Line break down.
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The paragraph below is from “System building from scratch by Giskard” it’s worth getting a copy since it covers a lot of other system components as well.
The document is here in among a lot of other FL modding data
http://www.gamefaqs.com/computer/doswin/file/913966/25096
MarketGood = commodity_gold, 0, -1, 0, 0, 1, 1.120000
MarketGood = commodity_toxic_waste, 0, -1, 150, 500, 0, 55I’ll have a guess here and say the values mean Lvl required to buy item, reputation -1 = hostile, 0 = neutral, 1 = friendly required to buy item.
The third and forth numbers say the base produces this item and probably indicates the amount available.
The others I do know about but the figure with decimal point in it is a price modifier. 0.5 is sells at half price, 1.5 sells at 1.5 times the base price of that item.
If you need to balance the games economy it’s essential that you get a copy of FL Companion
http://wiz0u.free.fr/prog/flc/
Once your mod exceeds 200 bases balancing the game economy manually becomes a huge task trust me! LOL
CK256
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MarketGood = commodity_gold, 0, -1, 150, 500, 0, 1.080000
Required rank to purchase the item.
MarketGood = commodity_gold, 0, -1, 150, 500, 0, 1.080000
Minimum required reputation to purchase the item. For example, if set to 0.2, you would need 0.2 rep minimum with the faction that owns the base to purchase the item. For reference. -0.6 is hostile, 0 is completely neutral, 0.6 is friendly, and -0.9 / 0.9 are the minimum/maximum possible reputations, respectively.
MarketGood = commodity_gold, 0, -1, 150, 500, 0, 1.080000
Unknown, code suggests it might have once been a minimum and maximum desired stock back when the game had a dynamic economy planned.
MarketGood = commodity_gold, 0, -1, 150, 500, 0, 1.080000
0 = Base sells item
1 = Base does not sell item; useful if you want to set a price multiplier but don’t want the base to actually sell it (see below)MarketGood = commodity_gold, 0, -1, 150, 500, 0, 1.080000
Price multiplier. 1.08 means that the price is 1.08x the value listed under goods.ini
Hope this helps!
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sigh. That tutorial on the Discovery forum about making new commodities is i’m afraid inaccurate, and i quote,
“0” - don’t change.
“-1” - reputation needed to buy or sell. Do not change, it must be -1.Right, let’s tidy things up. The first number is the rank you need to be to buy the commodity. In singleplayer this would be a varying number from 0 on upwards but in multiplayer it means diddly and should be set to “0” as mentioned.
The next number which in most cases is set to -1 CAN BE CHANGED. It depends on how you want to sell your commodities or equipment. If you set it to 0, this means you have to be at least neutral or friendly to be able to buy the item. If the base was selling an item and you put this number in, 0.200000, this would mean you have to be quite friendly with the base or more correctly the faction selling the item, before you can buy it. The higher the number, more difficult to buy the item/more friendly you have to be with the faction.
Other numbers have already been explained. Sorry to sound a tad terse, i just get frustrated when people post information that they think is correct when it clearly isn’t.
I just realised that Foxy did an excellent breakdown there, sorry , i was focused on the link Syntax42 posted.
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Just remember that rank restrictions only work in single player.
Also, I believe you cannot put a reputation limit on ships (I recall there being issues if ships didn’t have -1).
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I read over Igiss’s tutorial - it is from 2005. Somewhat out of date. I’m contemplating even getting motivated enough to update it. But I’d rather just create and update tutorials here.
In the mean time, I created a wiki page for market_commodities.ini
http://the-starport.net/freelancer/wiki/index.php/MDB:market_commodities.ini containing the information in this thread. -
'Scuse me for sticking my oar in too, if I read a thread that doesn’t complete the picture I tend to do that…
Example Sold commodity price:
MarketGood = commodity_gold, 0, -1, 150, 500, 0, 1.080000Eample Bought commodity price:
MarketGood = commodity_silver, 0, -1, 0, 0, 1, 1.350000The difference: for buy-only commodities, quantity is 0 for both stock values. And as others have pointed out, the stock quantities are not implemented for stocked items, sadly.
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So you did it, you old dog!!?? Hehehe. Well done!
Well now you made a rod for your own back - you have to figure out the way to set a timer so that they build back up over some time and not as soon as a player redocks.
Ooooh, that will cause some AGGRO between players, will that!