Market_Misc.ini values and question.
MarketGood = ge_s_cm_02, 2, -1, 10, 10, 0, 1
MarketGood = xxxxxxxxxx, a, b, c, d, e, f
xxxx is the item name - there's already a thread to tell you what each item is.
a is the level you need to be to buy it
b is somehow related to the hostility factor, comes in decimals occasionally.
-1 - buy anytime, I think the higher the number, the more friendly you must be.
c is number stackable I think. Seems to be 10 for everything escept missiles and mines, in which case it is 50. For Batteries and Nanobots it is 100. Don't know what this means. Possibly 100 tells it to look to the ship for another value, or is an ingame max chosen for programming purposes. This is just conjecture, but possibly the '10' refers to size, telling it to look to the equipment type and available hardpoint values. Since 10 is the largest possible hardpoint, this number is never more than 10 for a mountable item. Like I said, this is just conjecture. My theory - Missiles take up '1', with a max of 50. Batteries take up '1' with an ingame max of 100 (but i've never seen more than 71), Equipment takes up a value equal to it's hardpoint rating, to a max of 10.
d is apparently always the same value as 'c' for weapons. Any ideas?
e I have no idea. Always seems to be '0'
f Price multiplier at a base. 1 is 100% of normal price, .500000 would be 50%. Thanks to Thundercleese for clarifying this.
One way to test my theory about the values of 'c' would be to change a few values. IE. change the ship max of batteries to 110, and see if you are able to buy more than 100. If so, than 100 is not a hardcoded limit. Also, make something like a class-1 turret combinable and try to stack them. If it works the way I think, you should be able to get 10. Personally, I think this will probably crash the game, so I'm not going to try it right away. Maybe over the weekend when I have a little more time.
'c' and 'd' appear to have values for commodities of either 0,0 or 150,500. I still don't know what these mean. If they have values of 150,500 the base sells them. Else, they do not. Perhaps this has something to do with maximum buyable/sellable? I'm going to mess with it a little. If it simply a sellable toggle, something like 1 would have been more appropriate. Also, with weapons having a different set of values vs. commodities, there must be additional meaning.
What I was looking at the values for is trying to correct a game-play issue. The way the game determines net worth is screwy. You gain the full value of a looted weapon to net worth, when the actual value is significantly less. I was hoping to find a simple way to change this in the following way:
Example: You loot a Supa Blasta Cannon from a ship. It has an Actual Value of 4000.
To buy said SBC you would pay 4000, while the resale value is only 1200. The game credits you 4000 to net worth, and then your net worth drops when you sell it. In this example you buy for 100% and sell for 30% of actual value.
Instead I would like the system to work as follows.
The SBC has an actual value of 1200, with a purchase modifier of 333.333% and a sale modifier of 100%. That way the value credited to your net worth is consistent with how much money you actually get for it. Also, an adjustment might need to be made to repair costs, so that you don't end up repairing something too cheaply. But this could possibly be worked out.
So, does anyone know if the weapon price and purchase/resale modifiers are available to mod, or are they hard-coded into the engine? I know price can be modded, what I am wondering about is the percentage modifier.
Thanks,
Larry
Edited by - ceylon on 30-03-2003 04:36:00