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freelancer market

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Post Sun Dec 05, 2004 5:30 am

freelancer market

hi all !!

first, i`m sorry i did not search through all the threads .. because i`m already at boiling point lol


i have a goods concept, for that i simply need to limit the amount you can purchase of a certain good at a certain base ..

[BaseGood
base = Li01_01_base
MarketGood = my_commodity, 0, -1, 10 , 10 , 0, 1

the highlighted numbers did nothing .. (did not work in sp + mp testing)


this is an example from manhattan commodity market:

[BaseGood
base = Li01_01_base
MarketGood = commodity_boron, 0, -1, 150, 500, 0, 1.300000


plz help, i can`t believe there is a market .. that has no ways to limit the amount of a good one can buy .. what a market is this?!?!?!


thx for any advice

Post Sun Dec 05, 2004 6:21 am

Uh, the easiest way to limit the number of Goods you can purchase... is manipulating the Volume taken up by a Good. Or working with Empathy, so that buying a Good from one Faction requires being on the good side of that Faction...

In short, there isn't a really easy way to take care of this issue, but there are workarounds.

Post Sun Dec 05, 2004 8:09 am

it has to work .. how could ms make the market that stupid .. i can`t believe ..

do you know another workaround?

volume is already taken ..

EDIT:
the faction and reputation workaround i do not count as valid workaround .. it`s something else ..

thx tho


btw shouldn`t those number do what i want? i think yes, but yet did not find a good explanation of them .. and i guess it`s because they do nothing ..
they function was simply left out -or ms/da didn`t get it to work .. or something else ..

i`m really angry about that, cause my idea needs this function and it would be lot of fun in the end ..

Edited by - RimShot on 12/5/2004 8:35:41 AM

Post Sun Dec 05, 2004 8:54 am

also, i came across another problem ..

if you tell a commodity it is combinable = false, it only works for when you tractor the loot in space .. NOT if you buy it at a base ..

hmm ..

Post Sun Dec 05, 2004 9:11 am

well, i`ll try to explain the idea ..

i want to make special trade routes with special goods .. the special about them is, they need to be delivered within a x-time that i set ..

now i`ve been using decay per second (same like alien organisms use), but as you know it will count off one by one .. but i want that the conuter goes for all of the cargo .. so: i made single units, 10x, 100x units for it (by using volume) and this works as workaround hehe

but now i have to keep players from purchasing say 100 single units but buy a 100 package instead, so the idea works and the counter will work .. cause it`s treated as one good

i hope you know what i mean, my english is not native and i often get misunderstood ..

thx for any help, i`d love to make this idea possible

Post Sun Dec 05, 2004 9:36 am

Well, how about you make only the 10x or 100x packages for sale at the base you want? Like a big market which only sells larger amounts at once, so they don't offer single units. Great idea btw.

Post Mon Dec 06, 2004 8:36 am

There is a mod that deals with "Dynamic Markets" that may be what you're looking for.
As to a simple way of limiting sales...
There is none!
(Other than with volume.)
Kinda nasty the way FL handles commodities...
I'd personnally like to have one like was in the two Privateer games.

Watch your 6!

Post Wed Dec 08, 2004 3:40 am

Freelancer was sort of forced out the door before it was complete. I'm sure they intended to fix this. The game engine is not perfect but look how flexible it is overall.

Glock36
"No Comment"

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