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Mods / Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
« on: May 19, 2017, 12:03:25 AM »
Agreed; I'm pretty interested to try this out with the new carrier changes.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Fair enough I might end up adding that in by the time the next release rolls around - will see how everything lines up and how much time I'm able to devote to "nice-to-haves".
Unfortunately, it's not really a "when you fix that" sort of thing - they're in very different areas; one is deep in the guts of the economy, and the other is a UI thing. For now, I guess you might have to resort to doing a bit of math Generally, if you look at the market info screen and see lots of icons, then your buying/selling won't change the price much. If you see very few (or none at all), then you might need to watch out for bigger price changes.
(Yeah, the UI should show a per-unit price. It's on my list!)
To clarify, the listed price was 497 per unit, you sold for 421 per unit, and were charged a tariff (which it seems like is higher than 30% in Ironclads?) bringing the price down to 337 per unit. The actual price only went down by 70ish credits per unit.
Hmm. I'm having a tough time reproducing that - for me, the price properly drops down after I sell enough units one at a time.
Sure, but in EVE Online, things generally take time to sell. You may be able to sell more units at a similar price, but it may take days, weeks, or even months. Same goes for ingame.
The tariffs in Ironclads are lower than in the base game, but the price generally holds steady for a number of units, then starts to drop sharply. I believe that Khabara A also has no demand for ship parts, since it is not a shipyard, so think of it as selling to the tinkerers on that world, rather than an actual industry.