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Well, I used dev work to procrastinate from the other things I should have done this weekend...It took about 5 hours, but I got all of the spreadsheet data transformed into game code (4.5 hours) and added to the market_commodity file (30 minutes). If I had done it all manually instead of writing scripts to do it for me, it probably would have taken several dozen hours. I can't believe that last time I wrote the scripts so that I actually had to activate it for each and every price, rather than just turning it loose on all of them at once. Of course, the job was only 1/3 as large last time too. Most of the time this took was writing the scripts and figuring out where the bugs were.
Next up is the error checking. I've already gone through all the bases that start with the letter A, and I've only found about 3 dozen prices to fix.
Here's a little piece of trivia: in researching House laws regarding Synth Marijuana, I discovered that only Gallia outlaws it entirely. The other Houses either license it or allow its transport by Cryer or other corps. So, only Gallia will have contraband level profit margins. The other Houses will have profit margins as if it is a normal commodity.
Now, if you're a frequent reader to this blog, and you've made it this far into this post, then I think you deserve a bonus spoiler. Leeds will have Refugees fleeing through the freighter-only docking spot behind the planet. The Council will have Fugitives transporting from Council bases in Gallia to Planet Toulouse. Planet Toulouse will have a new exclusive commodity. You can figure out what it is if you read the planet's current infocard. Here's a hint: hold your breath when handling the stuff.
The one piece of bad news is that with 25,000+ prices to calculate, Freelancer Companion's load time when you start it is 2 or 3 times longer than it is in 4.86.
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