[WIP] Real-life economics OXP

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Phasted
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Re: [WIP] Real-life economics OXP

Post by Phasted »

My apologies to all and sundry for my extended absence...

Bam-bam's re-election was a traumatic experience for me. On realizing that the Barack Hussein O-SocialistTrainwreck would be continuing for another four years, I lost interest in many, many things, including Oolite...

I've recently taken another crack at RLE, and I thought that I had a good release version (v1.0) ready (finally!). Then, just a few minutes ago, I took a look at some of the good stuff that's available in the newer versions of Oolite... I'm especially interested in the staion.setMarketPrice() and staion.setMarketQuantity() methods. They look prtty darn useful! Not exactly what I had in mind when I asked for a staion.market object, but still waaaay better than nothing... My thanks to those in the development gang who brought this about.

So, I'm not going to bother with v1.0... Look for v.1.1 in, oh, let's say a week to ten days.
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Re: [WIP] Real-life economics OXP

Post by Diziet Sma »

It's all a trainwreck these days, no matter who's "in charge".. better just to focus on other things, like Oolite!

Looking forward to seeing what you come up with.. RLE is one of my 'must have' OXPs. 8)
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Re: [WIP] Real-life economics OXP

Post by Smivs »

Phasted wrote:
Bam-bam's re-election was a traumatic experience for me. On realizing that the Barack Hussein O-SocialistTrainwreck would be continuing for another four years, I lost interest in many, many things...
Image

:D
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Re: [WIP] Real-life economics OXP

Post by Phasted »

Nothing to see here. Proceed to next post.
Last edited by Phasted on Tue Jan 07, 2014 11:22 pm, edited 1 time in total.
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Re: [WIP] Real-life economics OXP

Post by Phasted »

Hey, look! John's put out something new... it's sure to be wrong! :oops:

If you've downloaded my first attempt... don't bother with it. It's bad.

Download this one instead.
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Re: [WIP] Real-life economics OXP

Post by Diziet Sma »

Then it really needs to be numbered 1.11, or 1.2 or something.. otherwise, if somebody reports a problem, you'll have to ask them "Are you using 1.1 version A, or 1.1 version B?"

Bump the number for EVERY revision.. no matter how minor.. (possibly excepting minor documentation/licensing changes, such as a typo fix) as it saves both you and others a lot of confusion. :wink:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [WIP] Real-life economics OXP

Post by JJP »

I downloaded your second attempt. I like it, but I found it contains a very profitable feature. When you enter a station with a limited market (eg. a Buoy Repair Facility), and enter the market, you are able to buy goods which in the original OXP are not available there for prices between 0-1 Cr per unit. Whilst I am not against stocking up thousands of kilograms of platinum and gold for free, and dumping them at a normal market for regular prices, I still think the economic model - at least in this version - is broken. ;)
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Re: [WIP] Real-life economics OXP

Post by Phasted »

JJP wrote:
I found it contains a very profitable feature. Whilst I am not against stocking up thousands of kilograms of platinum and gold for free, and dumping them at a normal market for regular prices...
Good call! The whole point of this OXP is to make life as a trader more challenging....
Fortunately, it's a simple one-line fix: Get v1.11 here...
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Re: [WIP] Real-life economics OXP

Post by ioannis »

The re-emergence of this oxp just made my year!!!!!

:D :D :D :D :D :D :D :D :D :D :D :D
Thank you, Phasted!!!!
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Re: [WIP] Real-life economics OXP

Post by Zireael »

It's a thing again? Great!!!
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Re: [WIP] Real-life economics OXP

Post by Cholmondely »

AppleMac Latest.log

13:20:23.048 [script.javaScript.exception.syntaxError]: ***** JavaScript exception (REAL-LIFE_ECONOMICS_RELEASE_V1.11.anon-script): SyntaxError: syntax error
13:20:23.048 [script.javaScript.load.failed]: ***** Error loading JavaScript script /Users/accountname/Library/Application Support/Oolite/AddOns/REAL-LIFE_ECONOMICS_RELEASE_V1.11.oxp/Config/script.js -- compilation failed
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: [WIP] Real-life economics OXP

Post by phkb »

There appears to be a series of numbers at the end of the script.js file. Try deleting these numbers and try loading it again.

FWIW, I'm not sure if this will even work in the latest version of Oolite, as it's using out-dated methods to apply market changes.
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Re: [WIP] Real-life economics OXP

Post by Cholmondely »

phkb wrote: Wed Aug 11, 2021 12:33 am
There appears to be a series of numbers at the end of the script.js file. Try deleting these numbers and try loading it again.

FWIW, I'm not sure if this will even work in the latest version of Oolite, as it's using out-dated methods to apply market changes.
But! Galactic Navy runs on my AppleMac - tweaked commodity.plist markets and all...
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: [WIP] Real-life economics OXP

Post by phkb »

Cholmondely wrote: Wed Aug 11, 2021 12:45 am
Galactic Navy runs on my AppleMac - tweaked commodity.plist markets and all...
My brief look at the code revealed some methods that I’m not sure will work, beyond the use of the commodities.plist file. Feel free to give it a try, I just can’t confirm whether or not it will work in its current state.
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Re: [WIP] Real-life economics OXP

Post by Cholmondely »

phkb wrote: Wed Aug 11, 2021 12:50 am
Cholmondely wrote: Wed Aug 11, 2021 12:45 am
Galactic Navy runs on my AppleMac - tweaked commodity.plist markets and all...
My brief look at the code revealed some methods that I’m not sure will work, beyond the use of the commodities.plist file. Feel free to give it a try, I just can’t confirm whether or not it will work in its current state.
Loads of stuff comes up about turrets:

Code: Select all

08:41:37.237 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "gwxturret" specifies non-existent model "ballturret.dat".
08:41:37.450 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "navystat95" specifies non-existent model "adck_x-station.dat".
08:41:38.229 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_prototype_boa_normalmapped-player is too high, using 7200.0.
08:41:38.229 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_prototype_boa_normalmapped-player is too high, using 7200.0.
08:41:38.229 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_prototype_boa_normalmapped-player is too high, using 7200.0.
08:41:38.229 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_prototype_boa_normalmapped-player is too high, using 7200.0.
08:41:38.230 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_green_channel is too high, using 7200.0.
08:41:38.230 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_green_channel is too high, using 7200.0.
08:41:38.231 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_green_channel is too high, using 7200.0.
08:41:38.231 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_green_channel is too high, using 7200.0.
08:41:38.231 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_blue_channel is too high, using 7200.0.
08:41:38.231 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_blue_channel is too high, using 7200.0.
08:41:38.231 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_blue_channel is too high, using 7200.0.
08:41:38.231 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_blue_channel is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_alpha_channel is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_alpha_channel is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_alpha_channel is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_alpha_channel is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_Template is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_Template is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_Template is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_Template is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_red_channel is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_red_channel is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_red_channel is too high, using 7200.0.
08:41:38.233 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_red_channel is too high, using 7200.0.
08:41:45.116 [startup.complete]: ========== Loading complete in 10.47 seconds. ==========
I can't pretend that any of it seems particularly important to me. With my meagre skills, I'm hardly about to start fighting with these chaps, so whether they have ball turrets or not, or whether their range is 7500 or 7200 seems somewhat irrelevant...

Will copy this to GalNavy thread for common sense reasons.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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