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Economics Project--HELP!!!

This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!

Post Mon Nov 24, 2003 6:03 am

Economics Project--HELP!!!

In my economic numerical methods class I'm making a "router" program (C++) for FL that maximizes the profit of all possible trade routes in the game (no MODs, that is). This program will only cover the "civilized" systems (accessible by jumpgate) and legal goods. For simplicity's sake, I am not going to include pirate bases or jump hole systems.

MY QUESTION: (hehe thought I'd get to the point) I need to know the regeneration time of goods once you have bought them. (approximate time or distance traveled until the merchant's supply is back up to 30 units) I have tried leaving the system (once removed) and coming back, but the goods have not regenerated.

Even though there may be other very good alternate ways of making money, mining and piracy are not within the scope of my current project. I just want to keep it nice and simple, for now I figure I'll post the code after I get the grade for it so you guys can find your own trade routes for certain MODs.

Moreover, I'm solving the Nash equilibrium for the weapons-shields game matrix. I'll post that eq. as soon as I figure out the mixed strategy equilibrium. I anticipate that it will be pretty balanced, but who knows--maybe we'll be surprised. On the side, which shield-types and weapon-types do ya'll prefer? (gravitron, positron, molecular, laser, photon, etc...)

Post Mon Nov 24, 2003 6:42 am

Dealers have a limited amount of stuff?!

Post Mon Nov 24, 2003 7:40 am

Um...dealers don't run out of goods. Or at least while I was playing they didn't, must be something wrong in your game or something.

Another thing, you mean JUMPHOLE ONLY systems right ? Otherwise you couldn't use your program as there are no systems without jumpholes that I know about (except Alaska).

Good Luck with your program !
Er...what does it do (In laymen's terms) ?

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"Snake ,we are not tools of the government or anyone else", "Fighting was the only thing I was good at , but at least I always fought for what I believed in" - Grey Fox
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Edited by - Neo_Kuja on 24-11-2003 07:46:53

Post Mon Nov 24, 2003 4:57 pm

@ neohelios
1. merchants NEVER run out of supply that is sold on that base/planet.
2. if you bring in some commodities it can be seen as long as you have not left that base/planet again. So you can buy it back for the same price as you have been paid.
3. as soon as you leave the planet/base and return to the store, you will only find the goods sold at this very station.
That means: it is not possible to store goods at any station/base AND THATS A PITY.

For your router-project go have a look at these posts:
FL Cargo Computer and its Data File
http://www.lancersreactor.com/t/downloa ... asp?id=170
http://www.lancersreactor.com/t/downloa ... asp?id=155

My personal favourite is the excellent Excel-sheet FLCommodities 1.1 (see http://www.lancersreactor.com/t/downloa ... asp?id=190 ). Though you cannot optimize your tour for maximum profit this sheet shows you all or best 10 trade routes from any your starting base/station to any 'final destination'

Post Mon Nov 24, 2003 9:20 pm

Umm...first of all, Freelancer isn't the best example for an economics project. The goods are in infinite supply and never change in value.

According to the theory of evolution, I should have died a LONG time ago.

Post Tue Nov 25, 2003 9:51 am

Excellent! TYVM I'll check out those links.

As far as the economic simulator goes, yes I agree with you, but this is more of a project in representing an economic model on a computer--albiet a very simple one--I'll be doing the more dynamic stuff later

"If people do not believe that mathematics is simple, it is only because they do not realize how complicated life is." - John von Neumann

Post Tue Nov 25, 2003 1:43 pm

Neo_kuja said,


Another thing, you mean JUMPHOLE ONLY systems right ? Otherwise you couldn't use your program as there are no systems without jumpholes that I know about (except Alaska).


No he means the Great House Systems. Not the boarder worlds, Outcast Systems, or the Corsair Systems.

Life: No one gets out alive.

Post Tue Nov 25, 2003 4:44 pm

Actually, some bases do run out of stuff to sell. One time i clean out everything Freeport 4 had. It was kind of sad.

"Who gets away with a whole ship and not get caught?" Trent
"I do, Mr. Trent." Orillion

Post Tue Nov 25, 2003 9:05 pm

Is this with some sort of mod? I've bought up to 275 of goods and it doesn't run out. The only time I haven't been able to get a full load of goods is if I'd already sold goods there and I want to buy them back.

According to the theory of evolution, I should have died a LONG time ago.

Post Wed Nov 26, 2003 1:10 pm

Someone code a more believable economics system in freelancer.

that would be an uber mod.

Post Wed Nov 26, 2003 2:07 pm

chips has done a great job with the TEMP mod - keep your eyes peeled for it...

Post Wed Nov 26, 2003 2:16 pm

Proof that places don't run out of the things they sell, use a mod to get and unbelivable amout of cargo, and have lots of money, u can't buy them out. a mod that can do this is the TVS Vesuvius

If life is unfair, how come I haven't won yet?

Post Fri Nov 28, 2003 3:19 am

Static economy is better for the way this game build. though it whould be interesting to logorithmicly analyze the system as a whole and predict the best path considering cargo amounts, time per profit and hazardous zones (could be customizable per player skill).

Post Fri Nov 28, 2003 4:30 pm

I would be cool if some1 went to every base, found the most profit per unit of goods/time for trip this would probably require getting an average time from one base to another, which given the amount of bases could take, forever . I wonder what it would be? probably some thing with illegal goods or alien organisms.

If life is unfair, how come I haven't won yet?

Post Fri Nov 28, 2003 5:04 pm

@Grom, well if its anything like his last three mods then i'm looking forward to downloading this lastest one

"Make it so"
Captain Jean Luc Picard,Star Trek TNG

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