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Dynamic trading possible?
The general place to discuss MOD''ing Freelancer!
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This is an admirable goal to attain. But don't forget some planets or stations just have to spend more on commodities regardless how much the receive, because they have a situation limiting the resource. That is also a market possibility.
To further complicate your lives , markets would also be variable to how far the commodity has to travel to reach the station and how trecherous the route.
Spectre-Man
To further complicate your lives , markets would also be variable to how far the commodity has to travel to reach the station and how trecherous the route.
Spectre-Man
I have heard of a MOD that a server used so that for every hour a base didn't recive a given commodity, the price they would pay would go up by 5% with a limit of 150%, and for every 15-20 people who bought a commodity, the price would go up by 5% with a limit of 150%, and if nobody bought the given comodity, the price would go down by 5% every hour, with a minimum of 50%. It sounded like a great idea, but I have no clue where to get the MOD. I know that in order to achive this, they had to MOD some of the prices in the INIs, and create an exe to measure the time and calculate the incriment. Mabe something like this would work, or mabe you could find the MOD?
--I am not responsable for my actions.--
--I am not responsable for my actions.--
That doesn't sound possible, to the best of my knowledge.
The ini's are read at start up, and are not reread until reboot. So, even if you changed the price in the ini's every hour, the program wouldn't know any different.
This definately would not work on a server, since all prices are client side. Therefore, not only does the server admin have no control over the prices at the bases, but I don't believe there's even a log of transactions generated.
The ini's are read at start up, and are not reread until reboot. So, even if you changed the price in the ini's every hour, the program wouldn't know any different.
This definately would not work on a server, since all prices are client side. Therefore, not only does the server admin have no control over the prices at the bases, but I don't believe there's even a log of transactions generated.
well...
Lets say we make 2 programs.
They are both memory editors, one is serverside, one is clientside. Heres what i really want this for: I want clientside program to create a player file on the server...
So that the player could choose an initial faction to ally with (I.E you dont always start with lib navy)
I know about editing the .fl file in exe folder, but i wanna do something dynamic (so that players could be added in real time...) and also dynamic trading... and base status (I.E new bases would appear after a certain ammount of time, and bases could be destroyable) It sounds very far fetched, but with memory editing... maybe... (except the new bases part, that would be even more extremely difficult)
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Genius
Writer
Freelancer Software Development Kit
Lets say we make 2 programs.
They are both memory editors, one is serverside, one is clientside. Heres what i really want this for: I want clientside program to create a player file on the server...
So that the player could choose an initial faction to ally with (I.E you dont always start with lib navy)
I know about editing the .fl file in exe folder, but i wanna do something dynamic (so that players could be added in real time...) and also dynamic trading... and base status (I.E new bases would appear after a certain ammount of time, and bases could be destroyable) It sounds very far fetched, but with memory editing... maybe... (except the new bases part, that would be even more extremely difficult)
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Genius
Writer
Freelancer Software Development Kit
how about this -The client takes information on things like encounters from servers - and this includes loadouts and other things too?? You can put nomads into manhatten without the clients needing modding. I think what you need to do is change it like that. Make it so that the clients now have to request info for prices - rather than just the NPC stuff - that way you would cut the problem of having the editors being 'synchronised' with each other - which would be nigh on impossible wouldn't it? Louva - is that possible? to change it so it requests prices of things from the server rather than using its own? Personally i would have thought that would be the solution we need......but i know about as much about programming as i do fishing! Don't you use dynamite to go fishing??
Edited by - Chips on 1/9/2004 3:35:26 AM
Edited by - Chips on 1/9/2004 3:35:26 AM
@Captain Tylor - Since there has been no known successful trial of this method we don't know what effect it will have with the 1.1 patch.
@genius - Being able to allow clients to choose their faction is one of the things we have recently decided to work on but until I saw this thread we were speaking of doing it through modifying the savefile right after its created so the first time the player joins the faction is modified. We are not at a point to test if this works or not but I think it may be a bit easier than messing with memory editing.
@Chips - Not without modifying the exe which is not an acceptable solution since we want all of this to be a legal endeavor. See the reason why so many things were made clientside is to cut down on the traffic between client and server so that internet play can be as smooth and fast as possible. The more data you have to send between them the slower the netcode is. While this helps in that area it does pose quite a problem in some areas for those working on mods. Keep in mind though that this game was never meant to be modified, none of the microsoft games are which is why they are so difficult to deal with.
Edited by - Louva-Deus on 1/9/2004 6:29:03 AM
@genius - Being able to allow clients to choose their faction is one of the things we have recently decided to work on but until I saw this thread we were speaking of doing it through modifying the savefile right after its created so the first time the player joins the faction is modified. We are not at a point to test if this works or not but I think it may be a bit easier than messing with memory editing.
@Chips - Not without modifying the exe which is not an acceptable solution since we want all of this to be a legal endeavor. See the reason why so many things were made clientside is to cut down on the traffic between client and server so that internet play can be as smooth and fast as possible. The more data you have to send between them the slower the netcode is. While this helps in that area it does pose quite a problem in some areas for those working on mods. Keep in mind though that this game was never meant to be modified, none of the microsoft games are which is why they are so difficult to deal with.
Edited by - Louva-Deus on 1/9/2004 6:29:03 AM
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