Sat May 08, 2004 11:36 pm by warzog
Sir Spectre:
I've got a much better copy of Privateer's Commodity's in my mod folder.
The main problem is that in Privateer, bases were clearly defined, as were the factions.
Here, in FL, there are to many grey areas.
The Junkers are good guys who aren't.
As are the Corsairs, the Xenos, etcetera, etcetera, etcetera.
Besides, all of that, it's taken me two days to come up with the list posted here.
Many of the items you say are missing, are in fact listed.
I've tried to set up variations, which are tied to each post.
That is, the Military sells food rations at one price, the Agricultural Bases at another, the Space Stations at yet another.
And Each group buys things a different rates.
In Privateer, there was Agricultural, Mining, Refineries, Pirate, Pleasure Planets, Perry, New Detroit, and New Constantinople.
I've added a few, and deleted a few, to adapt to Freelancer.
Once I've got the basic setup, then I can go in and tweak it.
But I need to know that I've got a solid foundation.
It's like the main mod-I can't add to it until the bugs are out of it.
This thread is to find the "bugs."
I can tweak it later.
One thing at a time!
lvxoccvlta:
I've tried that FLDataStorm, and it wipes out my OS.
So, that's not an option for me.
If it works for you, I can email you a current copy of the Market_Commodities.ini file for you to mess with.
Watch your 6!