The Nvidium use is a bit too high. The problem is Nvidium is pretty rare and I'm not sure if NPCs mine it. Every helium refinery i've seen is completely out all the time.
I double this, adding Nividium as a resource was a bad idea, you cannot buy it from anywhere, except mine it, and I also noticed a severe smartchip lack on all shipyards after some time, not sure if it's related to this mod but still
You have an error in libraries/god.xml: quota[id='galaxy'] is wrong selector, no nodes will match it. you shoud write quota[@galaxy] if you wanted to find node with such attribute name (not value). bit then there is other problem - there are several matching nodes with such selector, as several factions have such wares, and since you cannot mass-replace nodes, you have to either write matching selector for every such node or use ()[1] notation. This diff works fine: <?xml version="1.0" encoding="utf-8"?> <diff> <replace sel="(/god/products/product[@ware='engineparts']/quotas/quota[@galaxy]/@galaxy)[1]">8</replace> <replace sel="(/god/products/product[@ware='engineparts']/quotas/quota[@galaxy]/@galaxy)[2]">8</replace> <replace sel="(/god/products/product[@ware='engineparts']/quotas/quota[@galaxy]/@galaxy)[3]">8</replace> <replace sel="(/god/products/product[@ware='engineparts']/quotas/quota[@galaxy]/@galaxy)[4]">8</replace> <replace sel="(/god/products/product[@ware='engineparts']/quotas/quota[@galaxy]/@galaxy)[5]">8</replace> <replace sel="(/god/products/product[@ware='dronecomponents']/quotas/quota[@galaxy]/@galaxy)[1]">8</replace> <replace sel="(/god/products/product[@ware='dronecomponents']/quotas/quota[@galaxy]/@galaxy)[2]">8</replace> <replace sel="(/god/products/product[@ware='dronecomponents']/quotas/quota[@galaxy]/@galaxy)[3]">8</replace> <replace sel="(/god/products/product[@ware='dronecomponents']/quotas/quota[@galaxy]/@galaxy)[4]">8</replace> <replace sel="(/god/products/product[@ware='turretcomponents']/quotas/quota[@galaxy]/@galaxy)[1]">8</replace> <replace sel="(/god/products/product[@ware='turretcomponents']/quotas/quota[@galaxy]/@galaxy)[2]">8</replace> <replace sel="(/god/products/product[@ware='turretcomponents']/quotas/quota[@galaxy]/@galaxy)[3]">8</replace> <replace sel="(/god/products/product[@ware='turretcomponents']/quotas/quota[@galaxy]/@galaxy)[4]">8</replace> <replace sel="(/god/products/product[@ware='turretcomponents']/quotas/quota[@galaxy]/@galaxy)[5]">8</replace> <replace sel="(/god/products/product[@ware='shieldcomponents']/quotas/quota[@galaxy]/@galaxy)[1]">8</replace> <replace sel="(/god/products/product[@ware='shieldcomponents']/quotas/quota[@galaxy]/@galaxy)[2]">8</replace> <replace sel="(/god/products/product[@ware='shieldcomponents']/quotas/quota[@galaxy]/@galaxy)[3]">8</replace> </diff>
Nice attempt! Though adding Nividium as a primary resource is well, gonna be really great or really horrible lol, kinda as you said in your description, will test it out, really hope it works :)
Thanks for actually trying to fix the economy!!!! whether it works or not, at least you are trying!!
EDIT: What about in addition you increase the rate all factions gain a work force (by x5 or more), and possibly doubling amount needed per factory, That would require more food and water plants. More Habitats and the resources to build them etc. Just thinking out loud here..
Another idea, there is a mod that adds x10 storage to all base containers, that's a good idea as to not risk the game bugging out when a ship brings the resources but the station doesn't have the room, sending the AI trader into "twiddle thumbs" mode.
Is there a way to double or x1.5 the need for medical supplies? That could help? Give huge boosts/factories to the X and K guys as the resulting, prolonged war would be good. I wonder if there's a way to "gift" them resources say every 12 or 24 in game hours or something? Maybe a script that adds 50% to whatever resources they have at the time not to exceed their base containers? Or something like that, yeah its cheating for the enemy, but they need it.
EDIT: I realize these ideas could be crap, but anything to boost the whole economy
Another Edit: Maybe instead of above "gifts" every xxxx amount of time a the X and K guys spawn a fleet (say 1 carrier, 2 destroyers, 6 M sized ships, 20 S ships or something) And attack? I know that can be done looking at spawn codes for new ships people are making?
Sorry for long posts, I'm just so stoked that someone is finally attacking the economy in this game!!
Great, was looking for a reason to start a new game, here's my chance, gonna put it to the test right now, and see how the game go Thanks a bunch mate !
