SW Economy

Discussion and information relevant to creating special missions, new ships, skins etc.

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Cholmondely
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Re: SW Economy

Post by Cholmondely »

Will give it a stab and let you know!

Thank you!

One minor point - these are poor worlds. There should not be much demand for useless items such as Furs (so not such a high price for them). Don't know about computers. And have not read Stranger's Economics Essay for a year and can't recall what he said about this there, if he did!
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: SW Economy

Post by phkb »

I’ve adding settings in Library config so the prices of each of the farming products (food, textiles, liquor and furs) can be adjusted independently.
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Re: SW Economy

Post by Krager »

Доброго времени суток! На русифицированной OOlite ваше дополнение на странице F7 пункт "Экономика" начинает выводить на английском языке. Можно сделать так, чтобы этот пункт оставался на русском?
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Re: SW Economy

Post by phkb »

Krager wrote: Sun Jun 01, 2025 5:56 am
Доброго времени суток! На русифицированной OOlite ваше дополнение на странице F7 пункт "Экономика" начинает выводить на английском языке. Можно сделать так, чтобы этот пункт оставался на русском?
Do you mean the side bar in Xenon UI?
Image

And I know this is from the F6 screen, but I couldn't find anything related to SW Economy on the F7 page.
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Re: SW Economy

Post by Cholmondely »

phkb wrote: Mon Mar 11, 2024 8:44 am
I’ve adding settings in Library config so the prices of each of the farming products (food, textiles, liquor and furs) can be adjusted independently.
Apologies.



I should have noticed this last year, but I was so happy with your improvements to SW Economy that I missed it!



Stranger expands the list of "farming products" - really I suppose, they should be called "agricultural products" to include water, oxygen and medicine.


But just as they are more expensive on industrial worlds, at least oxygen & medicine should be much more expensive on his mining worlds.

Stranger's Mining Worlds:
small radius => no atmosphere & low tech =>no ability to do anything about it: => so no atmosphere for agriculture & low tech => need oxygen
low tech => low tech machinery and lots of mining accidents as well as usual medical issues => need medicine).


I'm not so sure about the water, though - water seems cheap on RHs - lots of ice? Perhaps it is plentiful on mining worlds too? In which case the water settings are probably fine. I'm not a geologist. Rock Doctor.... Help!!
RockDoctor wrote: Fri May 16, 2025 4:35 pm
plink, plink, fizz



I'd presumed that Stranger's new commodities (oxygen etc) would be more difficult for you to tweak than the vanilla ones (furs etc) - but I'm probably wrong.



And

...might it make more sense to include the "XenonUI add on" inside this OXP so that if the player has XenonUI it is already present for use by the mother oxp?

...And ... just for information ... Littlebear's Galactic Almanac prevents the XenonUI SWEconomy addon from showing at the instant you tweak his GUI settings. You never see it again!
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: SW Economy

Post by phkb »

Cholmondely wrote: Sun Jun 01, 2025 7:28 am
...And ... just for information ... Littlebear's Galactic Almanac prevents the XenonUI SWEconomy addon from showing at the instant you tweak his GUI settings. You never see it again!
Just tried on my system, and it seems to work fine. I changed the settings in the Almanac, then went to the F7 screen and the SW Economy side bar appeared as normal. Something else must be in play.
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Re: SW Economy

Post by phkb »

Cholmondely wrote: Sun Jun 01, 2025 7:28 am
small radius => no atmosphere & low tech =>no ability to do anything about it: => so no atmosphere for agriculture & low tech => need oxygen
low tech => low tech machinery and lots of mining accidents as well as usual medical issues => need medicine).
So, applying a price factor as we're doing for food/furs/etc? How much as the default for each?
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Re: SW Economy

Post by Cholmondely »

phkb wrote: Sun Jun 01, 2025 7:52 am
So, applying a price factor as we're doing for food/furs/etc? How much as the default for each?
Whatever appeals! An added 50%? 100%? You've probably read more sci fi than I have... And you live in a mining country...
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: SW Economy

Post by Krager »

Вот образец информации о планете.
С дополнением. Вместо информации из русификатора, выводиться стандартная из игры.
С ним.jpg
Без дополнения всё нормально.
Без.jpg
Если нужен сам русификатор
https://cloud.mail.ru/public/Twxm/MQpTp ... 20v4.6.oxz
Ссылка временная (в папке с изменяющимися данными)
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Re: SW Economy

Post by phkb »

OK, I understand now.

In SW Economy, there's a descriptions.plist file, with this section:

Code: Select all

economy =
	(
		"Extreme Industrial",
		"Strong Industrial",
		"Common Industrial",
		"Mainly Industrial",
		"Mainly Agricultural",
		"Common Agricultural",
		"Strong Agricultural",
		"Extreme Agricultural"
	);
That's were those descriptions are coming from. SW Economy is updating the core descriptions with its own.
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Re: SW Economy

Post by Krager »

phkb wrote: Sun Jun 01, 2025 11:50 am
OK, I understand now.

In SW Economy, there's a descriptions.plist file, with this section:

Code: Select all

economy =
	(
		"Extreme Industrial",
		"Strong Industrial",
		"Common Industrial",
		"Mainly Industrial",
		"Mainly Agricultural",
		"Common Agricultural",
		"Strong Agricultural",
		"Extreme Agricultural"
	);
That's were those descriptions are coming from. SW Economy is updating the core descriptions with its own.
Там я перевёл, всё на русском. Однако похоже она их игнорирует и берёт названия из основной игры.

Code: Select all

	(
		"Экстремальные промышленные",  //Extreme Industrial
		"Сильные промышленные",  //Strong Industrial
		"Общие промышленные",  //Common Industrial
		"Преимущественно промышленные",  //Mainly Industrial
		"В основном аграрные",  //Mainly Agricultural
		"Общие аграрные",  //Common Agricultural
		"Сильные аграрные",  //Strong Agricultural
		"Экстремальные аграрные"  //Extreme Agricultural
	);
Всё, нашёл вредителя. У меня стоит библиотека SystemDataConfig. В ней часть взаимодействующая с SWEconomy не была переведена.
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Re: SW Economy

Post by phkb »

OK, the issue might be with System Data Config, then. I've just uploaded a new version which (when translated) should address the issue.

I've also posted an updated SW Economy to the manager - I just realised I hadn't got around to putting the updated version into it. This one incorporates the Xenon UI SW Additions OXP, so you now only need one download, as well as adding the extra tweaking options Cholly mentioned above, and moving all text into missiontext.plist for easier localisation.
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