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Multiplayer Dynamic Commodities?

The general place to discuss MOD''ing Freelancer!

Post Fri May 07, 2004 2:57 pm

Multiplayer Dynamic Commodities?

OK, so I broke out the ol' FL disc and was tooling around, when I had an idea... The server is fed data on what you buy... It's fed data on where you are when you're docked. Why not have a seperate program(or even impliment it as part of the server) to check purchases, check where the player was when he acquired said purchase, and alter prices periodically? Say... a base (Buffalo) sells 3000 units of cardamine in a 24 hour period. The server detects this by marking the commodity on a checklist of some kind, and increases the cost by one credit per ten units sold? (That would be a 300 credit price hike, thus reducing the appeal of buying there). You could even set up limits, which would cause prices go down over time if certain quantities were not sold that day...(Buffalo sells 300 cardamine that day, instead of the 1500 it produces usually. Prices drop 1 credit per every 10 not sold... 120 deducted from cost for next business day)
The same could be done for selling...
*situation*Manhattan has 3000 units of Cardamine sold there, server detects this(similar method, server checks cargo before and upon leaving a base, adds to the tally in the database as appropriate), and price drops by one credit per ten units sold(300 credit value drop). If supply does not meet demand, price goes up.
(300 units sold, 2100 demand... one credit per ten difference= 180 credit increase in charge, next business day)
So, what do you fellas think?
This would reduce power-gaming, by far.

Post Fri May 07, 2004 3:04 pm

Read this Dynamic Commodities Market Programming. It should only take 4 or 5 hours to read all 200 posts on the subject.

Sir S

Post Fri May 07, 2004 3:59 pm

Sifted through it. The problem he's running into seems to be that he wants to use the program both client-side, and server-side... this is an entirely different beast I'm talking about.
What I'm suggesting would run purely on the server.

Edited by - Manic on 5/7/2004 5:00:30 PM

Post Fri May 07, 2004 5:54 pm

Actually, he's trying to do mainly only for Single Player, which should be easier than Multi Player.

Generally from an MP standpoint, you run into two complications. One, some ini's are only read at the startup of the server game. Two, those that are read continually, may run into crashes if one player is seeing a different thing than another who came shortly after. The game doesn't like inconsistancies. I don't know enough to talk about it in any more detail than that.

Accushots program I think alters the game on each startup. Which isn't a bad thing as that is somewhat reflective of dynamics in the real world. Gasoline will stay the same price until the end of the day, then when market tabulations are checked, they raise or lower for the next day.

Sir S

Edited by - Sir Spectre on 5/7/2004 7:19:58 PM

Post Fri May 07, 2004 8:08 pm

Which is exactly what i was hinting at... a 24-hour cycle, spurred by a server-reboot. this would ensure that everyone recieved the same .ini.

Edited by - Manic on 5/7/2004 9:09:00 PM

Post Fri May 07, 2004 8:47 pm

We discussed that possibility in the thread I linked, we really did go through most of the debate on what is possible with this idea. What it comes down to is who is willing to do what? Accushot is making the most headway into this dynamic system, but he cannot devote his life to it, nor would I expect him to. Whatever he comes out with is what will be, as I do not think anyone else will tackle it. Nor would most have the expertise to attempt such an endeavor.

Sir S

Post Sat Aug 11, 2007 9:39 am

Does anyone know what happened to the Dynamic Commodities Market Programming topic ??

It's not there anymore

+_dotCOM_+

Requiem: Total Conversion MOD
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Post Sat Aug 11, 2007 9:46 am

It probably got moved.



Get yer hosting!

Post Sat Aug 11, 2007 9:56 am

yeah... kinda figured... damnit


i wonder where to :
+_dotCOM_+

Requiem: Total Conversion MOD
http://mod.fastoldsleds.com

Please visit the site, register & post your ideas!!

Post Sat Aug 11, 2007 9:57 am

search function ftw? and check the requiem site dude.

Post Sat Aug 11, 2007 10:36 am

The link that SS give is no longer valid, so it wouldbe asumed that it is no more. I did a search through all the modding forums and came up with nothing.

Post Sat Aug 11, 2007 10:46 am

Same here mod...

damn

well the main focus of mine right now is figuring a way to change information on the fly in Freelancer, without requiring a reboot...

+_dotCOM_+

Requiem: Total Conversion MOD
http://mod.fastoldsleds.com

Please visit the site, register & post your ideas!!

Post Sat Aug 11, 2007 11:47 pm

theres plenty of tools on the net for changing hex values for games that are running without needing to turn the game off......... but these also happen to be cheat software.

Edited out sig, Cheese.

Edited by - FINALDAY on 8/12/2007 6:27:02 AM

Ogu

Post Sun Aug 12, 2007 1:15 pm

Well, they're only thought of as "cheats" because thats what people use them for. If you could find a way to make the changes you want on the fly with one of them, that'd be great.

Post Sun Aug 12, 2007 8:01 pm

OK well ... what if you could change the value in memory or registry values?? If a program could be designed to work with Freelancer, and have the ability to change values in memory, such as commodity prices, then you could see what you saw in grover's video, except it would be on multiplayer.

This is why I've been begging for someone to release the code grover has and/or have him get online and talk about it ... I'd be willing to start scripting, if he'd allow me to put it into the Requiem Conversion.

I've been searching the net for days trying to figure out stuff and have only been working on speculations right now. I'd love to see what grover's already accomplished.



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<a href="http://mod.fastoldsleds.com">Requiem: Total Conversion MOD

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