Yes you can - its the easiest way to do it............hehe - easy good
Quick bit about it though for interest. (arrows and text behind are NOT included in this - i added them)
SETTING THIS TO SELL AT YOUR CUSTOM BASE
or changing things at other bases!!
Selling Commodities at your market trader
Market_commodities.ini
[BaseGood <------saying basically base ssellling goods
base = Br01_01_base <--- the base (New London this one)
MarketGood = commodity_gold, 0, -1, 150, 500, 0, 1.080000 <- Sells
MarketGood = commodity_silver, 0, -1, 0, 0, 1, 1.350000 <- Buys
MarketGood = commodity_oxygen, 0, -1, 150, 500, 0, 0.500000
MarketGood = commodity_water, 0, -1, 150, 500, 0, 0.500000
Obviously the marketgood = is pointing to what commodity it is - ie gold
The numbers 0, -1 These first two numbers stand for the level you must be to buy the commodity (0) and the rep (-1 hostile)
You can make it so you need to be of a level 8 and freindly as hell if you like
ie - 8, 0.8,
the next numbers (numbers three, four and five) are always either 150, 500, 0 or
0, 0, 1
these basically mean that the commoditiy is SOLD or BROUGHT. Notice i say sold there or brought. By this if you have 150, 500, 0 you WILL see this commodity as for sale at the base when you are there - so New london sells oxygen and water.
The 0, 0, 1 means that it buys the stuff. By this i mean it NEEDS the stuff - ie, you get a good price for it, not the rock bottom price of standard.
Okay - the last number - is what people call the money mulitplier. basically, if buying or selling it says what fraction of its price it is for (price in the goods.ini)
1 = the goods.ini price
0.1 = one tenth of its goods.ini price
10 = ten times goods.ini price (whoo hoo if it is buying what you need!!)
Goods.ini price - scan to find your commodity if you are interested in the price of the goods...............it aint interesting - just let you know about it
[Good
nickname = commodity_basic_alloys
msg_id_prefix = gcs_gen_commodity_basicalloys
equipment = commodity_basic_alloys <--- what it is - commodity
category = commodity
price = 40 <_----- Pretty obvious - its 40 for price!
combinable = true
good_sell_price = 4.100000 <-- green sell icon (good value) 4.1* price
bad_buy_price = 4.100000 <-- red buy icon (bad value) 4.1* price
bad_sell_price = 1.500000 <-- red sell icon (bad price to sell) 1.5* price
good_buy_price = 1.500000 <-- green buy icon (good price to buy)1.5*price
shop_archetype = Equipment\models\commodities\nn_icons\cwire_refinedmats_1.3db
item_icon = Equipment\models\commodities\nn_icons\COMMOD_metals.3db
jump_dist = 5
msg_id_prefix = gcs_gen_commodity_basicalloys <--what NPC's will say - 'I
hope this cargo hold full of basicalloys fetches a good price'
item_icon = What icon is seen in the market place (like gold bars for gold)
Okay - the money multiplier in your market_commodities.ini is in response to the value for your goods here okay - so if you were selling this and wanted to sell it cheap you would have
MarketGood = commodity_basic_alloys, 0, -1, 150, 500, 0, 0.100000
It would now SELL at the base for $4
To buy at a high price you would have:
MarketGood = commodity_basic_alloys, 0, -1, 0, 0, 1, 10.00000
Ohh - buys the stuff for 400!!
So, makesure you have your base entry correct and whack in some goods you want!
[BaseGood
base = li01_mybase_base
MarketGood = commodity_gold, 0, -1, 150, 500, 0, .080000
MarketGood = commodity_silver, 0, -1, 0, 0, 1, 10.350000
These entries would mean - you can buy gold from the base dirt cheap
You can sell silver to the base mega bucks! Hope that helps for commodities
Setting weapons of choice to sell
The Market_misc.ini
Follows same layout as your market_commodities.ini
[BaseGood <--you know
base = Br01_01_base <---base
MarketGood = br_gun01_mark01, 6, -1, 10, 10, 0, 1 <--gun (bretonian one)
MarketGood = br_gun01_mark02, 10, 0, 10, 10, 0, 1 <-- harder bretonian one
MarketGood = br_gun02_mark01, 6, -1, 10, 10, 0, 1 <-- wimpy one
Okay - the weapons
AND munition
AND[/ shields [bAND nano bats and bots are here!
Quick rundown again.
MarketGood = br_gun01_mark01, 6, -1, 10, 10, 0, 1
^ ^ ^
Selling this thing, gun code nickname sells
NOtice all guns will have the numbers of 10, 10, 0, 1 (last 4 numbers)
Notice also that the first 2 change? They are level and rep again
that is how you cannot buy a corsair gun until you are a certain level and freindly - its first two numbers are 24, 0.8
That means level 24 and darned friendly. You wil have to look in the weapons_equip.ini for the nicknames of the weapons. Helpful thing here is subxeros database
!
