Upping the Credit Limit
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More ain’t better!
Make everything cheaper, including commodities and bounties and equipment and ships etc.
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masternerdguy wrote:
is the 2b limit removable/expandable?Guy, there nothing about 2b (2.1b is the limit of longint of course), you cannot change the number to anyother even 2m.
I actually try to jamming to adoxa yesterday for this, but no reply yet, i guess he got headache on this too.
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This reply also addresses this. You’re not going to like it, though.
Basically, you’re stuck with the 1 billion limit (1 073 741 823 to be precise). Because it interchanges with floats, unsigned values can’t be used (where 2 147 483 648 would be taken as -2 147 483 648). Because it adds two values, both values need to be less than 1 billion to keep the total less than 2 billion. When you exceed the limit and are reset to it, you’re kicked for cheating, because your worth on entry no longer matches your worth on exit.
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adoxa wrote:
This reply also addresses this. You’re not going to like it, though.Basically, you’re stuck with the 1 billion limit (1 073 741 823 to be precise). Because it interchanges with floats, unsigned values can’t be used (where 2 147 483 648 would be taken as -2 147 483 648). Because it adds two values, both values need to be less than 1 billion to keep the total less than 2 billion. When you exceed the limit and are reset to it, you’re kicked for cheating, because your worth on entry no longer matches your worth on exit.
Anyway to accurately disable the cheat detection on worth matche but keeps others? If not, i’m going to test ST’s value and if i still gat fail, im going to give it up.
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adoxa wrote:
This reply also addresses this. You’re not going to like it, though.Basically, you’re stuck with the 1 billion limit (1 073 741 823 to be precise). Because it interchanges with floats, unsigned values can’t be used (where 2 147 483 648 would be taken as -2 147 483 648). Because it adds two values, both values need to be less than 1 billion to keep the total less than 2 billion. When you exceed the limit and are reset to it, you’re kicked for cheating, because your worth on entry no longer matches your worth on exit.
I don’t follow, adoxa? You are saying that the maximum must be $1billion? Or do you mean not to make any sales or equipment changes when you are near the limit of $2billion?
I have been using LS’s settings in our mod and all is well up to $2 billion, players roll over to $0+ if they exceed it and they are aware to avoid it.
Can you explain again please?
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As you say, the limit is not really 2 billion, because when a little bit is added to just less than 2 billion, it goes negative and you end up with 0 - not reset to 2 billion. You could get close to have a true 2 billion limit, by reducing by the maximum possible sale.
I can remove the worth kick, but ask again in the private forum. But you’re not a member. Since it’s server-side only, is it safe to post here?
Hm, having another look, and if you’re not bothered about the wrap-around, I probably could increase it to 4 billion. Sales are still restricted to 2 billion, though, due to the float conversion. At least, I can treat it as unsigned when it makes the limit test, don’t know about other places (have to change freelancer.exe for the display). Definitely can’t go higher than 4 billion without access to the source.
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@adoxa, given that this is server side only, it’s fine to post here i think.
On the subject of 1 billion limit versus 2 billion limit, Adoxa is completely correct regarding the problems you’ll face having the limit set to 2 billion. Unfortunately discovery has its limit set to 2 billion and a whole bunch of problems are caused by this including many false kicks for cheating and also cheat exploits.
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It will disable the worth kick (“(Ship Related) by money” after launch). Since worth is intimately tied to money, it’s all or nothing. I’m still not sure I should share, since if I tell you, and connect to your server, I know a way to give myself extra cash (without hacking), which I’d get to keep, since you’ve disabled the detection. Hm, another approach might be to detect that you have the limit and then ignore the test (it won’t help with 2 billion, though, since that goes to zero and you’re stuffed). But hang on, it should be doing that now, since both values will max out, meaning they’re equal and you’re okay. Perhaps it’s time I did some tests… So, I changed the limit to 100 million (as NeXoSE did in the other topic; via search and replace), hacked a new character and set the money the same. Land and launch, no problem. Land, sell the bats/bots, launch, no problem. Land, buy bats/bots, launch, no problem.
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About my test, i made a mistake… that is 100,000,000, not 1m.
Here is my server.dll, i don’t know that’s the problem on it. And if you want to test, please buy some valuable merchandise.
