Help needed with setting the prices of wares

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marklaverty
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Help needed with setting the prices of wares

Post by marklaverty »

Hi,

I'm working on a big trading mod/extension (11 new factories, wares etc, more details soon :D ) but I've hit a snag.....

What defines how much a ware is worth??

I've been through the Tfactories and Twares files and can't figure it out.
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JustHere4Coffee
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Post by JustHere4Coffee »

why not use the script command "set price of ware"?

was it Burianek who already did a huge economy rewrite? grab that and have a look through...
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Burianek
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Post by Burianek »

it's in the types files.
get storm front's mod kit from the site in my sig if you don't have it.
every ware has three 'price numbers'
price - has a multiplier associated with it which is conveniently different in every types file :P
primary variation - percentage fluxuation of price with supply and demand for primary resources and products
2ndry variation - percentage fluxuation of price with supply and demand for 2ndry npc resources
if you want to tell me or pm me what you want to do, i'll tell you if i know how to do it.
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Burianek
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Post by Burianek »

how are you planning on adding new factories/wares by the way? scripted? afaik no one has been able to mod in a factory that can be purchased w/o a script.
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marklaverty
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Post by marklaverty »

how are you planning on adding new factories/wares by the way? scripted? afaik no one has been able to mod in a factory that can be purchased w/o a script.


I think I have almost done it!!!! :fg: :fg::fg::fg::fg:

I part figured it out about two weeks ago.

Have added completely new stuff into the Tfactories files as well as descriptions to the 440001 language files and then the relevent entries into the 440002 language file.

Haven't tried to make them purchasable at stations yet (NPC only so far), gonna try that tonight. They are completely bonafied working NEW factories.

Eg narcotics labs, side arms factories, artefact sites etc.

Have also added a completely new type of dock by messing with Tdocks.

Reakon I could add a completely new ship, or weapon, or missile etc. etc. without too much trouble, just haven't tried yet.

You probably know already but equipment can be added to equipment docks with scripting commands.

it's in the types files.
get storm front's mod kit from the site in my sig if you don't have it.
every ware has three 'price numbers'
price - has a multiplier associated with it which is conveniently different in every types file
primary variation - percentage fluxuation of price with supply and demand for primary resources and products
2ndry variation - percentage fluxuation of price with supply and demand for 2ndry npc resources
if you want to tell me or pm me what you want to do, i'll tell you if i know how to do it.
I've got it, and to be honest I couldn't have got this far without it! :wink:

Only trouble is that I still cant figure it out, take this line for example....

180;180;0;0;0;0;5203;4;3072;25;30;4;SS_WARE_ARTEFACTS;

Its from TwareN. Now I know the 7th line is the text refrence, teh 9th line is the 3d body, I think the ....


Hold on... Ahhh just found the Tware tab in the mod kit!!! Feel really dumb! :oops:

Everythings I need is there already.... :D :D
why not use the script command "set price of ware"?

was it Burianek who already did a huge economy rewrite? grab that and have a look through...
I'll have a look, thanks :thumb_up:

As the cats kinda out of the bag anyway, heres a draft of what I was going to put in the forums in about a week..




I've been working or ages on a big econemy mod for X2 and its just about time for release !

1) Enhances the 'trading' aspect of X2, making it more 'frontier elite' like. There just aren't enoug goods in x2 for my liking.

2) Adds new tradable wares to the game.

3) Adds 11 new types of factory (not buyable yet but am working on it). To give you an idea of whats been added, theres now everything from 'Teladi narcotics labs' to 'Split side arm factories'.

4) Creates a sensible demand for high end goods (not too much, just enough to make them high end factories profitable)

5) Re-balances the entire econemy accross the whole universe by,

a) incereasing the equipment available at all equip docks but still in line with the races, eg psg's still only in paranid space.
b) creates lots of extra factories to make the races more independent from each other.

6) Makes smuggling a viable career path with more illeal wares.
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marklaverty
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Post by marklaverty »

Damm thats annoying..

Ive worked out the desired prices for the wares I've added in, and set them correctly which is cool. :D

BUT.....

Im screwed if I can figure out how to make the factories purchasable at a shipyard .. :? :? :? :?

I've been through the 01, 02, 03 and 04 .dat's looking at every 'T' file in the game. Thought for a minute it might be in tdocks and implemented in the same indecipherable way they define what weapons can be fitted to a ship... but nope :(

Have also been through the script editor and galaxy editor with no luck, guess it must be in the .exe somewhere.. :roll:

never mind, the main aim of the mod is to expand the 'trading' stuff in x2 which it does, even if I do have to use just NPC facories.

(theres hopefully gonna be few extra 'surprises' in there to. It was pointed out to me that x2 does lack surprises a while ago, and I have to agree.)

Not really related but something I noticed, also cant find any way to set up races either. Guess the guys at the startreck mod site are gonna have fun! Paranid pilots in klingon ships.. :lol:
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XeHonk
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Post by XeHonk »

actually the galaxyeditor was the right point to look at =)
marklaverty
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Post by marklaverty »

Really???

You can set up what a shipyard sells in the galaxy editor?? Dude if thats the case that would be great! :D :D :D

Is it possible to edit the 'standard galaxy' and then include it in a mod so other people can use those changes without re-starting a new game??
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