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New Commodities I can offer - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: New Commodities I can offer (/showthread.php?tid=56084) |
New Commodities I can offer - Araevin Teshurr - 03-24-2011 When I first saw this thread it only had a few commodities, didn't bother posting then. But you have added quite a few commdities. All of which I would love to see implemented into Discovery. Kudos to you for it all. And thanks. New Commodities I can offer - Daedric - 03-25-2011 Add this man to the development team please. New Commodities I can offer - Jaika - 03-25-2011 I just got some random ideas for RP cargo today and now i found this thread so if it's not a problem i write down my ideas here, they are something similar to your PMH. Medicalbay: this can be used on ships RP'd as Mediships. Engineeringbay: maybe it can be a junker stuff for repairing salvaged things or to build stuff up from the scrapmetal. Dininghall: this one is for Luxury Liners to feed your VIP's Prisoncells: for Prison Liners and Capships. Weaponstorage: for militaryships they can be attachable parts like the armorupgrades New Commodities I can offer - Adam_Spire - 03-26-2011 ' Wrote:I just got some random ideas for RP cargo today and now i found this thread so if it's not a problem i write down my ideas here, they are something similar to your PMH. Each one of these would maybe work for an attachment to a ship but not as a commodity. With no intrinsic game value other than to say, look what I got, its not going to fly. New Commodities I can offer - Adam_Spire - 03-29-2011 Im starting to experiment with trade runs and prices. I'm getting the hang of this. Its like a nice equation where one aspect affects another but can have different answers depending on conditions. It's like college Physics all over again! I'm trying to make commodities profit, selling value minus initial cost, somewhere in the 4-5 mil range because unless its for a RP, no one is going to haul 5000 units of something 4-5 jumps and only make 2-3 million. I haven't real game tested it yet but here is the first one. Ship Components '
![]() Quote:New Berlin - The Ring>Lowest Selling price: 720 Not a day goes by in the repair bay where the ship builder sees a repair list stating 'component' with little or no explanation as to what was being fixed. Mechanics say they are needed parts to keep major ships systems functional, while many ship owners claim they are just a way to bloat the repair bill. The fact remains, from star flyers to battle ships, these components are the glue that binds ship functions together, MarketGood = commodity_ shipcomponents, 0, -1, 0, 0, 1, 2.12824 If I understand, the 2.12824 is times the Base price which gives a 1809 selling price at New London. Standard Jumps needed = 5 4800 cargo profit = 5,227,200 5000 cargo profit = 5,445,000 New Commodities I can offer - JW.corsair - 03-29-2011 Like it New Commodities I can offer - Adam_Spire - 05-03-2011 Well hear it goes. I've been working with the market_commodities.ini and goods.ini and ran into the part of the instructions to "leave this part to me. " as in the admins. I think. This is what I'm testing: (buys) MarketGood = commodity_ shipcomponents, 0, -1, 0, 0, 1, 25.1250 (iw03_01_base) - this is the Freeport in Magellan (sold) MarketGood = commodity_ shipcomponents, 0, -1, 150, 500, 0, 10.0000 (rh02_04_base) - This is the shipyard in Hamburg Here is the commodity info again Ship Components '
![]() Hamburg - Alster Ship Yards > Lowest Selling price: 720 Base price : 72 ---I think this is where I was having the hickup. I got it now Freeport 4- Magellan > Max Selling price: 1809 Cargo Space needed:1 Not a day goes by in the repair bay where the ship builder sees a repair list stating 'component' with little or no explanation as to what was being fixed. Mechanics say they are needed parts to keep major ships systems functional, while many ship owners claim they are just a way to bloat the repair bill. The fact remains, from star flyers to battle ships, these components are the glue that binds ship functions together. I added the selling and buying points into my own market_commodities.ini but didnt touch the goods.ini which I believe is where the base value and image are linked, kept and so forth. I haven't forgotten about this and I really want to make this part of the community and the game. Anyone help me out here to give it a whirl? New Commodities I can offer - Adam_Spire - 05-05-2011 Im guessing with a Player controlled commodity and equipment dealers being implemented in game, this work and thread and has become pointless? New Commodities I can offer - Cannon - 05-06-2011 Well.... none of this work is going to be accepted without Xoria's approval. Xoria is the trading system lead developer. I see he's commented in this thread. He's saying that your new commodity descriptions and icons might be accepted for 4.87 but not for 4.86. He's explicitly stated that you should not to concern yourself with the pricing and has asked that you consider where these new commodities would be produced and consumed. As for the player controlled bases and shops, these have no impact on the trading system and are completely seperate from it. New Commodities I can offer - Adam_Spire - 05-06-2011 Oh! I didnt know, but now I know! As far as the places, I can have that list pretty soon as many of the items were designed to encourage inter house trade in places we typically didnt go to, from places we're familure with. As for when its in the game, I have patience, I just wanted to finally give back a little from what this game has given me. Thanks Cannon. |