Test video here:
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Cannon wrote:
…. Unfortunately discovery has its limit set to 2 billion and a whole bunch of problems are caused by this including many false kicks for cheating and also cheat exploits.WTS also has the 2 billion limit and we especially note false cheat kicks
- even if the players doesn’t get close to the 2 billion limit
(so there will be a fine 2 times the value exceeding $ 1,700,000,000).
Besides this topic here I m running out of ideas atm ……
- even if the players doesn’t get close to the 2 billion limit
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To be honest, the attraction of hoarding big money on a ship has worn off me and our players some time ago.
The only need we have now for big money holding capacity is for a Guild Bank ship character who can lend out cash loans. But we have only very few players now, the novelty has worn off.
Generally speaking, the important thing is to give the challenge of accumulating wealth through time and effort. So if all values are decreased from hundreds of millions to a few million for the ship and all other prices are in proportion, then the limit can remain at $999,999,999.
But I can’t remember if this limit also gave problems? It’s such a long time since I played the vanilla game.
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I request uping the limit because i may hire some station to player for RPG, the leader of player faction pay hes cash for lengthen the lease term and they can still using the base for theirs HQ(except the base be attack and offline, then it will be reset to neutral).
And the rent may float from 300,000,000 to 100,000,000. I don’t want the player get poor when they payed the rent.
The other point is: I think player should have spare money to pay battlefield damager, share to rookie and upgrade their equipment, looking for other fun no-related to “how to make money”.
I had lot’s of way to make player to lay out, only i need is make player bit rich, then they will have free time to experience the mod, fight, travel, explore etc and by the way spend their cash (Important is they realize the cash is not all in the game and not try to filling-in 999,999,999 cashs in their char). If player still feel they are poor (Buy a battleship for 400,000,000 and equipment for 100,000,000 that’s 500,000,000 they will pay for just a normally battleship. I had specially ship in my mod), they will still trying to make money, and that’s boring.
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I understand Nex.
I am not insisting that you should do this, but giving my opinion to avoid the credit roll-over and kick problems.
The effort and playing time that is needed in gathering enough money to buy something is the key, not to let players make large amounts of money. If something costs $100 and the player can only make $1 per mission or per trade run, then it will take 100 missions or 100 trade runs to get the money. If the same something costs $100 million and the player gets $1 million per mission or $1 million per trade run, the effort is the same - 100 missions or 100 trade runs.
My view is if you make your station at say $100 million and the largest ship costs $10 million, and the richest mission pays out $20,000 and the best medium-distance trade run earns $100 profit per unit, and the largest ship carries only 300 units, and so on - then it will keep the game in balance with respect to time and effort needed.
The measure is still the time and challenges that it will take to gather enough money to pay for the station. Get it? Everything stays in the same ratio as with your high-values mod, but divided by 100 (or whatever factor you like better) so that the money does not hit the limits.
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The subject of this topic is changed.
I’m not still insisting my mind about this, i can do this in other way like make a blank plugin for FLHook. But…. it’s not perfectly solution.
Actually when i typing the previous post, my mind is changed. You know in Freelancer, you will not lost your ship and your mounted equipments, so player just richer and richer, not poor. They will have enough cash for basal play…If without various addition…But if move this view point to RPG, i’m not sure…
BUT… Hey, what about the 100,000,000 kick? see my video in page 1.
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There is indeed a flaw in the way worth is tested.
server.dll 06FC06 81FD<limit>7F0B03EE->03EE81FD<limit>7F09 = prevent erroneous kick upon reaching limit ~adoxa</limit></limit> ```What's happening is that it tests your money _before_ adding the new value. This means you're fine when you have the limit, but then it adds the ship resale value, pushing you over the edge. The patch adds the resale first, then tests the limit.
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adoxa wrote:
There is indeed a flaw in the way worth is tested.server.dll 06FC06 81FD<limit>7F0B03EE->03EE81FD<limit>7F09 = prevent erroneous kick upon reaching limit ~adoxa</limit></limit> ```What's happening is that it tests your money _before_ adding the new value. This means you're fine when you have the limit, but then it adds the ship resale value, pushing you over the edge. The patch adds the resale first, then tests the limit.
W∞W! You made it again!
So in this way the problem you talked before will be avoid?