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Meridian, What did you do that caused the units to zigzag as they run? How to get rid of this?
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sellPriceCoefficient:
I was trying to use the current implentation of sellPriceCoefficient and I was running into the exact same problem as stated here:
I can adjust the Sellprices but this largely effects the manufacturing money making machine I balanced the economy in Hardmode Expansion around.
May I suggest to add a nested list, of Items to which the sellPriceCoefficient should be applied to?Code: [Select]sellPriceCoefficient: [100, 85, 70, 60, 50]
sellPriceCoefficientAffectedItems:
- STR_PLASMA_PISTOL
- STR_PLASMA_RIFLE
- STR_HEAVY_PLASMA
- STR_MIND_PROBE
All other Items would still have their fixed price, and if the list is empty (as by default), then the sellPriceCoefficient would be applied to all available items.
This would this awesome feature for me exactly the thing I need to balance the economy in Hardmode Expansion for lower diffciulty levels (my goal is to enable players to also enjoy lower diffciculties, in case they wanna do so.)
I basically only want to have the sellPriceCoefficient effect collectable loot from aliens.
Hope this is going to be heared, you guys are awesome
hellrazor, I completely agree, but it would be better if such a modifier for the sale and purchase price, depending on the difficulty level, was a property of the item itself. That is, there is a global modifier “sellPriceCoefficient”, and there is an individual modifier in the item itself. Plus "buyPriceCoefficient".
As long as I can set it up so only a selections of Items gets the "sellPriceCoefficient", I would not mind this solution either.
- Soldiers and vehicles as modifiable craft stats (by WarStalkeR):
Code: [Select]craftWeapons:
Change can be positive or negative. This mean some weapons (when negative) eatup unit storage in craft.
- override: STR_STINGRAY
stats:
soldiers: 2
- override: STR_AVALANCHE
stats:
soldiers: -4
- override: STR_CANNON_UC
stats:
vehicles: -4
By default when you set `soldiers` in craft, it become and you can't go higher. You need add `maxUnitsLimit` to override this limit and
have more potential space for solders if you add "cargo pods".
- Soldiers and vehicles as modifiable craft stats (by WarStalkeR):
- type: STR_TRANSPORT_MODUL
hidePediaInfo: true
sprite: 420
weaponType: 6
launcher: STR_TRANSPORT_MODUL_LAUNCHER
stats:
maxSmallUnits: 8
maxLargeUnits: 2