Quasimorph

Quasimorph

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Mercenary Trader: Complete
   
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2.567 MB
6 月 16 日 上午 9:14
9 月 2 日 下午 4:10
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Mercenary Trader: Complete

描述
Now Compatible with version 0.9.5

This is a large-scale economic rework mod. It contains numerous changes to the economy to allow the player more interesting and meaningful trade opportunities as the game progresses. I didn't achieve this entirely to my satisfaction, but elements of the goal are there.

Overall, you should find it more desirable to travel to specific locations for specific reasons, in particular faction headquarters now have a lot more going on. Includes all the changes from Mercenary Trader Light to mitigate unstoppable faction growth so you can travel without worrying about that TOO much.

Production of goods is more highly concentrated, so this does mean a Q-faction conquering a station can cause some drastic shifts in the economy, either by preventing manufacturing of a high-demand good, or by eliminating a major consumer of a good.

Faction HQs now play a much bigger role faction-specific goods manufacturing, and also in helping the factions gain power and tech, so there's many more reasons to travel and trade as the game progresses.

For a more technical list, check the change log. Here's the highlights:

Mission Economy:
- Mission durations increased between x1.5 and x2
- Factions change strategy based on power and ranking. They will burn more power to expand while ahead, and accumulate power while behind.
- Mission difficulty (skulls) start low, and increase as the game goes on depending on the victim faction's tech-level.
- Halved points allocated for floor loot on missions.
- doubled points allocated for mission rewards.

Station Economies:
- removed random non-economic trade items.
- removed random faction tech distribution from non-hq stations.
- removed (most) non-economic manufacturing from non-hq stations.
- each non-hq station generally produces one type of trade-good.
- reduced tech/power gain for most stations.

Faction HQs:
- Each faction now consumes a specific good to produce each level of their faction tech at their HQ.
- Based on their current strategy, each faction will consume specific goods at their HQ to increase power or technology.
- At tech 5 and above, factions will consume specific pact-skulls to greatly boost tech over a roughly 1-month research timeline. Q factions consume a different high-end good for a similar tech-boost.

Stock Market Window:
- Now displays stations that consume and produce goods regardless of active missions.

Tech:
- Increased tech required to reach levels 6-10.
- reduced tech required to reach levels 2, 3, and 4.

Magnum:
- Multiplied cooldown of Recycler and Monitoring abilities by 24 (essentially an x-hour cooldown is now an x-day cooldown).
- doubled crafting times of all items.

Because this mod contains some pretty extreme alterations to the economy, you will need to start a new save if you install or uninstall this mod. You can maintain multiple saves for different versions of the game, but you'll need to keep track of which one goes with which version. I can't guarantee compatibility with other economic mods, particularly ones that adjust the barter tables. Built for Version 0.9.0, so I can't guarantee compatibility with beta branches or future releases. The next update for this mod will likely be in September '25.

This mod is very heavy in terms of overall modifications, so if you're just looking to fix the mission economy, both Mercenary Trader: Light and Timesmoker's Faction Growth Control mod are good choices.

Github page with code and non-steam releases:
https://github.com/GatvinDev/MercenaryTrader/tree/v2.0.0
33 条留言
GolpeBaixo 9 月 28 日 下午 4:59 
i understand the objective of the mod all aspect of the mod is very good mainly to help understand some mechanics of the game but for my opinion monitoring module could be at least half the current cooldown to me willl be great but no problem i got it.:steamthumbsup: and thank for the good mod
PH123 9 月 22 日 下午 6:02 
heard that monster factions are currently a bit op with this mod. Is this true?
Gongoman 9 月 20 日 下午 6:50 
Also just letting the ship orbit a planet at max speed for a bit will eventually lead to a crash, dunno if this is a problem with the mod itself or a conflict, but didnt have any crashes prior to getting this mod
Gongoman 9 月 20 日 下午 6:48 
Started using this mod after playing with mods for about 20-ish hours, started a new save with it and immediately started noticing crashes literally anytime I tried to travel to other planets.
Cycles  [作者] 9 月 20 日 上午 11:10 
For anyone looking to adjust the time increases, those are intended to be restrictive. The basic idea is that if you find yourself waiting for crafting to finish or for monitoring/recycling to come off cooldown, you should travel to another planet. Do a little exploring. Check out Mercury. Visit Europa. Spend some credit at HQs.

That said, I know crafting times can be adjusted in the difficulty settings. I'm not sure about cooldowns. The difficulty settings are adjustable through the UI at game start, but can also be edited in your save file. Be sure to back up your save file before fiddling around with it though.
Cycles  [作者] 9 月 20 日 上午 10:58 
@Dusty thanks for the report. I'll see what I can do. The computers I test on are from 2016, 2015, and 2021 and I haven't had issues with crashing (at least in the build I release), but a sample size of 3 hardly covers all the hardware out there.

The harmony library is a pretty good guess, but there's some other dependencies I can check too.
Saint Of Killers 9 月 16 日 上午 1:01 
it crash the game after some time
GolpeBaixo 9 月 14 日 下午 4:32 
hello my dude there is any place i can change a few things about the mod like the scanning cooldown become a too long
Dusty 9 月 12 日 上午 9:29 
Just as a update, After removing this mod it became more stable no more crashes to desktop when traveling to a new system. I hope this helps.

Something below? Seems to be invoking something older graphic cards don't like, involving NVUnityPlugin.dll, nvngx_*.dll, nvapi64.dll. Perhaps related to the Harmony Library?

MGSC.StationSystem.ProduceItems(...)
MGSC.ItemProductionSystem.ProcessItemProductionOrders(...)
Dusty 9 月 12 日 上午 6:03 
I may be mistaken but I believe it is this mod causing issues with older graphics cards.

Failed to load 'NVUnityPlugin', expected x64 architecture, but was Unknown architecture.