What's the good number for maximum credits in MP?
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I suggested that in the past but people seem to love big numbers :roll:
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@Mirkha,
Maybe, but i can still buy something when i have 2b cash.@Gisteron
Yeah, when i have 2b, my cash will not increase, but why server kick me even i just sell some small stuffs….?@StarTrader,
HOHO, no StarTrader, I made some enhanced batteships in my mod. It just like T2 ships in EVE game, so i increase the prices for it too.@FriendlyFire,
Oh please, i’m seriously asking… I test original server.dll, but looks it also have this bug…only difference is that happen when i sell lot of (valuable) things… may be there some value for it? i don’t know… -
Neither do I, but cutting all costs by 10 would, as ST said, solve the issue. It’s a fix like another, and it’s better than no fix at all.
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Cut by 100 then?
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Use a banking system for your extra cash (FLAC, maybe FLHook, or some mods have admins that will take your cash and keep a tally for you).
The 2.1 billion limit (assuming you haven’t messed with the ratios) are:
Your actual cash
- 80% of your ship (what you would get by selling it)
- 30% of your mounted guns, missiles, shields etc
- resale of commodities on hand.
In the UV, with the biggest and baddest ship you can still have about $600 mil cash on hand.
Battleship $800 mil = 640 mil
3 shields @ 200 mil each = 180 mil total
4 missles and ammo = 13 mil
4 of the biggest torps and ammo (1 mil per pop and 100 capacity) = 436 mil
20 turrets = 150 milComes to 1.4 billion leaving room for 600 mil in cash (we tell everyone not to go over $2 billion).
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Reminder: your resale percentages may differ if you have altered them in the EXE.
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@DwnUndr,
Looks i must lower the price for my ships. But i don’t know why original in 999,999,999 limit, i will not be kick when i have over 1,000,000,000 actual cash. But in 2,000,000,000 limit, i be kick just because i sold few $75 guns.Whatever, i will lower prices again…but the bug still there…
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FriendlyFire wrote:
Reminder: your resale percentages may differ if you have altered them in the EXE.Actually, i already done that, now 40% for ships and 15% for equipments. But this not help to stop this bug…
And with the reduced price…… my friends says… I have terrible Deflation in my mod…
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Nex’s problem is perhaps not as clear as we first assumed, guys…
The kick does not happen to me, I just lose all my cash if I accumulate more than the limit and it goes round up from 0 again!
So if you are getting kicked it’s a different problem, sorry I didn’t read carefully the first time. I don’t know why, only that it does not happen on my server - we are using FL Shell and MS Patch 1.1 only. We just lose our ~$2bn cash and have only what is more than the limit again.
Here’s another way round to hold more on your character…
We have Credit Cards, each has a value of $1m, $10m, $50m, $100m, $500m (you can have higher values of course). They are just another commodity, and are carried in your cargo. There is a problem - if you are destroyed then your cargo is lost including the Credit Cards! Actually I think it is quite “real”, so I like it this way!
But you might want to do a bit of work and explore how to make them into equipment that is not lost when the ship is destroyed. Then write a tutorial for others.
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StarTrader wrote:
Nex’s problem is perhaps not as clear as we first assumed, guys…The kick does not happen to me, I just lose all my cash if I accumulate more than the limit and it goes round up from 0 again!
So if you are getting kicked it’s a different problem, sorry I didn’t read carefully the first time. I don’t know why, only that it does not happen on my server - we are using FL Shell and MS Patch 1.1 only. We just lose our ~$2bn cash and have only what is more than the limit again.
That’s because, I expect, your limit is exactly the maximum. When you go over this, you go over the integer’s limit, which just makes it go back straight to zero.
Just be thankful this isn’t a signed integer or you’d go back at minus your initial amount
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StarTrader wrote:
Nex’s problem is perhaps not as clear as we first assumed, guys…The kick does not happen to me, I just lose all my cash if I accumulate more than the limit and it goes round up from 0 again!
