[Script] TC Stock Exchange "The Evolution of a Financial Revolution" v4 Full Release.
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Ah, .... whole different animals ...Alexfighter wrote:Thanks for the info. What about companies and corporations?
And both different to each other.
Corporations are based on the ingame corporations, the total value of each corporation is calculated, home base station and contents and the value of all their ships and contents. So as they buy and sell their value changes and as a result their share price. If they were to be attacked and loose some of their ships, their share price will go down due to the corporation now having less total value. Dukes and Yaki are worked out the same way.
Companies are different again. As they are based on fictional companies whos names are generated from the forum name library. Their value is based on a wholy me made fictional algorithum. They have no basis on in game events, but rather a sligh use of number manipulation. How they go is just luck of the draw

Like Naturals in the comodity index, they are based on in game figures (not telling what though) and then also subject to my tampering. hehehehe.
So, to sum up. They all have a different way of getting their value. I did the extra work to get them differently to provide a different experience for all of them and for variety.
Hope this helps in your investing.
If you have any more questions, ask away.
Ok, for an update,
Will be a little while yet until the Loans part of banks is ready. Due to all the sooks and gripes i would get if i just ran a script to take your money from player account and bank accounts. Then did the same to remove station wares, ship wares and take posession of your stations and ships if you dont pay your loan or interest. I've decided to spend the time and learn how to script in some events and happenings.
So, be ware the MarCon repossesions ship !!!
I'm using electronic transfer to take your credits but you get a visit from the repo man/woman to collect what you owe me in the way of wares from your stations and transporter device to take them of your ships and transfer them to the repo ship. Oh, the repo ship may not be alone! or unprotected. But you want to be really worried if it comes back to your station a second time, as the station will be the only thing of value there, guess what it has come to repo?
I'm having to learn this from scratch, and a lot of trial and many errors

MarCon
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Once I fix my cpu overheating problems and reinstall the game to it's vanilla state,this is one of the first scripts I'll be installing.Thanks again for this mark!
By the way,is there any limit for bank accounts? I'm mostly interested in it since I hate having to build a dummy station to hold my credits.And probably I won't be building any station since I don't want to have any stations but lots of MPM TL's.
By the way,is there any limit for bank accounts? I'm mostly interested in it since I hate having to build a dummy station to hold my credits.And probably I won't be building any station since I don't want to have any stations but lots of MPM TL's.
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Glimpse
The most amount of credits you can put into an account is the only limit. 1,500,000,000 cr is the most the script will let you put into an account, this is so there is some headroom for interest at that level. If the interest pushes the account balance over this the only actions available to you are withdrawal or transfer to another account, which you should do to prevent credit loss over 2,000,000,000.
As to the amount of accounts you can have, that is unlimited.
You can spread your credits over as many accounts as you like and they are all counted when working out your interest rate. so you wont loose out on interest by not having a lot in your player account. Credits at stations IS NOT counted towards your interest rate however.
EDIT:
i also think you will enjoy the loans when i get it done.
And once again Glimpse, your welcome and i'm glad you like it.
MarCon
The most amount of credits you can put into an account is the only limit. 1,500,000,000 cr is the most the script will let you put into an account, this is so there is some headroom for interest at that level. If the interest pushes the account balance over this the only actions available to you are withdrawal or transfer to another account, which you should do to prevent credit loss over 2,000,000,000.
As to the amount of accounts you can have, that is unlimited.
You can spread your credits over as many accounts as you like and they are all counted when working out your interest rate. so you wont loose out on interest by not having a lot in your player account. Credits at stations IS NOT counted towards your interest rate however.
EDIT:
That will make for some interesting situations on the exchange as they move from one exchange area to anotherI don't want to have any stations but lots of MPM TL's.

