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Author Topic: [0.95.1a] Dynamic Tariffs 1.3  (Read 76668 times)

Nesano

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Re: [0.95.1a] Dynamic Tariffs 1.3
« Reply #30 on: March 24, 2022, 09:35:45 AM »

Is there a way to get this to apply to all markets added by mods without having to do tons of work? Like, using an asterisk, for example?
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Krumbotor

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Re: [0.95.1a] Dynamic Tariffs 1.3
« Reply #31 on: November 13, 2022, 12:21:46 AM »

Thanks for the great mod, I love it!

I noticed, that the tariffs you pay at your own colony's independent market (after constructing commerce) are always 30%, regardless of your relation with the independents. I would love to see dynamic tariffs also at my home market.

I understand, that I probably have to add my own colony to the "dt_whitelist" in mod's settings file. Where do I find its market ID?
« Last Edit: November 13, 2022, 12:27:25 AM by Krumbotor »
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Krumbotor

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Re: [0.95.1a] Dynamic Tariffs 1.3
« Reply #32 on: November 13, 2022, 12:49:51 AM »

Thanks for the great mod, I love it!

I noticed, that the tariffs you pay at your own colony's independent market (after constructing commerce) are always 30%, regardless of your relation with the independents. I would love to see dynamic tariffs also at my home market.

I understand, that I probably have to add my own colony to the "dt_whitelist" in mod's settings file. Where do I find its market ID?

Found the market ID:

1. Open your campaign file in <your install path>\Starsector\saves\<your savegame name> with Notepad++
2. Strg-F your colony name, look for a section that looks like this:

<faction cl="Faction" ref="610"></faction>
<gatheringPoint cl="Market" z="632">
<id>market_system_50e6:planet_3</id>
<name>Krum Prime</name>
<commodities z="633">
<COMkt z="634" c="supplies" sto="12487.66" mS="0" iSL="true" mD="8" iDL="true" eU="0.0">

5. In my case the colony name is "Krum Prime" and the corresponding market ID is "market_system_50e6:planet_3"

I'm sure there is a more elegant way of finding the market ID, though...
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Raif Redacted

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Re: [0.95.1a] Dynamic Tariffs 1.3
« Reply #33 on: November 22, 2022, 09:20:20 PM »

Oddly, this mod breaks another mod, called Ramscoop found on Nexus Mods, which has absolutely nothing to do with what you're changing. No clue why! Any thoughts?
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vonMistont

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Re: [0.95.1a] Dynamic Tariffs 1.3
« Reply #34 on: December 04, 2022, 11:14:08 AM »

Brilliant idea. Just starting on starsecotor but what bothered me was perspective of staying a smuggler till the end. I never enjoyed playing "criminal" but vanilla forces you to do so. With 30% I wonder how is there any legal trade in the galaxy. Now there is also bigger incentive to earn reputation.
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raco12

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Re: [0.95.1a] Dynamic Tariffs 1.3
« Reply #35 on: December 15, 2022, 03:39:20 PM »

This is compatible with nexerelim tarifs?
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styxhelix

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Re: [0.9.1a] Dynamic Tariffs 1.0
« Reply #36 on: February 14, 2023, 08:51:15 AM »

While I think 0% for cooperative is going too far (why is there a black market then?) but I will definitely use it with more conservative values, 10% at best probably. Good work regardless, and thanks for making it mod friendly!

I my opinion 0% for cooperative commission is acceptable. It makes sense that factions who have developed such a deep relationship with the player (and note that the player is actively working for them through the commission). Having a black market doesn't invalidate it, since you won't be doing this well with everyone (also black-market goods).
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