安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






As the description already says, this mod's purpose is to allow you to buy resources you can refine for a profit, as should be the case, and it balances out the values of items as well as item production chains.
Buy and sell value is tied together last I checked, so theres a minimum value things need, along with the fixed resource values of production chains, for everything to work as you would expect, ie. you buy a raw resource, you refine it, you should make money, so everything is balanced around those fixed values.
Mining obviously isn't devalued by this mod either, because you will make even more if you don't buy those raw resources from the traders, as is already explained in the description.
OR
resource sells for $15, Refined sells for $20, resource costs $17.5, Refined costs $25.
This way you can make like 12.5% profit from buying, refining, selling,
but mining and then refining is still viable since if you put in the work and the slight risk and you get to keep 100% of rewards.
And this way you dont lose 50% of your money if you sell a refined resource you needed and you didnt realize (and you buy it back for building), you only lose 20%, still enough for you to not just buy and sell forever.
That said, the config files are easy enough to play with last I checked, and TBH I'm not sure what the state of the game is right now, I haven't played in like a year, so IDK if this mod even still works.
If the mod isn't working, or something has changed in some way relevant, lemme know, otherwise best of luck if this isn't exactly what you're looking for.
I'm looking at it from the module perspective
Base game - modules add somewhere between 10-30% on produced items. E.g Iron = 10, Steel = 12.
Which is okay, but still harsh against the NPC sell rates.
So i'm looking to tweak the various factory modules to be ever-so-slightly more material efficient.
Another eg: Instead of 1 iron = 1 steel.
My approach 0.9 iron = 1 steel.
It's not huge, but should make a difference. If I get the mod to somewhere I like it, I'll likely release
It's like "can we add a deeper tech tree", which is effectively what money is for in the game... yes, but how?
You might as well just not use this mod if you do.
What I suggest you do is change the sale value for resources.
You can do it individually in each resources .rules file if you really want to chase symptoms of the broken economy, but thats OTT IMO.
What I suggest is changing the default refund % per difficulty in the carrer.rules.
"ResourceSaleRefund = 50%"
Either way you want to keep this mod intact for the parity I mentioned, and use it alongside the above changes, otherwise no matter what % you set the sale value too, it wont mean anything, because what is 50% or 25% of a random arbitrary number that has nothing to do with what youre spending to make that resource.
Essentially while it is possible to rebalance a lot of the economy in greater detail, too many links in the economic chain arent things you can actually change AFAIK, so rather than a few tweaks, it needs to be entirely redone.
This mod only patches up the weakest link, the one thing in the economy that legitimately breaks if you try to interact with it, and thats refining bought resources, and this mod fixes that in the simplest way, by making refined goods value proportionate to their cost to produce based on vanilla values of raw resources.
The sell value can be changed for each economic difficulty yes, and this mod helps by adding parity, but simply put there are two problems:
1) What should those values be.
2) Should it be part of this mod.
I like the idea, and it kind of annoyed me that it wasn't in the base game, but I think I see now why it's not. When I'm getting 10 carbon from a medium-size asteroid or I can buy 200 from a ship... that's busted. The profit on 200 carbon sold as diamonds is too high.
Can you scale the reward back with difficulty level?
1) 子弹和各种导弹等弹药的销售价值与其他物品相同,目前默认为购买价值的50%,而不是基础游戏中专门用于弹药的25%。
2) 因为当开始一个新游戏时,你必须使用你的起始点数购买你的(动态定价的)起始点数,这个mod会将你的起始积分更改为基于最昂贵的起始点数,但在其他方面保持与原始难度平衡一致。
理论上,即使其他玩家没有mod,这个mod在MP中也应该正常工作,但我还没有尝试过。如果你尝试了,请留言说,当不是所有玩家都有mod时,或者如果你发现任何东西坏了,它是否正常工作。
这让你可以通过精炼从贸易商那里购买的商品(成本的50%)来获得积分,而这是你目前在基础游戏中还无法做到的,因此自己开采原始资源也变得非常有利可图。
然而,这一点的连锁反应是,如果没有在游戏中对整个经济进行全面平衡,那么建造船只的成本会非常昂贵,这超出了这个mod的范围(经济平衡和创造动态经济在游戏的公共路线图上)。
Anyone can make something simple like this, just check out the guide the developer made by opening this file with a text editor: "\Cosmoteer\Standard Mods\example_mod\mod.rules"
So i had a mod idea, i dont mean to push you into anything. The thing is that i lack the skill to program my own mods but you seem skilled enough so i thought id give it a try.
The idea is that every station has different prices for individual components that change depending on the demand. It would be only a small percentage increase/decrease in cost.
With a system calculated enough so you cant abuse it.
I am fully aware that this is a big task but something like this could open another game loop.
I am down to talk about it and help if i can.
Hmu on dicord Ws_Wolf#2756