look here: http://www.egosoft.com/x2/forum/viewtopic.php?t=53228
will add more detail as I figure it out.
How to add completely new stuff to the T files
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 136
- Joined: Sun, 13. Jun 04, 01:14
-
- Posts: 5
- Joined: Mon, 7. Jun 04, 18:54
Hmm, I'm missing something then. I've scripted in a trade station & been mucking about with it. Adjusting the entry under that column in a TWares file directly changes the quantity of the product held by the station the end result being =20000/x, where is the x 'Price' field in TWare_. This formula seems to apply regardless of ware price in the factory, volume etc. Actual product price does not change in the slightest.
I assumed station stock was correlated to price/volume before I started playing with the price figure, & was surprised by the result...
I'll go have another look, but tests so far indicate the above is correct?
I assumed station stock was correlated to price/volume before I started playing with the price figure, & was surprised by the result...
I'll go have another look, but tests so far indicate the above is correct?
-
- Posts: 722
- Joined: Mon, 2. Feb 04, 23:25
Does that mean it is possible to modify the tware file to allow more of an item to be stocked at a station?, hopefully without reducing the price?Burianek wrote:It's not an error, the price of a ware affects how many can be held by a station. The more expensive the ware, the fewer the object, to a minimum of 2.
Would be handy if my 25mw shield fact could stock more than 2 at a time but i dont want the price adversely affected...
Currently am using the "stockpiling" script, but the factory hasnt made any shields yet. cos of a restart.

-
- Posts: 2981
- Joined: Mon, 29. Dec 03, 03:29
No they're tied together. There's no way to currently adjust one independently of the other. 
All sorts of things are dependent on ware price, namely, how long it takes to make one unit, how many resources are consumed to do so, how many can be stored in a station, and maybe a few others I can't think of right now. Change the ware price and they all change. They can't be changed without changing the ware price.
Maybe this will change in X3. (here's hoping)
Cheers.

All sorts of things are dependent on ware price, namely, how long it takes to make one unit, how many resources are consumed to do so, how many can be stored in a station, and maybe a few others I can't think of right now. Change the ware price and they all change. They can't be changed without changing the ware price.
Maybe this will change in X3. (here's hoping)
Cheers.
"Nature's first green is gold" . . . stay golden.
-
- Posts: 722
- Joined: Mon, 2. Feb 04, 23:25
-
- Posts: 2981
- Joined: Mon, 29. Dec 03, 03:29
-
- Posts: 722
- Joined: Mon, 2. Feb 04, 23:25
-
- Posts: 212
- Joined: Wed, 26. Oct 05, 03:11
Where you find these Tfiles? and what or how you open them? I think i can work the rest out for my self... another thing...can someone make some mod to make tradeing simpler?
I just can't seem to make enough credits to start the game :/ every time I just have either my ships destoryed or I get tired of going back and forth with energey cells when I would like to just put a factory (comp or my own) as home and and let it handle the tradeing....
I just can't seem to make enough credits to start the game :/ every time I just have either my ships destoryed or I get tired of going back and forth with energey cells when I would like to just put a factory (comp or my own) as home and and let it handle the tradeing....
"Since the house is on fire, let us warm our selves"
"Warning. We detect illegal cargo on board your ship. Please eject it immediately.... Ok everyone out the air lock! (Slaves) "
"Warning. We detect illegal cargo on board your ship. Please eject it immediately.... Ok everyone out the air lock! (Slaves) "