Changing comodities
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Does anyone know how to change a commodity’s display name so it will show up in Freelancer Companion with the new name? I have used dsacesrv.ini to change a commodity’s name and description in the market, but it still shows up as the original commodity in Freelancer Companion. While this will work, I don’t think it looks very polished.
I even changed the description name in the infcard o in the DLL file using FLEd-ids. I know the risks there, but I’m fairly computer savvy I have the ID number and can change it back if need be…
Of course it would be a good way to confuse people. but that’s not my intent. I want my users to be able to see the commodity and the prices if they take the trouble to use FL Companion.
Any help here would be greatly appreciated.
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Yes, most commodities have 2 entries in the DLLs, a name and a description. You need to change both.
I’d suggest using Freelancer Developer to do this.
http://forge.the-starport.net/projects/fldev/filesThen make sure your entries in miscgood.ini and market_misc.ini are correct.
For more info see the tutorial here:
http://www.gamefront.com/files/Commodity+Tutorial+Tuniclepdf/;10169964;/fileinfo.htmlGood luck.
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One piece of information I forgot to mention. This is to be a server side modification. I got to thinking that because of that this may not be possible because the clients, and the client’s FLCompanion, will be looking at the INI files on the client side. Assuming this is possible I would just need to change the name, like instead of commodity_liquid_cardamine I would change it to something like commodity_dangerous_alien_organisms and it will use that for the display name (less the commodity and underscores, of course)? And of course, I understand I would have to change both the name and description DLL entries.
Could it be that simple?
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In order for the client to see the change (either in FL Companion or in-game), the modification has to be made to the client side files as well.
Aside from this not working, you’ll have allsorts of issues if you just make changes to the server side files and not the client ones.
Cheers,
Rik -
That I didn’t know, cheers Alex.
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I run my server from its own directory. I run the client to test it with from another directory. I don’t want the client using the server INI’s. I want the client to use it’s own INI files like what a regular user would use.
I have altered a commodity by customizint the dsacesrv.ini file. I have also made the requisite entries in prices.ini file. And it works, sort of. In-game, the commodity shows up as the name and description I have in dsacesrv.ini and the prices are correct per prices.ini.
When I drop to desktop and start FLcompanion and click import from a running game, the original commodity name shows up. The prices are correct per prices.ini, but the commodity name is the original, not the one specified in dsacesrv.ini.
That’s what I’m asking, how do I get it to show the modified name in FLCompanioon? I’ve got the rest licked.
Thanks
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In that case I’d suggest asking on the FLCompanion forum.
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Since this is up I will not made another thread. I need information on how to change commodity prices in the Disco 4.86 mod. I want to up the price of a few commodities like Planet Manhattan buying cardamine for 7k instead of 3k . Also I want to up the base buying price of a few ores, alien organisms, and artifacts. I am running Starworlds Disco USA for him and need to make some adjustments to give factions a chance to make credits in their home space and not have to use the ore fields in other factions space. Thanks in advance for any help anyone can give me.
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You’ll need to change the multiplier at the end of the commodity string
From market_commodities.ini
[BaseGood]
base = Br01_01_base
MarketGood = commodity_gold, 0, -1, 150, 500, 0, 1.08 <== multiplierFrom goods.ini
[Good]
nickname = commodity_gold
msg_id_prefix = gcs_gen_commodity_gold
equipment = commodity_gold
category = commodity
price = 425 <== price of commodity
combinable = true
good_sell_price = 2.04
bad_buy_price = 2.04
bad_sell_price = 0.84
good_buy_price = 0.84
shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmats_2.3db
item_icon = Equipment\models\commodities\nn_icons\COMMOD_metals.3db
jump_dist = 7So, on planet New London, the price of gold is 425*1.08 = 459cr
The rest of the string indicates that this commodity is SOLD on this base.
Change the string to:
MarketGood = commodity_gold, 0, -1, 0, 0, 1, 1 and the base will BUY the commodity at the multiplier, in this case, for 425cr (multiplier = 1)