i also think you will enjoy the loans when i get it done.
And once again Glimpse, your welcome and i'm glad you like it.
MarCon
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Joubarbe
If you can send me an email or PM with your email addy, i have a file for you to try. No promises, but i've looked and looked and as yet can't find what would be causing your problem. This file checks to see if the Dynamic menus are running and if not restarts them.
My email is at the bottom of this post next to the PM button.
If anyone does find an incompatabilty issues as Joubarbe has asked, please let me know so i can look into it.
MarCon
If you can send me an email or PM with your email addy, i have a file for you to try. No promises, but i've looked and looked and as yet can't find what would be causing your problem. This file checks to see if the Dynamic menus are running and if not restarts them.
My email is at the bottom of this post next to the PM button.
If anyone does find an incompatabilty issues as Joubarbe has asked, please let me know so i can look into it.
MarCon
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Sounds delicious.Managing credits just got easier.Raising funds to buy a fleet? Save it on your personal account today! Provided by MarCon Industries!
[We take no responsibility for credits lost during transfer process and you accept that MarCon Industries holds rights to sieze any credits you have in your account(s) for funding pirates to attack your station(s) and murder your troops.]
[We take no responsibility for credits lost during transfer process and you accept that MarCon Industries holds rights to sieze any credits you have in your account(s) for funding pirates to attack your station(s) and murder your troops.]

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I am very interested in using this package Mark, though I am very conscious about bugs that can inadvertently change my financial situation and thus the difficulty of the game. How confident are you with the Stock Exchange portions in this regard, and their balance in terms of profit for investment?
Is the Banking section purely for storing credits and generating interest, or does it merge more intimately with the stock exchange sections?
Cheers.
Is the Banking section purely for storing credits and generating interest, or does it merge more intimately with the stock exchange sections?
Cheers.
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Dividends?
Hello!, great work with this, totally awesome. It gives a whole new economic depth to the game. On a diferent topic, i was wondering if you are planning on adding dividend payments for the shares that we buy.
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We do? i mean we don't?, now i'm confused heheGlimpse wrote:[We take no responsibility for credits lost during transfer process and you accept that MarCon Industries holds rights to sieze any credits you have in your account(s) for funding pirates to attack your station(s) and murder your troops.]![]()
How's your CPU overheating problem going, got it fixed yet?
I've found and had no bugs that can change your financial situation, if there were they would get zapped real quick. Legitimate finacial gains or loss only allowed. My confidence in this regard is quite high. Joubarbe is having some problems atm that we are both working quite hard to fix and prevent from happening again.Jaga_Telesin wrote:I am very interested in using this package Mark, though I am very conscious about bugs that can inadvertently change my financial situation and thus the difficulty of the game. How confident are you with the Stock Exchange portions in this regard, and their balance in terms of profit for investment?
At present there will be issuses with major Mods that significantly change the universe. Things like sector layout and major sector ownership changes and introducing new races. These will be addressed as best as possable later on after the core components of the script are released and any bugs fixed and working correctly. But for a standard universe there seems to be no major problems atm (knock on wood).
As for balance, well that is in the eye of the beholder. Since the intruduction of 5i1's suggestion of 'Limited shares available' i think the balance is a lot better. Idea and Nho have give a lot of help in this regard due to their different perspectives, Idea from an economic viewpoint and Nho from a player ease of use / enjoyment / more features please viewpoint, both have given invaluable input.
I'm open to suggestions in the regards of balance though, i think there is proberly still room for improvement.
At present banking is purly stand alone with no links into the stock exchange part of it. When the semi auto stock broker part is introduced it may change slightly with the broker being able to access selected accounts to use for share purchases and credit deposits after share sales etc., but that is a way off yet.Jaga_Telesin wrote:Is the Banking section purely for storing credits and generating interest, or does it merge more intimately with the stock exchange sections?
EDIT:
As a poor busted .... gamer, i have no idea how dividends actually work.Carlos789 wrote:On a diferent topic, i was wondering if you are planning on adding dividend payments for the shares that we buy.
If you or someone else wants to give details and how it would work, i'de be glad to look into it. I worked on the idea that you buy shares and they go up in value you make money, they go down, you loose money. The actual dividend on these shares i have no idea how it would work, showing my ignorance now aren't I

MarCon
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Im no expert either XD, but i have a general idea that its the money a companie pays to its shareholders from its winnings. So maybe it could be implemented in a 5% of the total present value of the shares every 1 gameday, or something like that
. Either way i like it a lot, and cant wait for the bank part, especially the ideas you have if we dont pay!

