Page 1 of 1

Replacing the Constore Model?

Posted: Mon Mar 25, 2013 7:20 pm
by Twisp
I really love the idea of constores, and I often think of them as a combination convenience store/rest stop/traffic control for the region around the WS buoy, including the various jump gates and fuel satellites. However, considering I've centered my OXP choices on a certain (not high-end, shader-less) aesthetic, Griff's model is just a bit too contrasting with my intended look.

As such, I've got it in my mind to replace the model of the constore with the GASEC globe station, to better suit the rest of the OXPs. However, I've never messed with models before, and am concerned that I might outright break the constore.

So here are my questions;

1) Which files within YAH's model and texture folders pertain to constores?

2) What is the best way to replace them?

3) Which scripts/config files need to be changed in order to ensure that the new model spawns without issue?

4) How should I alter those scripts/config files to ensure that the other functions of the constore - i.e. different prices, billboard nav buoy, close proximity to WS point, and ship spawning - are maintained?

I really, really want to get this fixed, as asset inconsistency makes it difficult for me to play the game and maintain some level of immersion. Any help would be greatly appreciated!

Re: Replacing the Constore Model?

Posted: Tue Mar 26, 2013 12:21 am
by Twisp
So dont ask me how, but I managed to do this and make it work very well. I actually got the opportunity to make the constore a bit more balanced in the process, in terms of commodity prices and values.

Re: Replacing the Constore Model?

Posted: Tue Mar 26, 2013 10:27 pm
by DaddyHoggy
Twisp wrote:
So dont ask me how, but I managed to do this and make it work very well. I actually got the opportunity to make the constore a bit more balanced in the process, in terms of commodity prices and values.
The joy of Constores is their random pricing - if you do the iron man adder start - you can actually get a nice little boost if you end up in a system with a Constore and some interesting price differentials.

I even worked the odd pricing into the plot of Lazarus for this very reason.

Re: Replacing the Constore Model?

Posted: Wed Mar 27, 2013 10:20 am
by Switeck
I felt the need to edit the Constore's commodity.plist file as well. Huge price differences between stations in a single system seems "broken" game-balance wise to me. A trip between such stations might net >1000 credits profit. Economically, where does that profit come from?

Re: Replacing the Constore Model?

Posted: Wed Mar 27, 2013 11:02 am
by spara
Switeck wrote:
I felt the need to edit the Constore's commodity.plist file as well. Huge price differences between stations in a single system seems "broken" game-balance wise to me. A trip between such stations might net >1000 credits profit. Economically, where does that profit come from?
Kind a same thing happens with the BlOomberg oxp, it affects only the main station. You can do quite a profit in-system as the time flies so slow :).

Re: Replacing the Constore Model?

Posted: Wed Mar 27, 2013 1:21 pm
by DaddyHoggy
Switeck wrote:
I felt the need to edit the Constore's commodity.plist file as well. Huge price differences between stations in a single system seems "broken" game-balance wise to me. A trip between such stations might net >1000 credits profit. Economically, where does that profit come from?
Read Lazarus (if you're so inclined) for one particular explanation - I prefer to use my imagination to work within the oddities presented by certain OXPs in the Ooniverse than to try and "fix" them - but then again - it's a single player game and everybody can have exactly the Ooniverse they want, and for that, I will also love this game.

Re: Replacing the Constore Model?

Posted: Wed Mar 27, 2013 9:30 pm
by Switeck
It wouldn't bother me if the prices were within ~20 credits of the main station and followed the usual trends for industrial/agriculture, but some of them are much higher priced for industrial (where you're far more likely to see a Constore) when the main station's prices are much-depressed. The temptation to make a quick 1000+ credits profit is too great.

And have you noticed what Gold/Platinum/Gem prices do for Constores? :lol:

Re: Replacing the Constore Model?

Posted: Thu Mar 28, 2013 12:26 am
by Diziet Sma
I dunno.. comparing prices in RL convenience stores with supermarket prices makes the Oolite ones look kinda realistic.. :wink: :lol:

Re: Replacing the Constore Model?

Posted: Thu Mar 28, 2013 8:40 am
by Commander McLane
Diziet Sma wrote:
I dunno.. comparing prices in RL convenience stores with supermarket prices makes the Oolite ones look kinda realistic.. :wink: :lol:
With the small caveat that you can't sell to a RealLifeā„¢ convenience store what you just bought from a supermarket, or vice versa. :wink:

Re: Replacing the Constore Model?

Posted: Thu Mar 28, 2013 4:33 pm
by DaddyHoggy
Commander McLane wrote:
Diziet Sma wrote:
I dunno.. comparing prices in RL convenience stores with supermarket prices makes the Oolite ones look kinda realistic.. :wink: :lol:
With the small caveat that you can't sell to a RealLifeā„¢ convenience store what you just bought from a supermarket, or vice versa. :wink:
When I have more time - I will tell you want my History teacher's dad did when a supermarket moved into the same street where he had his little traditional corner shop. It was simply genius.