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Messages - Matsor Browncoat

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Mods / Re: [0.9.1a] Shadowy Broker (v0.3.2 - 2020/02/17)
« on: March 08, 2020, 11:09:53 AM »
v0.3.6 - Maximum Travel - 2020/03/08
- The broker is now allowing customers to set their desired "maximum travel distance" so that they can better manage their time investment into profitable trades. This applies to both general market analysis and specific cargo offloads.
- Moved some configuration infrastructure around, some configuration options will have to be reset.

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Mods / Re: [0.9.1a] Shadowy Broker (v0.3.2 - 2020/02/17)
« on: March 02, 2020, 08:19:24 AM »
Thanks everyone.

I'm currently working on adding a "parameter" to limit the overall distance of discovered trades, since that's something I really needed in my extremely modded game with Adjusted Sector. Trade routes can get out of hand well into the triple digits on me. So there will be a new version pretty soon I think.

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Looks great. I love it.

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Mods / Re: [0.9.1a] Shadowy Broker (v0.3.1 - 2020/02/12)
« on: February 17, 2020, 08:41:00 AM »
v0.3.2 - 2020/02/17
- Fixed a bug in bank withdrawal. Funds are still in the account, and you can now withdraw them as intended.
- Fixed a bug in supply price and availability analysis for trade routes.
- Reduced wait time for new Broker trade interactions to 3 days (down from 7).
- Deposit interests will now follow the ebb and flow of economic growth, but the Broker will keep an eye on these and slash them if they get too much out of control.

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Mods / Re: [0.9.1a] Shadowy Broker (v0.3.1 - 2020/02/12)
« on: February 17, 2020, 08:06:54 AM »
Trying to withdraw money causes many issues, I tried to withdraw 100.000 I got -100.000 negative, is it intentional?

There must be a bug. I'll look into it ASAP

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Mods / Re: [0.9.1a] Shadowy Broker (v0.3.1 - 2020/02/12)
« on: February 12, 2020, 09:50:57 PM »
I like this bank idea.  A lot.  Maybe make them into a pseudo-faction with one planet but no unique ship designs?
Why not set the flavor up as "Persean bank" or some other generic independent banking/finance/brokerage agency that has offices on larger (say, 6+ pop) worlds rather than some random character?

Thanks! Giving the Broker an actual location in the sector is one of my long term goals, but I don’t feel like a generic “Persean Financial Services” entity or other would fit the universe more than the Shadowy Broker. I have more to do to flesh out his personality, motives (if any) and interaction dynamics but I think a roguish character with mysterious connections is more likely to survive the opposing forces of the Sector as it stands and provide the services he does provide, rather than a big financial institution or faction.

As it stands the character of the broker doesn't really fit in the world, they're more like someone you'd meet in a Bar questline rather than someone you can talk to from any planet or station in the game

Although I do admit that the fact that you can contact him from wherever is more a matter of ease of implementation and gameplay convenience, so much so that I’m always thinking about a different approach that doesn’t crush the Broker’s already niche utility into irrelevance. His main services are the two advisory ones, for now, so if they become too finicky to access or difficult to reach they lose much of their extemporary value.

That said I AM looking into ways to make him feel more like an integral part of the Sector and its dynamics, and expand or even pivot his principal services or their accessibility if a good idea comes along.

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Mods / Re: [0.9.1a] Shadowy Broker (v0.3.1 - 2020/02/12)
« on: February 12, 2020, 03:05:31 PM »
There was a missing file in the download link for a couple minutes. It has been rectified.