Fair exchange is no robbery
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Now that's doable. If you keep the shares for 1 game day you get a dividend, if you sell them before this time you get their sale value. The script already has their purchase time stored, just check if its been 1 game day since then when the updater script runs and pay 5% dividend if it has.Carlos789 wrote:So maybe it could be implemented in a 5% of the total present value of the shares every 1 gameday, or something like that .
Ok, looking into it for future release. Thanks for the suggestion and added info. I know it was suggested before but had no idea how to do it.
Banks is available in the current beta downloadable from the OP but the loans part of banks is still a work in progress. But 'm having some fun while i do this and enjoying it so there may just be some interesting surprises in store.

MarCon
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What does that mean for scripts that allow races to take over each other's sectors (I use RRF for example)? The game *starts* with normal vanilla sectors, but can fluctuate as they take/re-take sectors from each other.mark_a_condren wrote:At present there will be issuses with major Mods that significantly change the universe. Things like sector layout and major sector ownership changes and introducing new races. These will be addressed as best as possable later on after the core components of the script are released and any bugs fixed and working correctly. But for a standard universe there seems to be no major problems atm (knock on wood).
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If the start is vanilla sector ownership or stock exchange is started with the universe in a vanilla state then the stock exchange will be created as normal. It should only really effect the commodities index and corporation index anyway.Jaga_Telesin wrote:What does that mean for scripts that allow races to take over each other's sectors (I use RRF for example)? The game *starts* with normal vanilla sectors, but can fluctuate as they take/re-take sectors from each other.mark_a_condren wrote:At present there will be issuses with major Mods that significantly change the universe. Things like sector layout and major sector ownership changes and introducing new races. These will be addressed as best as possable later on after the core components of the script are released and any bugs fixed and working correctly. But for a standard universe there seems to be no major problems atm (knock on wood).
When you open the commodities index menu and each time you open it, the ownership of stock exchange sectors is checked and if not owned by the correct race they are not counted in the local exchange. I did this to make each exchange a race based area. If ownership changes the exchange changes to suit, if ownership of the sector changes back then the sector and its stations will be included again.
If at startup a corporation doesn't exsit it is not included in the corporations index. I honestly havn't tried it if the ownership of a corporation was to change. Ooops.
MarCon
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So it's fair to say that (for mods that have sectors change hands), contested space that is in the hands of it's captors, isn't eligible for trading currently. I think that's actually very fair, given that it is in a war-like state.
Only question then is.. can the mod be installed in a game that's already in progress, or does it need a new game to get sector ownerships correct? I think I have 1 or 2 that are currently flip-flopped to their nearby enemy race. Probably not a big deal, but something to consider for future versions.
Only question then is.. can the mod be installed in a game that's already in progress, or does it need a new game to get sector ownerships correct? I think I have 1 or 2 that are currently flip-flopped to their nearby enemy race. Probably not a big deal, but something to consider for future versions.

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Correct, but only not eligible while in enemy hands, once back in correct hands its eligible again.Jaga_Telesin wrote:So it's fair to say that (for mods that have sectors change hands), contested space that is in the hands of it's captors, isn't eligible for trading currently. I think that's actually very fair, given that it is in a war-like state.
It's fine to put into an exsiting game. Only sectors that will be any issues when first starting stock exchange are the core exchange sectors. The ones that the local exchanges are named after. There is however quite a bit of code already in the script to try to address this situation as best as possable. So even if some of the core sectors are owned by the incorect race it will still try to alter the setup to work. One killer however is if the Trading Station in the core sector does not exsist it can't set the exchange information against it so that local exchange will be skipped.Jaga_Telesin wrote:Only question then is.. can the mod be installed in a game that's already in progress, or does it need a new game to get sector ownerships correct? I think I have 1 or 2 that are currently flip-flopped to their nearby enemy race. Probably not a big deal, but something to consider for future versions.
MarCon
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Still waiting for the damn new thermal paste to arrive.And it is so hot here my cpu is seeing 84c degrees on medium load from afternoon to evening.I shall invest in air conditioning sector more often!mark_a_condren wrote:We do? i mean we don't?, now i'm confused heheGlimpse wrote:[We take no responsibility for credits lost during transfer process and you accept that MarCon Industries holds rights to sieze any credits you have in your account(s) for funding pirates to attack your station(s) and murder your troops.]![]()
How's your CPU overheating problem going, got it fixed yet?
As for the sector owner debate,what happens if I take over a sector that has other races factories.I'd rather wipe out authority stations and erect my own and claim the sector under my name instead of blasting everything away.Sorry if asked,my brain is melting atm.

