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February 20th, 2004, 07:17 PM
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General
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Join Date: Apr 2001
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Re: Commodities
Yeah... imagine what would happen if you made the regular ship components (i.e. the ones you install) also commodities - so Incinerator Beams might be AVAILABLE in Terran space, but at a very high price and low occurrence - and you could make quite a profit shuttling them over from the Fazrah! 
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February 20th, 2004, 09:07 PM
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National Security Advisor
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Re: Commodities
Good idea. Do you know how to do it? I can't seem to find anything that affects where commodities can be found or their rareity.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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February 20th, 2004, 11:13 PM
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Re: Commodities
Commodities are sold just the same as any other component, remember? So presumably if you just take the stock components and set their "Is Commodity" flag to TRUE, then they should behave like commodities, except they'll appear with their normal rarity and location
Hmm, looks like it's time for a mod... (digs out SJ's store modder and promptly gets nowhere  )
Darn, that won't work... there's no way to control the price of a commodity at a particular location - it's set in the component file, not the store file! 
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February 22nd, 2004, 09:54 AM
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Re: Commodities
so is there a way to set thier occerence?
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February 22nd, 2004, 08:36 PM
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Re: Commodities
is there a way to change the price varable
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February 24th, 2004, 02:42 AM
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Corporal
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Re: Commodities
Quote:
Originally posted by cpt. taylor of the eclipse:
so is there a way to set thier occerence?
is there a way to change the price varable
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Hmm, it seems not. You should be able to change the base price of the component in Main_Components.txt, but there does not seem to be any way to change the system behaviour of the commodities.
Quote:
Originally posted by Phoenix-D:
You could make it so commodity trading has a better profit, if you wanted. Its more a feature for mods than the main game..now only if I could figure it out.
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I'm trying to figure out how you can use it.
It seems that the only controls are "Is Commodity" and "Base Credit Value" in Component.txt.
I can't find anything that controls the system value of a Commodity, or its occurrence. Which leads me to believe that it is calculated by the game by some randomized algorithm. Which would make it very hard to control from a Mod point of view. Sigh.
I am sadly left with the conclusion that it is a not quite well thought out addition. However, it does leave the option to be made more usable in a future release.
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February 24th, 2004, 03:09 AM
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Re: Commodities
Back to square one, it seems. Or at least making "race generic" commodities.
Hmm. You could have a sort of trading system with events. Say a planet with the following sites..
Trade A
Trade B
Trade C
Trade D
Trace Listings
Going into A-D does nothing..by itself. If you go into Trade Listings it pops up text telling you what the other areas are buying/selling. Its techniclly a Spacedock area, so you buy a component labeled "Buy A 1" or "Sell A 5" or both.
If you go in with "Buy A X" it removes credits from your accout and adds X components to your hold. If you go in with Sell it does the opposite; of course the sites could be buying or selling different items at any given time.
This could also let what they're buying and selling vary over time, even if it is a bit of a clunky workaround.
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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