
@spara ~ as per other threads/comments/whatever, all my stuff is freely available for people to do what they want w/; my only stipulation was, be respectful.
Moderators: winston, another_commander
Thank you for the two new stations - they look superb (and your work on the new docking tunnels is a very nice addition, as always)!Killer Wolf wrote: ↑Wed Mar 02, 2022 1:36 pmThank you for the kind comments and welcomeDon't think i'll be contributing much ans i'm involved in many other things now but i stumbled across those OXPs and thought they might as well stop gathering dust.
@spara ~ as per other threads/comments/whatever, all my stuff is freely available for people to do what they want w/; my only stipulation was, be respectful.
As for the missing markets for the 2 new (to us!) stations mentioned here...Cholmondely wrote: ↑Fri Mar 04, 2022 12:34 amSwiteck, do you have any ideas as to how I would tweak the markets in Hathor & Nepthys to get the effects that Killer Wolf was after? There's a super pdf brochure inside the .oxp which explains what he wanted (now copied onto the wiki page, here).
Code: Select all
"market_capacity" = 127; // maximum capacity for any good
market_definition = (
{
// Needs Food and Wines
"type" = "class";
"name" = "oolite-edible";
"quantity_multiplier" = 2.0;
"quantity_randomiser" = 0;
},
{
// Narcotics not available?
"type" = "class";
"name" = "oolite-medical";
"quantity_multiplier" = 0.0;
"quantity_randomiser" = 0.5;
"capacity" = 31;
},
{
// Export Luxury items
"type" = "class";
"name" = "oolite-luxury";
"quantity_randomiser" = 0.5;
},
{
// import cheap minerals
"type" = "good";
"name" = "minerals";
"quantity_multiplier" = 0.1;
"quantity_randomiser" = 0;
},
{
// Slightly less available than main station
"type" = "default";
"quantity_multiplier" = 0.95;
"quantity_randomiser" = 0.5;
}
);
"market_monitored" = no;
Code: Select all
"market_capacity" = 127; // maximum capacity for any good
market_definition = (
{
// Needs Food and Wines
"type" = "class";
"name" = "oolite-edible";
"quantity_multiplier" = 0.5;
"quantity_randomiser" = 0;
},
{
// Narcotics not available?
"type" = "class";
"name" = "oolite-medical";
"quantity_multiplier" = 0.0;
"quantity_randomiser" = 0.5;
"capacity" = 31;
},
{
// Export Luxury items
"type" = "class";
"name" = "oolite-luxury";
"quantity_randomiser" = 2.0;
},
{
// import cheap minerals
"type" = "good";
"name" = "minerals";
"quantity_multiplier" = 0.1;
"quantity_randomiser" = 0;
},
{
// Slightly less available than main station
"type" = "default";
"quantity_multiplier" = 0.9;
"quantity_randomiser" = 2.0;
}
);
"market_monitored" = no;
Thank you!Switeck wrote: ↑Fri Mar 04, 2022 4:39 pmAs for the missing markets for the 2 new (to us!) stations mentioned here...Cholmondely wrote: ↑Fri Mar 04, 2022 12:34 amSwiteck, do you have any ideas as to how I would tweak the markets in Hathor & Nepthys to get the effects that Killer Wolf was after? There's a super pdf brochure inside the .oxp which explains what he wanted (now copied onto the wiki page, here).
I put this in for my mod of Hathor Station:
And this for Nephthys Station:Code: Select all
"market_capacity" = 127; // maximum capacity for any good market_definition = ( { // Needs Food and Wines "type" = "class"; "name" = "oolite-edible"; "quantity_multiplier" = 2.0; "quantity_randomiser" = 0; }, { // Narcotics not available? "type" = "class"; "name" = "oolite-medical"; "quantity_multiplier" = 0.0; "quantity_randomiser" = 0.5; "capacity" = 31; }, { // Export Luxury items "type" = "class"; "name" = "oolite-luxury"; "quantity_randomiser" = 0.5; }, { // import cheap minerals "type" = "good"; "name" = "minerals"; "quantity_multiplier" = 0.1; "quantity_randomiser" = 0; }, { // Slightly less available than main station "type" = "default"; "quantity_multiplier" = 0.95; "quantity_randomiser" = 0.5; } ); "market_monitored" = no;
Some of that is self-explanatory.Code: Select all
"market_capacity" = 127; // maximum capacity for any good market_definition = ( { // Needs Food and Wines "type" = "class"; "name" = "oolite-edible"; "quantity_multiplier" = 0.5; "quantity_randomiser" = 0; }, { // Narcotics not available? "type" = "class"; "name" = "oolite-medical"; "quantity_multiplier" = 0.0; "quantity_randomiser" = 0.5; "capacity" = 31; }, { // Export Luxury items "type" = "class"; "name" = "oolite-luxury"; "quantity_randomiser" = 2.0; }, { // import cheap minerals "type" = "good"; "name" = "minerals"; "quantity_multiplier" = 0.1; "quantity_randomiser" = 0; }, { // Slightly less available than main station "type" = "default"; "quantity_multiplier" = 0.9; "quantity_randomiser" = 2.0; } ); "market_monitored" = no;
"quantity_multiplier" = 0.5; ...means half as much "regular" amounts. So if there were 50-53 TC computers at the main station, the "regular" amount of 50 TC would be reduced to 25 TC.
