Posts: 2,122
Threads: 244
Joined: Oct 2007
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I just finished debugging the new trade system, so that task is finally completed.
There will be too many trading changes to list, so I'm simply going to make this chart available. This shows all the commodities and their historical rates of return, including what they are about to become. https://docs.google.com/spreadsheet/ccc?key...YW12T0dsaExNWVE
Other than that, you can ask general questions, and I may answer them.
I will be making a couple of trading guides available when the mod is released, and I plan to do a Q & A in the roleplay forum.
One major change is that perishable commodities have now been balanced according to a cargo of 5,000, so checking them in Freelancer Companion for 1 unit of cargo will yield VERY incorrect information.
Check out my Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.
Posts: 2,122
Threads: 244
Joined: Oct 2007
Staff roles:
' Wrote:Is there a specific reason the contrabant gets a non plus ultra buff in .86 ?
That is not what it appears to be. Some contraband transactions are priced based on who can carry it. Since most contraband to House bases can only be carried on 4,300 cargo ships, since no faction (not counting IND) with 5k transports can access both ends of the transaction, a few transactions are calculated to produce almost the same profit with 4,300 that they would otherwise earn carrying 5,000 at a rate of 240 c/sec.
240 x 5,000 = 4,300 x 279. I then rounded down to 270c/sec.
Malta to Manhattan is one such transaction. There will be very, very few transactions at such high rates; there are probably less than half a dozen in the entire mod. Most of the best contraband routes will be at about 240. We'll see if this works out or not.
There is also exactly one legal House to House trade that is at 270c/sec, but it runs through the Tau war zone. You actually can't find it in this chart, though.
' Wrote:what do the best buy best sell numbers mean?
That info goes in the goods.ini and regulates the green/yellow/red coding of commodities that you see in the commodity dealer. It's an inadequate system for the complexity of the mod's economy now, but it generally works for the simpler trade structures.
Check out my Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.
Thats it! I'm going dealing black market munitions from now on!
:D
LIBERTY IS THE STRONGEST OF THEM ALL!!! oh wait, that's 4.84
Now you'll see. I'll predict the future. in 4.86 Gallia will launch a full scale attack on the houses! guess how I know.