Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
114 user(s) are online (70 user(s) are browsing Forum)

Members: 0
Guests: 114

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: 55€
(last updated 04/2021)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 39 users playing Freelancer on 37 servers.
September. 27, 2023

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post



Your experiences with Market_Ships.ini - What's the best setup?
Home away from home
Joined:
2010/2/22 0:47
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 928
Offline
In Market_Ships.ini, every base has a list with all the existing ship packages.
- available packages have (required level), -1, 1, 1, 0, 1, 1
- unavailable packages have (required level), -1, 0, 0, 1, 1, 1
A base can sell up to three packages.

So, what's the best setup for a mod that expands the number ship packages (in the whole game I mean, I'm not talking about the max of three per bases)

Should all packages listed for each base, lik in unmodded FL?

It is often the proper way to stay close to hoe the original game was setup, but I know that ARGH's mod (the toolkit) only listed the available packages, and didn't bother with the unavailable ones, as these are refunded at a fixed percentage of their new-value anyway.

I'd prefer ARGH's method, or obvious reason (less work, smaller file) but I wonder if it might trigger problems. Does anyone have any experience on this?

Thanks for your time and feedback.


EDIT: thanks for pointing out the copy-and-paste error, Chips!

Posted on: 2010/11/22 11:16
Top
Re: Your experiences with Market_Ships.ini - What's the best setup?
Home away from home
Joined:
2008/5/4 21:00
Group:
Registered Users
Senior Members
Posts: 554
Offline
Don't see difference between available/unavailable. Error there?

I can't remember if I tried this, I would thought I did... but is there a sort of "price multiplier" there? By that I mean in commodities the last value gives a sort of "price in good.ini * last value of market entry" - so 0.001 means price * 0.001.

I must have tried this, I simply can't remember...but it'd make sense why they're then listed as not for sale at every base, because you could alter how much they resale for at the locations... probably talking senile. It's the sort of thing I tried 7 years ago and in the ensuing 5 years forgot.

Posted on: 2010/11/22 11:42
Top
Re: Your experiences with Market_Ships.ini - What's the best setup?
Home away from home
Joined:
2010/3/14 18:10
From Germany
Group:
Registered Users
Senior Members
Posts: 1526
Offline
i have deleted all the unavailable packages from the vanilla base entries in my mod and also kept only the available ones for new bases and new packages. its just fine so far haven't however a proper testing team that would go through all of it ingame.

Posted on: 2010/11/22 12:44
Top
Re: Your experiences with Market_Ships.ini - What's the best setup?
Home away from home
Joined:
2010/2/22 0:47
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 928
Offline
Quote:

Chips wrote:
Don't see difference between available/unavailable. Error there?

I can't remember if I tried this, I would thought I did... but is there a sort of "price multiplier" there? By that I mean in commodities the last value gives a sort of "price in good.ini * last value of market entry" - so 0.001 means price * 0.001.

I must have tried this, I simply can't remember...but it'd make sense why they're then listed as not for sale at every base, because you could alter how much they resale for at the locations... probably talking senile. It's the sort of thing I tried 7 years ago and in the ensuing 5 years forgot.


7 years ago all this was new. Now this game is getting to be an artifact (and so are we :erm. We happen to know quite a lot about it (you obviously quite some more than me) and we should cherish this. This game is here to stay, just like the great yet over 40 year old songs RSabatino is posting in the "What are you listening now"-thread.


Yeah listing the unaivalable gives the option to set a refund price, I think... But that's one of the thing DA/MS never made use of: the refund price is always the same anyway.

So, I'd go with Argh's solution, and leave out the unavalaibe packages UNLESS I want some base to more or less than the default refund price.

Chips - you ever heard anything from Argh since he left the scene? He was really ambitious to make game design his profession.

Posted on: 2010/11/22 12:45
Top
Re: Your experiences with Market_Ships.ini - What's the best setup?
Home away from home
Joined:
2010/2/22 0:47
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 928
Offline
Quote:

Gisteron wrote:
i have deleted all the unavailable packages from the vanilla base entries in my mod and also kept only the available ones for new bases and new packages. its just fine so far haven't however a proper testing team that would go through all of it ingame.

That fits with my (and obviously Argh's) experience and what Chips said: the unavalaibe lines give the opportunity to alter the refund price, but are not mandatory.

Thanks!!

Posted on: 2010/11/22 12:47
Top
Re: Your experiences with Market_Ships.ini - What's the best setup?
Home away from home
Joined:
2010/2/22 0:47
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 928
Offline
Btw Argh's site is still there, but he's into other games now, and it's not even obvious how updated this site is.

Posted on: 2010/11/22 12:49
Top
Re: Your experiences with Market_Ships.ini - What's the best setup?
Home away from home
Joined:
2008/5/4 21:00
Group:
Registered Users
Senior Members
Posts: 554
Offline
My memory grows weak I think, but I am not sure, he kept in contact briefly but then I haven't heard anything from him since as I literally deserted the entire scene for many years in disgust at what I perceived it to turn into

He may be one of the people on my linkedin, I am not sure, someone from the FL world is - who I dunno Really liked Argh, was/is an awesome person.

Posted on: 2010/11/22 13:09
Top
Re: Your experiences with Market_Ships.ini - What's the best setup?
Home away from home
Joined:
2010/2/22 0:47
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 928
Offline
Quote:

Chips wrote:
My memory grows weak I think, but I am not sure, he kept in contact briefly but then I haven't heard anything from him since as I literally deserted the entire scene for many years in disgust at what I perceived it to turn into

He may be one of the people on my linkedin, I am not sure, someone from the FL world is - who I dunno Really liked Argh, was/is an awesome person.

Yeah I really liked his Toolkit, especially for the modular XML approach.

His passion, however, was to totally redo the ships' behaviour; he was determined this kinda sucked in the original game. This was all above my head, or beyond me, whatever the appropriate expression in English is.

Also he went a bit over the top in Toolkit 1.3 by removing all the lights because they weren't proper equipment and caused problems iirc... So I cherish my copy of 1.2; I was relieved to find I still had a copy.

Talking of cool folks of these days - any idea where Anton went?

Posted on: 2010/11/22 14:35
Top