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Glimpse
84c !!! Yikes
I'm so over the wind, rain and cold here, i hate it.
Ok, back to your question,
If you take over a sector and take ownership it will be remove from that local exchange. If you take over the central sector for that exchange, that local exchange will cease to exist.
I'll see if i can explain it this way.
Exchange sectors - O
central exchange sector that houses stock exchange - O
Sector taken over by player or other race - O
Sectors no longer part of the exchange - O
Standard exchange:
O O O O O O O O O O O O O O O O O O O O O
Core exchange sector taken over - Exchange shutdown:
O O O O O O O O O O O O O O O O O O O O O
1 sector taken over - That sector removed:
O O O O O O O O O O O O O O O O O O O O O
2 sectors taken over - Both sectors removed:
O O O O O O O O O O O O O O O O O O O O O
Side by side sectors taken over - Those sectors AND all further outlying sectors removed:
O O O O O O O O O O O O O O O O O O O O O
Side by side sectors further in taken over - Those sectors AND all further outlying sectors removed:
O O O O O O O O O O O O O O O O O O O O O
1 sector retaken by original owner - No change: (still side by side sectors further in under other race control)
O O O O O O O O O O O O O O O O O O O O O
1 sector retaken by original owner - Some sectors returned to exchange:
O O O O O O O O O O O O O O O O O O O O O
No sector taken over, but Trading Station (Dukes Haven/Yaki Shipyard) in Core sector destroyed - Exchange shutdown:
O O O O O O O O O O O O O O O O O O O O O
This doesn't cover all possable combo's but i'm hoping that it's enough to give you the idea of how it works. The exchange will allow for a break of 1 sector belonging to another race and still include outlying ajoining sectors owned by that race.
There is a notable exception to the 2 ajoining sectors being taken over and that removing all outlying sectors. If those outlying sectors can be accessed by another route without a 2 sector gap, then they will still be included. But the sectors used to create this alternate route must be part of that exchange and be owned by the exchange owner race.
Something like this:
O O O O O O O O O O O O O O O O O O O O O
O O O O O O O O O O O O
So, how did i do ?
MarCon
84c !!! Yikes
I'm so over the wind, rain and cold here, i hate it.
Ok, back to your question,
If you take over a sector and take ownership it will be remove from that local exchange. If you take over the central sector for that exchange, that local exchange will cease to exist.
I'll see if i can explain it this way.
Exchange sectors - O
central exchange sector that houses stock exchange - O
Sector taken over by player or other race - O
Sectors no longer part of the exchange - O
Standard exchange:
O O O O O O O O O O O O O O O O O O O O O
Core exchange sector taken over - Exchange shutdown:
O O O O O O O O O O O O O O O O O O O O O
1 sector taken over - That sector removed:
O O O O O O O O O O O O O O O O O O O O O
2 sectors taken over - Both sectors removed:
O O O O O O O O O O O O O O O O O O O O O
Side by side sectors taken over - Those sectors AND all further outlying sectors removed:
O O O O O O O O O O O O O O O O O O O O O
Side by side sectors further in taken over - Those sectors AND all further outlying sectors removed:
O O O O O O O O O O O O O O O O O O O O O
1 sector retaken by original owner - No change: (still side by side sectors further in under other race control)
O O O O O O O O O O O O O O O O O O O O O
1 sector retaken by original owner - Some sectors returned to exchange:
O O O O O O O O O O O O O O O O O O O O O
No sector taken over, but Trading Station (Dukes Haven/Yaki Shipyard) in Core sector destroyed - Exchange shutdown:
O O O O O O O O O O O O O O O O O O O O O
This doesn't cover all possable combo's but i'm hoping that it's enough to give you the idea of how it works. The exchange will allow for a break of 1 sector belonging to another race and still include outlying ajoining sectors owned by that race.
There is a notable exception to the 2 ajoining sectors being taken over and that removing all outlying sectors. If those outlying sectors can be accessed by another route without a 2 sector gap, then they will still be included. But the sectors used to create this alternate route must be part of that exchange and be owned by the exchange owner race.
Something like this:
O O O O O O O O O O O O O O O O O O O O O
O O O O O O O O O O O O
So, how did i do ?
MarCon
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