FL Real Economy Mod - Traders, Testers and INI Hackers neede
let me introduce myself first. My name is Mike and I've been reading silently in this and other FL modding forums for quite some time. I've long wanted to have a real economy in FL, which adapts to the things I do and others do in the game.
I've been working on a solution to provide a real economy for FL and I am now at a point, where it basically works for SinglePlayer. The features the solution provides:
- Really integrated into FL, no executable to run along FL:
The stuff *YOU DO* affects the economy of the *whole UNIVERSE* *IMMEDIATELY*. Let me give you an example: Someone shoots down a large Transport train, which delivers a good to a destination. The price of the good will *rise* at the destination (as demand can't be met anymore) and a *NEWS* report will be available for this event in the bar. This allows for pirates to actually make more money by keeping a tradelane down.
- Supply, Demand and Event based Economy
I already gave the example of shooting down a transport train above, but this is only one event. Other events may include: A production facility is down for maintenance and MOX or other goods can't be produced anymore. These events will happen randomly or in certain intervalls and thus influence the economy.
Each Base has a supply and demand state for every available good. This setup along with the events causes prices to vary - even as you are at a base. Prices even vary if you sell or buy stuff at a base.
- My solution can be adapted to different mods, extended for any number of stations
The economy is controlled through an additional INI-file, which can be adapted for different mods.
What currently does not work: Multiplayer. Simple because I'm not a MP player and have not had time to test this in a MP setup. I *WILL* do so however, as I think my implementation is portable to an MP server and can be used there.
Now I've written about the *realized* possibilities of this solution, however I need some help for the final steps:
- I need a couple of people, which know how to hack the following files: market_commodities.ini, goods.ini and news.ini. You may need to know how to add new ids_name and ids_info entries into a custom DLL (no modifications of an existing DLL or EXE are made in this mod.).
I am looking for a team of people which will discuss in a friendly matter the relationships of goods between the systems. My primary goal is to release this FL mod with the vanilla FL extended for a dynamic economy. What needs to be done here: Write the supply and demand stuff for every station and system. Define events which can happen in a system, which affect prices etc. I will provide a manual for the new INI-file and how to extend the other ones.
- I need a number of testers
My wish is that the testers (preferably *TRADERS* and *PIRATES*) play with the mod and recommend fine tuning and changes to the implementation or the configuration through INI-files.
I know this is a long post, but I hope there is interest in this solution. If you have any further questions please reply to this thread. If you want to support this mod or want to use this FL extension in your mod feel free to PM me. Please include your e-mail address and the amount of time you are able to spend on this.
NOTE: I will not release the source code and I will not give it away yet. I want it to stabilize and mature before doing so. So do not ask. And NO I do not have access to FL source code to accomplish this, but the mod does not require any changes to existing binaries.