"quantity_randomiser" = 2.0; ...means twice as much random amounts. So if there were 50-53 TC computers at the main station, the "random" amount is only 0-3 TC of computers. Doubling that doesn't do much.
"market_monitored" = no; ...means you don't gain a bounty from leaving the station loaded with slaves/firearms/narcotics. I probably should change that one.
I didn't touch prices. Any increase or reduction should only be maybe 1-10% or it can become a game balance issue. (Free credits in other words.)
Edit: These changes were done to the shipdata.plist files for the 2 stations.
ASD - Arzaquarian Soma Distillate.Cholmondely wrote: ↑Fri Mar 04, 2022 5:37 pmTrade in illegals might or might not exist - cocaine rather than marijuana, one presumes.
Regarding access to the station I have currently 2 ideas in mind, either a membership, let's say C 5K only available at certain systems, or a check of the player's balance, possibly if you own less than 20K your docking is denied.Cholmondely wrote: ↑Fri Mar 04, 2022 5:37 pm2) Nephthys Station description
"The polar opposite of the Hathor, the Nephthys is a high class, very expensive, luxurious station...
Nephthys stations are generally bought by the rich and famous as private retreats, or used as extremely high class hotels and resorts. The rotating upper structures are fully customisable and have been turned into exclusive penthouses, restaurants and hotels.
The main structure of the station contains power, docking, maintenance, accommodation and trading facilities : generally, given their exclusive clientele, Nephthys stations deal only in luxuries and gourmet wines and food.
... Privately-owned Nephthys stations invariably have a private defence force of well-armed vessels."
Game implications (Nephthys) & making sense of the above vis-a-vis game logic
Prices might be the same or slightly different (cheaper or more expensive) (would they even want oikish traders calling? Maybe some might refuse entry to traders not in Fer-de-Lances or similar up-market ships!) I think I saw something labelled as a Tradesman's Entrance when I was scouting around!!
Goods: upper-end luxuries
Trade in illegals might or might not exist - cocaine rather than marijuana, one presumes. Slaves would presumably be luxury slaves, if there were any. Firearms would be Digebitian duelling pistols (and maybe arms for one's private guard - but would those markets not be sewn up by the concessions renting space on the station itself. Maybe they would buy such weapons for a discount. Again, not GalCop, and no penalty.
I prefer the second.
Personally I prefer the second as well, still working on it to deny any kind of docking, including closing the docks when the player tries to go in without clearance.Cholmondely wrote: ↑Thu Mar 10, 2022 10:02 amI prefer the second.
By the way, "thank you" for including the station descriptions in the Ship's Library!
Is it merely a matter of including an accurate shiplibrary.plist in the config folder, or is there more involved?
Well, for a newcomer it's pretty high, originally I wanted to set it to 100K but later slowed down. After I finished the docking problem, I might add another fee per day to park your ship there. Currently, the station doesn't have a shipyard but sells equipment up to level 15, with 20% higher prices. The market need to be individualized, next step before the upload.
Yes, excellent idea!
Did you sneak a peek at Tsoj's coding for docking at HIMSN naval bases? He wrote something that feels very abrupt and effective. You're very definitely not docking at a GalCop orbital station aimed at the general public!
Thanks for the tip, Cholmondely, while it is pretty similar to my own approach, it did include a feature I missed. Today it seems that I have a working version, now if a player tries to dock without clearance he will pulverize at the dock gate. I need some more testing to figure out a discrepancy between shipdata.plist and dock script, but the main task seems to be finished.Cholmondely wrote: ↑Thu Mar 10, 2022 5:47 pmDid you sneak a peek at Tsoj's coding for docking at HIMSN naval bases? He wrote something that feels very abrupt and effective. You're very definitely not docking at a GalCop orbital station aimed at the general public!
Try visiting one of the naval bases and see how it feels!