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Commodity Changes

Posted: Sun Jul 09, 2006 2:01 pm
by zaphod80013
I've just (yesterday) started looking at OXP development and was trying to create the concept of a commodity (in testing Welly Boots) that would only be available for trade in specified locations (i.e. becomes unsalable blocked cargo space at locations where the product is not for sale) I was able to globally change Alien Items to Welly Boots and create a location specific commodity list (for a modified rock hermit) with welly boots but upon arrival at a station the count showed up as alien items.

Too me this suggests commodities are internally treated as an array indexed by position rather than a hashmap indexed by name. It this is true them presumably what I was attempting is impossible.

Is there value to the trading aspect game in having "taboo" items that can only be bought/sold at some locations?

Also; our ships have navigational & docking computers, would it not make sense for a modern ship to keep track of commodity prices paid and display an average price paid for the ships manifest when on the trading screen?

Thats my 2p for now!

Ray

Re: Commodity Changes

Posted: Sun Jul 09, 2006 3:34 pm
by aegidian
zaphod80013 wrote:
Too me this suggests commodities are internally treated as an array indexed by position rather than a hashmap indexed by name. It this is true them presumably what I was attempting is impossible.
Yes that's true. All you can really do is change the name of a commodity within a certain individual (or type of) market. Rock hermits use a different set of values for their commodities so if you wanted all Alien Items to be Welly Boots you'd have to change the rock hermit commodity list too.

I am (of course) aware of the limitations of Oolite's Elite-inherited market system, but changing it's not a priority for me at the moment.