Freelancer Supply/Demand
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Hello everyone,
First off I apologize if this has already been asked in the past, but I am tired of searching on the internet and not finding anything close to what I want to know.
In freelancer, when you buy a commodity, you can always fill your ship with as much as you can carry, right? I am wondering if there is a mod/patch or something that can change the supply and demand within the game, single player?
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There’s a mechanism to randomise the price, which might not be exactly what you want, but perhaps good enough. I don’t think anyone’s made a full mod out of it, though, so you’d still have to DIY. Hm, I might be able to create a plugin to create a random variance…
I believe EOA was working on a “real economy”, but not sure if it ever got finished/released (going back through Pidgin logs it seems it was working, but never released). I was given the source, but wasn’t able to compile it and my interest had waned by then.
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Freelancer.exe, 37ECB, C7 44 24 44 00 00 00 7F --> 89 44 24 44 90 90 90 90, market files control items in stock (MarketGood = , <required level="">, <required rep="">, <minimum>, <max in="" stock="">, <full resale="">, <price multiplier="">) ~adoxa, M0tah</price></full></max></minimum></required></required> ```Is this what you're looking for? (See also [here](https://the-starport.net/modules/mediawiki/index.php/Limit_Breaking_101#Credits_.2F_Market) and [here](https://the-starport.net/freelancer/wiki/index.php/MDB:market_commodities.ini#Player_Section).) @adoxa: > Hm, I might be able to create a plugin to create a random variance… Thoughts: [olist] * Create a non-uniform range for the price? * Avoid having to include [c]price_multiplier[/c] for _every_ base? (Maybe a patch suffices here?) * Configurable variant of the above (for each commodity/base combination)? [/olist]
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My thinking was you could install the plugin into [c]dacom.ini[/c], which would give you a random variance for each session (need to exit FL to get new values); or install into [c]freelancer.ini[/c], which would give you a random variance each time you load a game. This is different to [c]price_variance[/c], which gives you a random variance (up to a max of what you specify) every time you dock. You seem to be asking for a simplification of the market ini itself.
1. Not sure what you mean.
2. Not sure that’s worth effort - how hard is it to copy the value?
3. Isn’t that what exists now? Maybe you need to elaborate. -
My thinking was you could install the plugin into [c]dacom.ini[/c], which would give you a random variance for each session (need to exit FL to get new values); or install into [c]freelancer.ini[/c], which would give you a random variance each time you load a game. This is different to [c]price_variance[/c], which gives you a random variance (up to a max of what you specify) every time you dock.
Aha! Can this reduce price variance abuse? And: is it suitable for MP?
Also, it eliminates the need for the points in my previous post.
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Can this reduce price variance abuse?
It’s SP, anything you do in SP is your own business. My understanding in MP is you get kicked, so it’s unusable.
And: is it suitable for MP?
Not without a whole lot more effort, having to send the variance to the server (or disabling the worth cheat detection, which is probably not a good idea). Actually, I suppose the server would want to determine the variance and send it to the clients. Unfortunately, you’re definitely a decade too late for that…
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Anything for everyone should ideally be server managed, then clients draw on that resource, but since FL uses local files for that, I don’t know how that would be possible. Librelancer is an in-development, new client for Freelancer, which is open-source code. That should enable us to write server-to-client functionality right into it, but MP is still in very early stages, as is much of the client. It is still shaping up very nicely, and I’d recommend keeping an eye on its development.
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FLAC has a fully working dynamic economy plugin that can be customised for mods etc. I used it on one of my mods for years, worked like a dream. That was based on player supply and demand, and you can see the prices changing on a regular basis in real time.
If you want to do the same in SP, that’s not really possible but you can make the prices change with a price randomiser which works just fine
Update for SP
Price randomiser code goes like this and has to be added to every base.ini file
[BaseInfo]
nickname = Li01_03_Base
start_room = Deck
price_variance = 0.001That will give a reasonable price variance which changes all the prices for everything on that base. Includes commodities and equipment and ship prices.
price_variance = 0.001 - gives a 0.1% difference in price
price_variance = 0.01 - gives a 1% difference in price
price_variance = 0.1 - gives a 10% difference in price