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Re: Free Trade Zone OXP

Posted: Thu May 19, 2016 7:05 am
by kanthoney
I think the Ctrl-Alt-Right Shift-F6-Z key combination is free, if you want to use that.

Re: Free Trade Zone OXP

Posted: Thu May 19, 2016 9:20 am
by Disembodied
Thanks, phkb, for dragging this out of the dust and giving it a new lease of life! I'm much happier writing fiction than software (it's a lot easier to debug, for a start). The asteroid "Stranglehold", in the story of the same name, is based on my idea of what FTZs are like - although Stranglehold itself is a very up-market version of the type.

Re: Free Trade Zone OXP

Posted: Thu Jul 27, 2017 1:16 am
by phkb
Version 0.22 has just been released. In this version:
  • Frequent visitors to Free Trade Zones will now receive a discount on the fine amount.
  • Increased destroyed station recreation wait period to 60 days.
  • Added code to utilise Station Validator OXP, if installed.
  • Tweaks to the market script to cater for non-core commodities.

Re: Free Trade Zone OXP

Posted: Wed Oct 25, 2017 6:28 am
by phkb
Version 0.30 has just been released. This version includes an updated station model based on Griff's shadered Rock Hermit.

[Edit] You'll notice that the size of the OXP has increased a bit. Well, OK, a lot. Most of this is because the texture images are a much larger size, meaning the station will look much better up close. If anyone still wants to use the smaller, less detailed version, let me know and I'll add a link to it on the wiki page.

Re: Free Trade Zone OXP

Posted: Fri Nov 17, 2017 3:48 am
by phkb
Version 0.31 has been released. In this version:
- Updates to shipdata to link into randomshipnames and Skilled NPC's (thanks to Rustum for the entries).
- Update the spawning mechanism to allow for games to be saved at FTZ's.

Re: Free Trade Zone OXP

Posted: Mon May 09, 2022 8:13 am
by Cholmondely
Thinking about the 1,000₢ charges on this one.

For a strong GalCop with a strong Galactic Navy etc., fine.

But for a weak GalCop fighting off Thargoids and pirates (and losing), with bits of GalCop breaking away and clobbering other bits (eg Resistance Commander.oxp), how would they have the wherewithal to enforce any of this?

Re: Free Trade Zone OXP

Posted: Mon May 09, 2022 8:21 am
by phkb
Cholmondely wrote: Mon May 09, 2022 8:13 am
But for a weak GalCop fighting off Thargoids and pirates (and losing), with bits of GalCop breaking away and clobbering other bits (eg Resistance Commander.oxp), how would they have the wherewithal to enforce any of this?
They’d probably just audit the docking logs on a semi-annual basis, and cross-check with payments from the FTZ. In the event a discrepancy is found, they’d revoke the permission to have the station in system. Or plonk a bounty on the station itself.

Re: Free Trade Zone OXP

Posted: Wed Jun 19, 2024 9:44 pm
by cbr
Cholmondely wrote: Mon May 09, 2022 8:13 am
Thinking about the 1,000₢ charges on this one.
Certainly a calculating mistake, the 1000 should be 100.0 like how other values are 'decimated' ...

Re: Free Trade Zone OXP

Posted: Sat Jun 22, 2024 8:12 am
by cbr
This is one of the scripts which remove an item from the gallery when 'viewed' from/in a system not meeting the conditions...

ftz_conditions.js