Notice - this is your weapon_equip.ini entry (well extract anyway)
[Gun
nickname = fc_c_turret01_mark02 <-- corsiar turret - 2nd of this type
ids_name = 263215
ids_info = 264215
So the nickname is what they are sold by.
To sell that corsair gun we just add our own line
MarketGood = br_gun01_mark01, 6, -1, 10, 10, 0, 1
MarketGood = fc_c_turret01_mark02, 6, -1, 10, 10, 0, 1
that would mean we sell the corsair turret okay. we would now see this in the equipment dealer
What about other stuff? Well missiles and the torps are in the same file - and you add them like this:
[Munition
nickname = missile02_mark02_ammo <-- what you fire out - the ammo
[Gun
nickname = missile02_mark02 <-- what fires the ammo
So, there are the two things you need to add to your base here, the launcher, and then the ammo for reloads would be nice too.....
So a typical entry is the same as a gun for the launcher, but different for the ammo,
MarketGood = torpedo01_mark01, 10, 0, 10, 10, 0, 1
MarketGood = torpedo01_mark01_ammo, 10, -1, 50, 50, 0, 1
Notice the torp ammo is 50, 50, 0, 1...........i assume as you buy it in bulk - however, ours aint to reason why, ours is but to just bloody sell it.
So choose your missile and ammo of choice - and add em like above - remember the ammo is slightly different though. Mines are the same as as for missiles and torps - also in the weapons_equip.ini - have launcher and ammo too! eg
MarketGood = mine02_mark02, 6, -0.200000, 10, 10, 0, 1
MarketGood = mine02_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark02, 26, 0, 10, 10, 0, 1
MarketGood = cruise_disruptor01_mark02_ammo, 26, -1, 50, 50, 0, 1
And cruise disruptors too!
Shields - these are in teh st_equip.ini! (along with thrusters)
[Thruster
nickname = ge_s_thruster_01 <-- basic thruster nickname
ids_name = 263737
ids_info = 264737
[ShieldGenerator
nickname = shield01_mark09_fr <--lvl 9 freighter shield
Okay- remember this all goes off of nicknames - you will do ALOT of cross referencing to set up your 'pefick' base.
So, like before - add these via nickname to the base (cool.........explain later)
MarketGood = shield03_mark03_lf, 2, -1, 10, 10, 0, 1
MarketGood = shield03_mark01_hf, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_thruster_02, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_thruster_03, 2, -1, 10, 10, 0, 1
Okay - (same as gun entries - you know what the numbers mean now
)
What does the shield03_mark03_lf stand for
Shield0X where x= 1,2 or 3 this is the type of shield, gravitron is 1, positron is 2 and molecular is 3, or the other way round......who cares! LOL 1 is def gravitron (the best type)
Mark0X - this is the class of shield - so mark03 is class 3, mark10 is class 10
hf, lf, fr - type of sheild - heavy fighter, light fighter, freighter. Make sure you put some of each into bases, unless you just want a fighting base point!
Last thing - repair stuffage! (nano bots and bats) and counter measures!
MarketGood = ge_s_battery_01, 0, -1, 100, 100, 0, 1 < bats
MarketGood = ge_s_repair_01, 0, -1, 100, 100, 0, 1 <nano bots
MarketGood = ge_s_cm_01_ammo, 0, -1, 50, 50, 0, 1 <counter measure
MarketGood = ge_s_cm_01, 2, -1, 10, 10, 0, 1
Counter measures are like the thrusters - several classes - ge_s_cm_01 is the crappest one, ge_s_cm_03 is the advanced i think....lol
Notice bats and bots are diff again? 100, 100 - just make sure you remember this!
Right - you got those selling - got your paralyzer clas 10 missiles, torps, cannonballs, del cids, nomad lasers! - got everything going there eh?
Last - ships..........dead easy
SETTING SHIPS OF CHOICE TO SELL AT YOUR BASE
MARKET SHIPS.ini
[BaseGood <--- you know
base = Br01_01_base <--- the base (hehe)
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
Two sets of numbers that are important. One means sell, the other means don't sell.
Okay - Don't sell is the 0, 0, 1, 1, 1
Sell is the 1, 1, 0, 1, 1
As before - first two are level and rep
The ships are done by 'nickname' as well - so use databases for this part, or as you get better you will come to know them off by heart. Set the ships you wish to sell - but NEVER more than three (max three spots). Bases won't sell ships unless there is a ship dealer there, and i will tell you how to put a ship delear on a base some other time!
Eagle is the gf6_package
Titan is the coe2_package
Sabre is the bwe2_package
So, there we go - quick low down into what it means, and how to get what you want.
Hope that is useful to people, otherwise i have just wasted lots of effort - LOL
Chips
The Elite Modding Project
Edited by - Chips on 12-09-2003 10:59:04