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Author Topic: [0.95.1a] Dynamic Tariffs 1.3  (Read 81662 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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Toxo

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Re: [0.95.1a] Dynamic Tariffs 1.3
« Reply #37 on: April 11, 2023, 10:34:33 AM »

Can we please get a mod version without the whitelisting feature?
I play with just a bunch of QoL mods, without any content mods, so no modded markets in my game. But the whitelisting function is what prevents this mod being useful to me, since it doesn't take player owned colonies with commerce into account.
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