Price Randomiser for SP
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This is based on the good work that Cold Void did on the subject and without him this wouldn’t be possible
This is for SINGLEPLAYER… for now
The example here is for the Battleship Missouri. You need to add the variance line to every base to see it work properly.
This code needs to go into you base ini files. DATA\UNIVERSE\SYSTEMS\LI01\BASES
[BaseInfo]
nickname = Li01_03_Base
start_room = Deck
price_variance = 0.001[Room]
nickname = Bar
file = Universe\Systems\Li01\Bases\Rooms\Li01_03_Bar.ini[Room]
nickname = Deck
file = Universe\Systems\Li01\Bases\Rooms\Li01_03_Deck.iniWhat this does is vary the prices of any commodity, weapon or ship sold on a base each time you land. The lowest number you can have is 0.001. I’ve been messing around using 0.1 giving varying prices of between 10 and 1000+ per item depending on initial commodity price. In mods that have high prices for items i’d keep the variance a lot lower.
While not a totally dynamic economy, as it is not dependant on other items being present to affect the price, as in say X3, it gives the impression of a working dynamic economy and is a vast improvement over the pricing structure in the original game.
Here are some number variables and their meaning
price_variance = 0.001 - gives a 0.1% difference in price
price_variance = 0.01 - gives a 1% difference in price (not the most realistic but no abuse)
price_variance = 0.1 - gives a 10% difference in price (most realistic and open to abuse)I personally wouldn’t use anything bigger than 0.01 (1%) but i will be experimenting with this to try different values.
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i honestly didnt think that command exsisted. and CV still hasnt re-appeared
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As far as i know he won’t be either due to the fact he fell off his perch sadly. Why his forum has shut down. His dad posted on there just after the event.
As to the randomiser, we both know there’s loads of crap hidden in FL, commands, FX etc that’s unused, he just used to like finding them
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@Gibbon:
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This is for SINGLEPLAYER… for now
…… this works atleast partly in MP.
Partly means players get kicked 4 cheating when selling loot
under this conditions
– we use a hack that raises single good price over 9.999.999
– bases randomize prices (our do that up to 15%)
– player sells more than 1 item on a base which randomizes the pricesSometimes it seems possible 2 sell more than 1 item.
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You’re quite right F!R, I’ve had mixed results with this as well. Sometimes it works in MP, other times it throws a fit. I’ve had it running for hours with no issues, then all of a sudden, everyone gets kicked. It’s a great idea for sure in SP, works like a dream there, just wish it was more stable in MP.