About the back to 0, I have not that problem. Check this offsets.
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FriendlyFire wrote:
StarTrader wrote:
Nex’s problem is perhaps not as clear as we first assumed, guys…The kick does not happen to me, I just lose all my cash if I accumulate more than the limit and it goes round up from 0 again!
So if you are getting kicked it’s a different problem, sorry I didn’t read carefully the first time. I don’t know why, only that it does not happen on my server - we are using FL Shell and MS Patch 1.1 only. We just lose our ~$2bn cash and have only what is more than the limit again.
That’s because, I expect, your limit is exactly the maximum. When you go over this, you go over the integer’s limit, which just makes it go back straight to zero.
Just be thankful this isn’t a signed integer or you’d go back at minus your initial amount
So, that is long int….Signed range −2,147,483,648 to 2,147,483,647 Unsigned is…0 to 4,294,967,295 WOW…anyone tried to change cash limit to 400 ms?
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2.1 bil is the most likely limit. The money value is stored as a 31 bit integer. On my server if you get higher than this FL will kick you when you either 1.launch or you 2.logoff, and it says your cheating and as an added bonus you have $0 credits. When you log back in you will still have $0 credits and you will have also lost what you had sold.
Commonly in this case for the first mistake I will throw a couple of bricks on their ship (GPL Brick = 1 Billion credits), after that it is their responsibility to buy bricks above 1.5 billion. They won’t get any replacements after the first time. Everyone deserves at least a second chance to get it right.
For someone who thrives with the massive amounts of money system, the way it’s set up is players collect GPL bricks to buy systems. They store the bricks on a ship (Tardis) that can’t dock anywhere and is neutral to all factions. Another side of it is that new players can have plenty of money simply trading to buy a good ship within an hour or two of beginning to play on the server. If they join an established clan it usually doesnt take long before they can fly the clan’s native ships and get their equipment.
It really only boils down to what you plan on supporting on your server, each one is different and so should yours be.
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I’m back here after long long long time… I tried LS’s idea but im not sure it’s good for me, so i back here to continue this topic.
Back to the way, the question is: why my cash back to $0 when my cash over $2.1b?
I believe that’s because the maximum of long int is 2147483647, if we over the nunmber, application will overflow, but because of mem protect, it be assign to 0 for safe. And the 0 will be save to your char file.
So the problem because of those overflow? I don’t think so. For test it, i change all of the value in 101 to 100,000,000 so we very hardly to touch $2.1b, but when i set 100,000,000 cashs to my char and sell some goods, i still be kick. Then i logon, the cash rollback to 100,000,000.
Let’s back to the question, you may found the step of sell-then-0 is:
Your worth over the limit in server.dll -> You sold something from your cargo in a base ->Log off / launch -> (FLServer save your profile) -> Kick you.
Notice that FLServer saved your profile, and if you really cheating, your profile will not be save when log off or launch.
Bases on this test, i believe there is something we not found. that things should like a safety nunmber to test if player’s cash will lead overflow i guess.
PS, i found something in Content.dll. Address is A9DE8 and A9F75 use Hex string searching(“FF C9 9A 3B”), the value in those address also “999999999” in longint, but nothing change after i edit them to my max cash nunmber. Is this just a coincidence?
EDIT, Found the address doing: HERE it is.
Continue test…
Worth 1501,081,572 Sell 1000 (Ammos) To 1501,080,572 Remain 1500,000,000 Good Worth 1501,080,572 Sell 1400 (Ammos) To 1501,079,179 Remain 1500,000,000 Good Worth 1501,079,179 Sell 1600 (Ammos) To 1501,077,572 Kicked Worth [b]1501,079,172[/b] Sell 1520 (Ammos) To 1501,077,652 Remain 1500,000,000 Good Worth 1501,077,652 Sell 1125 (Goods) To 1501,077,427 Kicked