Dropped equipment/commodities, how to increase the probabili
I've been using Chip's idea of bounty hunters with escape pods dropped by pirate factions. Each faction drops it's own specific pod, and each pod, now a commodity, has various prices around the galaxy depending on the pirate and location.
BUT, I have a problem. The bastards almost never drop one! I have seen it, so I know the idea works. But what variable sets the probability of an item being dropped?
Here's what I got for a Corsair Escape Pod:
>> data\equipment\commodities_per_faction.ini
[FactionGood
faction = fc_c_grp
MarketGood = commodity_alien_artifacts, 0, 0
MarketGood = commodity_basic_alloys, 0, 0
MarketGood = commodity_consumer_goods, 0, 0
MarketGood = commodity_engine_components, 0, 0
MarketGood = commodity_fertilizers, 0, 0
MarketGood = commodity_food, 0, 0
MarketGood = commodity_gold, 0, 0
MarketGood = commodity_H_fuel, 0, 0
MarketGood = commodity_oxygen, 0, 0
MarketGood = commodity_pharm, 0, 0
MarketGood = commodity_water, 0, 0
MarketGood = commodity_pirates_c, 0, 0 <<<< Appended this.
>> data\randommissions\rmlootinfo.ini
[RMBonusLoot
archetype = commodity_pirates_c
num_to_drop = 1
faction = fc_c_grp
difficulty_range = 0, 100
weight = 5
Here's the deal. So far the only variable I think affects the "drop rate" is difficulty_range, but even how that works has so far eluded me.
Any help would be great!
Tan
BUT, I have a problem. The bastards almost never drop one! I have seen it, so I know the idea works. But what variable sets the probability of an item being dropped?
Here's what I got for a Corsair Escape Pod:
>> data\equipment\commodities_per_faction.ini
[FactionGood
faction = fc_c_grp
MarketGood = commodity_alien_artifacts, 0, 0
MarketGood = commodity_basic_alloys, 0, 0
MarketGood = commodity_consumer_goods, 0, 0
MarketGood = commodity_engine_components, 0, 0
MarketGood = commodity_fertilizers, 0, 0
MarketGood = commodity_food, 0, 0
MarketGood = commodity_gold, 0, 0
MarketGood = commodity_H_fuel, 0, 0
MarketGood = commodity_oxygen, 0, 0
MarketGood = commodity_pharm, 0, 0
MarketGood = commodity_water, 0, 0
MarketGood = commodity_pirates_c, 0, 0 <<<< Appended this.
>> data\randommissions\rmlootinfo.ini
[RMBonusLoot
archetype = commodity_pirates_c
num_to_drop = 1
faction = fc_c_grp
difficulty_range = 0, 100
weight = 5
Here's the deal. So far the only variable I think affects the "drop rate" is difficulty_range, but even how that works has so far eluded me.
Any help would be great!
Tan