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Mods / Re: [0.9.1a] Shadowy Broker (v0.3.1 - 2020/02/12)
« on: February 12, 2020, 02:53:56 PM »
v0.3.1 - In the interest of Banking - 2020/02/12
- The Shadowy Broker is now offering baseline 2% interest (compounded monthly) on credits deposited at his terminals. (i.e. an extremely rudimentary bank system)
- Also he can tell you when his systems are in need of an update. (i.e. Version Checker support)
- Fixed several bugs

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Mods / Re: [0.9.1a] Shadowy Broker (v0.2.7 - 2020/02/09)
« on: February 10, 2020, 12:26:37 PM »
Are your ambitions for this mod only releasing a tool to help guide players find the best deals? or do you perhaps have bigger plans? I do think the Broker could have its own faction, a banking system where players could invest their money, get other benefits with time, take loans, and the consequences of crossing the Broker, like gaining a huge bounty (if using NEX), or thugs after you, being able to work with the Broker, tackle debtors, destabilize and sabotage markets for the Broker's clients, maybe some new hulls and features, like a ranking system where you unlock goodies as you rise in the Shadow Broker's ranks, stuff like encrypted boxes you can unlock, influence factions, recruit Agents (if using NEX) I always thought a Central Place like the Prism Freeport should have it's own faction instead of being Independents, that would be so cool.

There are definitely some good ideas in there. I'm very new to modding the game and to the game itself for that matter so my grasp of its underlying mechanics is still a little up there, but I am definitely looking into some of these. I'm particularly interested in positively influencing development of specific markets, in some way. The rest as well, I have made a list of what I think might fit into an expanded feature set.

As far as factions go, however, I'm not entirely sure the Broker would run his own faction with markets and fleets, as that would expose his activities to way too much scrutiny for a guy who enjoys prosperity specifically because of the shadows he has made his home.

I am rather curious if this ends up fixing the single faction existing, by providing a stock building on planets that can trade on one another that makes profits from the deficits of the planets with lesser resources.

What do you mean? As I mentioned above I'm very new to the game so some nuance is lost on me. I am looking into working more with markets and their surplus/deficit so the more I know about the underlying caveats of the existing mechanics, the better.



Anyway, thank you for your time, this mod has huge pontential, it's amazing to have a "consultant" when you're unsure where to sell your Sto#($, valuable, honest goods.
But as a means of helping out starting the game? it's pretty nice so far.  ;D

Thanks. I'm glad you like it. Please, tell me if you encounter any issues with it.

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Mods / Re: [0.9.1a] Shadowy Broker (v0.2.0 - 2020/02/07)
« on: February 09, 2020, 01:15:58 PM »
Updated to v0.2.7 - 2020/02/09
- The Mainframe is now able to take into account tariffs for the units of cargo that have to be bought from tariffed Open Markets.
- The Broker now allows client to specify an approach type (Lawful or Lawless) to filter out specific markets and commodity availabilities depending on the transponder stance you wish to keep.
- Squashed a couple big bugs.

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Mods / Re: [0.9.1a] Shadowy Broker (v0.2.0 - 2020/02/07)
« on: February 09, 2020, 01:14:58 PM »
Thank you!

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Mods / Re: [0.9.1a] Shadowy Broker (v0.2.0 - 2020/02/07)
« on: February 07, 2020, 09:57:23 AM »
Updated to v0.2.0 - 2020/02/07
- New Feature: The Broker has access to new software on the mainframe and can now help you find the best market to sell the unwanted commodities gathering dust in your cargo. For an even greater fee, of course.
- Streamlined some interactions

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Modding / Re: [OptionPanelAPI] setTooltip issue?
« on: February 06, 2020, 10:22:14 AM »
If I might make a suggestion, that would solve the use case I had for updating a Selector's tooltip quite handily, is a way to override the displayed value of the Selector, even better if it's with a callback that takes the stored value as input. Right now we can only choose between ValueDisplayModes.

I don't know if that's at all possible or even in any way easier than solving the setTooltip issue, but I might as well throw it out there on the idea pile.

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Modding / Re: [OptionPanelAPI] setTooltip issue?
« on: February 06, 2020, 10:08:29 AM »
Sorry!

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Modding / Re: [OptionPanelAPI] setTooltip issue?
« on: February 06, 2020, 10:05:01 AM »
They do, the initial one in the addSelector call is applied correctly. It's just the setTooltip that isn't doing it.

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