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Author Topic: [0.8.1a][WIP] So you want to be a Merchant  (Read 6178 times)

pegwymonie

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[0.8.1a][WIP] So you want to be a Merchant
« on: August 26, 2017, 06:36:37 PM »

So you want to be a merchant? Feel like those tariffs are a bit stiff? Can't seem to find the weapons the only mission available wants? Tired of factions not recognizing your "help" in fulfilling the demands of their stations?
 
Well, then this is the mod for you!!
 
This mod adds a new skill to the Industrial category: Entrepreneurship. This skill is meant to help the budding merchant make, and keep, more profit, experience, and good relationships with the various factions.
 
Rank 1 (Reputation): This tier provides additional relation gain when selling items demanded by the current market. It is based off commodity price, and total demand met. (There are debouncing mechanics which will prevent spamming/cheesing)
 
Rank 2 (Kick Backs): This tier provides a refund on tariffs paid, based on your standing with the faction. At Welcoming, you get a refund of 15%; at Cooperative you get back 75%.
 
Rank 3 (Price Scan): This tier provides an ability to scan remote markets. This supplies the demand and pricing information. (Currently, it has a limited filter. Filtering will be balanced as I play and get feedback)
 
Releases Link: Github Releases.  Use latest, unless otherwise noted.
 
I have no Images to go with it but might add some as things progress. I also reuse the assets in Starsector, if this is an issue, I will change them (I am not good at art, therefore did not even attempt)
This is an alpha release. Use at own risk. If you run into an error, the stack trace from the starsector.log is appreciated.

* Fixed Commodity Not found Error
* Moved into template format. Uploaded to Github.
« Last Edit: September 03, 2017, 09:08:16 PM by pegwymonie »
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Mr. Nobody

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #1 on: August 29, 2017, 04:03:56 AM »

Oy vey! This will be useful!
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TrashMan

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #2 on: August 29, 2017, 04:08:08 AM »

Finally something for us moichants! ;D ;D

I see profit ahead!

*hand rubbbing itensifies*
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Protonus

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #3 on: August 29, 2017, 04:32:59 AM »

I see profit ahead!

*hand rubbbing*

Spoiler
[close]

"The profit numbs the feeling."
« Last Edit: August 29, 2017, 04:35:44 AM by Protonus »
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TrashMan

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #4 on: August 29, 2017, 05:47:03 AM »

I take it this has no conflicts with Nexirilien or EZFaction?
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TrashMan

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #5 on: August 29, 2017, 06:05:10 AM »

Speaking of which, personally, I'd add a small price bonus to tier one (better buying/selling prices)
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pegwymonie

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #6 on: August 29, 2017, 06:35:15 AM »

I've played this with a whole bunch o mods, and not yet had a conflict. This mod does not replace any base Starsector items, it just builds Extra features. I also do not hard code any information about Commodities, so it should work with mods that correctly add additional commodities.


Speaking of which, personally, I'd add a small price bonus to tier one (better buying/selling prices)

I was thinking about this, I was not sure how to approach it in a safe manner. What I am thinking about is to add an additional item to #3, and have it give a kickback when you buy goods that are over supplied. Ie when you buy ore from an ore mine, or metal from a refinery. My biggest concern with this mod is to enhance the current eco mechanics, not eclipse them.

I am also working on another mod: So you want to be a Space Trucker
It would add FedEx missions, akin to those found in Rebel Galaxy.
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xenoargh

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #7 on: August 29, 2017, 08:35:15 AM »

I will take a look at this shortly. 

I'm very excited about the idea of Space Truckers, btw; if you'd like dialog strings or other things done for that, I would be willing to help :)
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faram45

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #8 on: August 29, 2017, 09:25:21 AM »

I see profit ahead!

*hand rubbbing*

Spoiler
[close]

"The profit numbs the feeling."

The crew are literally resources as well.
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cjuicy

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pegwymonie

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #10 on: August 29, 2017, 09:59:19 AM »

I will take a look at this shortly. 

I'm very excited about the idea of Space Truckers, btw; if you'd like dialog strings or other things are done for that, I would be willing to help :)

Contributions are always welcome.
I have included all the source for this mod, and will for any future mods I make. If you wish to suggest changes to any of the strings, feel free to send it my way. My forte is code, and code alone.
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xenoargh

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #11 on: August 29, 2017, 10:45:44 AM »

I will totally take a look at it and contribute if I can.  I always release my source with my work on mods too :)
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Bastion.Systems

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #12 on: September 01, 2017, 05:21:04 AM »

Rule of Acquisition number 9: "Opportunity, plus instinct, equals profit."

I really like this stab at making simple freight hauling profitable like I was playing X3 or something but with reasonable limits and investment (skill points, reputation).
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pegwymonie

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #13 on: September 01, 2017, 06:23:13 AM »

Thank you. I tried to make it fair and balanced.

Currently, I am working on the code coverage. After I get that to a decent level, I'm going to remove the WIP tag and work on adding a buy price discount based on rep and supply.
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pegwymonie

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Re: [0.8.1a][WIP] So you want to be a Merchant
« Reply #14 on: September 05, 2017, 05:50:01 PM »

For tier 3 I am wanting to add an additional perk. I have two implementations I'm thinking about:

1: A general refund on any goods bought in surplus. (Any goods oversupplied by at least 10%)
2: A surplus event that causes a submarket with a generous amount of goods at low prices. (Findable only on accident, or by using the Ability provided by this tier. The ability provided by this tier would have a new cost associated with it. Either Volatiles or straight up credits.
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