Upping the Credit Limit
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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?
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No, it will still wrap around once you pass that magic 2 billion mark. The safest highest limit is 2 billion minus whichever is the largest of: cargo * price; equipment * resale; ship * resale. However, I should be able to make these limit tests unsigned, so the actual 2 billion limit will be achievable, but I still don’t think any higher than that is feasible.
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adoxa wrote:
No, it will still wrap around once you pass that magic 2 billion mark. The safest highest limit is 2 billion minus whichever is the largest of: cargo * price; equipment * resale; ship * resale. However, I should be able to make these limit tests unsigned, so the actual 2 billion limit will be achievable, but I still don’t think any higher than that is feasible.I know about 2b. in my mod i set the vaule to 1.5b so i have 0.5b for buffer. I want to know is, if i edit the offset, will give cheater’s a new way to cheat?
And, btw, i believe the 06FC06 hack is useful for 1.0 server too. It also fix the fake kick in some server without hack the credit limit. If this no any side effect, that will be perfect.
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Adoxa - the best way would be to disable the sale if the limit will be exceeded - can you do that?
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@NeXoSE: I don’t believe so, although if the limit is really high and wrap around occurs, it might be possible to exploit that. Changing to unsigned tests will prevent it. I’ll see if I can put those up tomorrow.
@StarTrader: I don’t know. The worth calculation would already be affected, so would it really matter? Do you want to separate the cash limit from the worth limit?
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I don’t think that separating the cash from the worth would be easy for you, too much to ask I think.
I was just thinking if the transaction can be prevented rather than letting the cash roll-over happen.
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StarTrader wrote:
I don’t think that separating the cash from the worth would be easy for you, too much to ask I think.I was just thinking if the transaction can be prevented rather than letting the cash roll-over happen.
Change signed to unsigned, Is it possible? I just curious about this because i never see people going to change that before.
For disable transaction, Is there is a existed function for this so it can be done just using JMP? You know i can still selling when my worth over the redline, and server kick me. So maybe this already prevented by the kick…