18 comments
[General] 0.00 ======================================
[=ERROR=] 0.00 Multiple matching nodes for path '/wares/ware[@id='dronecomponents']/production[@time='1200']/@amount' in patch file 'extensions\ClassicalEconomy\libraries\wares'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Multiple matching nodes for path '/wares/ware[@id='dronecomponents']/production[@amount='120']/@amount' in patch file 'extensions\ClassicalEconomy\libraries\wares'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '/wares/ware[@id='engineparts']/production[@time='480']/@amount' in patch file 'extensions\ClassicalEconomy\libraries\wares'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '/wares/ware[@id='engineparts']/production[@amount='600']/@amount' in patch file 'extensions\ClassicalEconomy\libraries\wares'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Multiple matching nodes for path '/wares/ware[@id='hullparts']/production[@time='900']/@amount' in patch file 'extensions\ClassicalEconomy\libraries\wares'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Multiple matching nodes for path '/wares/ware[@id='hullparts']/production[@amount='220']/@amount' in patch file 'extensions\ClassicalEconomy\libraries\wares'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Multiple matching nodes for path '/wares/ware[@id='shieldcomponents']/production[@time='1200']/@amount' in patch file 'extensions\ClassicalEconomy\libraries\wares'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Multiple matching nodes for path '/wares/ware[@id='shieldcomponents']/production[@amount='220']/@amount' in patch file 'extensions\ClassicalEconomy\libraries\wares'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Multiple matching nodes for path '/wares/ware[@id='smartchips']/production[@time='600']/@amount' in patch file 'extensions\ClassicalEconomy\libraries\wares'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Multiple matching nodes for path '/wares/ware[@id='smartchips']/production[@amount='80']/@amount' in patch file 'extensions\ClassicalEconomy\libraries\wares'. Skipping node.
[General] 0.00 ======================================
looks like you mistyped /@amount instead of /@time in selectors ".../production[@time='...']/@amount"
quota[id='galaxy'] is wrong selector, no nodes will match it. you shoud write quota[@galaxy] if you wanted to find node with such attribute name (not value).
bit then there is other problem - there are several matching nodes with such selector, as several factions have such wares, and since you cannot mass-replace nodes, you have to either write matching selector for every such node or use ()[1] notation.
This diff works fine:
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="(/god/products/product[@ware='engineparts']/quotas/quota[@galaxy]/@galaxy)[1]">8</replace>
<replace sel="(/god/products/product[@ware='engineparts']/quotas/quota[@galaxy]/@galaxy)[2]">8</replace>
<replace sel="(/god/products/product[@ware='engineparts']/quotas/quota[@galaxy]/@galaxy)[3]">8</replace>
<replace sel="(/god/products/product[@ware='engineparts']/quotas/quota[@galaxy]/@galaxy)[4]">8</replace>
<replace sel="(/god/products/product[@ware='engineparts']/quotas/quota[@galaxy]/@galaxy)[5]">8</replace>
<replace sel="(/god/products/product[@ware='dronecomponents']/quotas/quota[@galaxy]/@galaxy)[1]">8</replace>
<replace sel="(/god/products/product[@ware='dronecomponents']/quotas/quota[@galaxy]/@galaxy)[2]">8</replace>
<replace sel="(/god/products/product[@ware='dronecomponents']/quotas/quota[@galaxy]/@galaxy)[3]">8</replace>
<replace sel="(/god/products/product[@ware='dronecomponents']/quotas/quota[@galaxy]/@galaxy)[4]">8</replace>
<replace sel="(/god/products/product[@ware='turretcomponents']/quotas/quota[@galaxy]/@galaxy)[1]">8</replace>
<replace sel="(/god/products/product[@ware='turretcomponents']/quotas/quota[@galaxy]/@galaxy)[2]">8</replace>
<replace sel="(/god/products/product[@ware='turretcomponents']/quotas/quota[@galaxy]/@galaxy)[3]">8</replace>
<replace sel="(/god/products/product[@ware='turretcomponents']/quotas/quota[@galaxy]/@galaxy)[4]">8</replace>
<replace sel="(/god/products/product[@ware='turretcomponents']/quotas/quota[@galaxy]/@galaxy)[5]">8</replace>
<replace sel="(/god/products/product[@ware='shieldcomponents']/quotas/quota[@galaxy]/@galaxy)[1]">8</replace>
<replace sel="(/god/products/product[@ware='shieldcomponents']/quotas/quota[@galaxy]/@galaxy)[2]">8</replace>
<replace sel="(/god/products/product[@ware='shieldcomponents']/quotas/quota[@galaxy]/@galaxy)[3]">8</replace>
</diff>
Thanks for actually trying to fix the economy!!!! whether it works or not, at least you are trying!!
EDIT: What about in addition you increase the rate all factions gain a work force (by x5 or more), and possibly doubling amount needed per factory, That would require more food and water plants. More Habitats and the resources to build them etc. Just thinking out loud here..
Is there a way to double or x1.5 the need for medical supplies? That could help?
Give huge boosts/factories to the X and K guys as the resulting, prolonged war would be good. I wonder if there's a way to "gift" them resources say every 12 or 24 in game hours or something? Maybe a script that adds 50% to whatever resources they have at the time not to exceed their base containers? Or something like that, yeah its cheating for the enemy, but they need it.
EDIT: I realize these ideas could be crap, but anything to boost the whole economy
Another Edit: Maybe instead of above "gifts" every xxxx amount of time a the X and K guys spawn a fleet (say 1 carrier, 2 destroyers, 6 M sized ships, 20 S ships or something) And attack? I know that can be done looking at spawn codes for new ships people are making?
Sorry for long posts, I'm just so stoked that someone is finally attacking the economy in this game!!
Thanks a bunch mate !
Maybe you can post your mod in egosoft forum? Here: https://forum.egosoft.com/viewforum.php?f=181