the entire game is disconnected from its own mechanics, and is just a themepark of randomly spawned "gud fites" that have no impact on the greater game at all. may as well just plug in what NPC's you want spawned in an arena, then spawn in and kill them with your own premade fleet, and call that the campaign.
Boom headshot
Rebirth is proving to be incredibly difficult to mod. For a bunch of reasons:
- XML language.
- Hard coded actions and scripts.
- Lack of oficially supported mod tools (3 months after release)
- (and this is *pure speculation*) the fact that this game was originally developed for a platform where modding is nonexistant.
X3 was a PC game. Everything was easier to mod.