actually i was hoping to get a full list of stuff that need fixes
and suggestions how stuff can be fixed
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Crossfire 1.82
- SWAT_OP-R8R
- Thread is marked as Resolved.
There are 382 replies in this Thread. The last Post () by Martind Forlon (SA_Forlon).
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i am not long enough on the server to talk about dynamik economy (never saw it in action) nor about ships (haven't tested more than a couple)
but there are some small issues as far as trade in concerned that could be fixed without much effort:
1.
Problem:
BMGs should have realistic trade routes-- it is kinda pointless when you buy a ship full and sell whereever you dock next -- carrying them further is plain stupid as you need to fly far to get a better price thasn the common one (wich you pay at pretty much every place)- if there is one at all.
Fix: A: change the price at 1-2 stations so that shipping a full load (400-450 tons) there IS profitable even when crossing high distances (like from tau 37 to sea of shadows for example)
B: make the price most stations pay equual or lower than the price you buy BMGs for, while having a dozen stations pay a fair bit more (so you acctually have to look where to sell them and not just load them 'couse you'll dock at the station over there too anyway)2.
Problem:
currently you are plain stupid to trade outside of NY: becouse
A: it is un-needed risk (common NY NPC don't have CDs while players cannot attack you)
B: NY is a central location- you can reach all of sirius and crossfire fast (ok, no fast way to DK or altair space, but that hardly matters)
C: and this is by far the worst: no trade routes come anywhere close profitwise. Simply as it is both Newark-Manhattan in a freighter and manhattan-pittsbourgh in a train/transport are a couple of times more profitable than any trade route elsewhere
Fix:
boost the profit of other trade routs - for example pick a comodity X (who cares what, just needs to be new)- it is sold at new berlin for a cheap price (maybe 500 cr/unit) while brought for an high price at Kushu (15.000 cr/unit) [of course these are random prices, just used as example]3.
problem:
lack of risky trade routes-- yes, this is a serious issue. Flying around in a transport or train together with a fighter escorrt is great fun- and a blokade runner with escorts bringing much needed goods to place X is great for RPing, however as it is in the places where trade makes sense there are eighter no NPC strong enough to harm players in halfway good ships, or getting neutral/friendly with all local NPC is easy and therefore common
fix: make some stations in dangerous areas buy certain goods at very high prices so it is acctually worth assembling a couple of pilots to escort 1-2 cargo-ships there.
for example the order would build a station in Sedurn - there would be a construction site there buying a good called "order station parts" at a very high price, however this good would be for sale only in Sol ...... -
actually i was hoping to get a full list of stuff that need fixes...
...and suggestions how stuff can be fixed
No idea how it works but i can help if you show me !
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For what it's worth, the dynamic economy is pretty great when active, it's balanced and has good routes, so all it takes is activating it (after resolving problems around it, ofc).
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Well there is another problem.
When the server crashes, i restart the game and connect.
I get a lot of lag for atleast a minute and then its perfect.
I dont know what does it and therefore i have no solution for it. -
That's not lag, it's your screen jumping arround, like you had 15 fps, and that happens when a bucle(bug) makes your CPU run at 99%, sometimes it takes over 1 minute to get ridd of it, it's as simple as restarting the FL.
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i am not long enough on the server to talk about dynamik economy (never saw it in action) nor about ships (haven't tested more than a couple)
but there are some small issues as far as trade in concerned that could be fixed without much effort:
1.
Problem:
BMGs should have realistic trade routes-- it is kinda pointless when you buy a ship full and sell whereever you dock next -- carrying them further is plain stupid as you need to fly far to get a better price thasn the common one (wich you pay at pretty much every place)- if there is one at all.
Fix: A: change the price at 1-2 stations so that shipping a full load (400-450 tons) there IS profitable even when crossing high distances (like from tau 37 to sea of shadows for example)
B: make the price most stations pay equual or lower than the price you buy BMGs for, while having a dozen stations pay a fair bit more (so you acctually have to look where to sell them and not just load them 'couse you'll dock at the station over there too anyway)2.
Problem:
currently you are plain stupid to trade outside of NY: becouse
A: it is un-needed risk (common NY NPC don't have CDs while players cannot attack you)
B: NY is a central location- you can reach all of sirius and crossfire fast (ok, no fast way to DK or altair space, but that hardly matters)
C: and this is by far the worst: no trade routes come anywhere close profitwise. Simply as it is both Newark-Manhattan in a freighter and manhattan-pittsbourgh in a train/transport are a couple of times more profitable than any trade route elsewhere
Fix:
boost the profit of other trade routs - for example pick a comodity X (who cares what, just needs to be new)- it is sold at new berlin for a cheap price (maybe 500 cr/unit) while brought for an high price at Kushu (15.000 cr/unit) [of course these are random prices, just used as example]3.
problem:
lack of risky trade routes-- yes, this is a serious issue. Flying around in a transport or train together with a fighter escorrt is great fun- and a blokade runner with escorts bringing much needed goods to place X is great for RPing, however as it is in the places where trade makes sense there are eighter no NPC strong enough to harm players in halfway good ships, or getting neutral/friendly with all local NPC is easy and therefore common
fix: make some stations in dangerous areas buy certain goods at very high prices so it is acctually worth assembling a couple of pilots to escort 1-2 cargo-ships there.
for example the order would build a station in Sedurn - there would be a construction site there buying a good called "order station parts" at a very high price, however this good would be for sale only in Sol ......thats for that input
1. yes you are right with that - a more detailed look at the BMGs would be required to create very interesting trade routes... that is a matter i for sure will take a look at if i have time -> that means that i will take a look at the other issues first and fix this one a bit later as i can update it on the fly
very likely i will involve the community in building new BMG routes as the players on the server for sure have more experiences with those routes than I do2. i can understand your concerns but i think the sirius traderoutes are basically the same as in vanilla FL -> ignoring the dynamic economy
building all trade routes again and balance them would take several months without guarantee that they are really balanced and dont result in other super trade routes
assuming that we just have 5 commodities at every station/planet and we have about 303 stations/planets which sell or buy commodities (btw. that is the exact number of bases which do that) it would mean we have 459045 possible traderoutes (based on goods)
balancing that is somewhat between hard and impossible
as you can see i dislike to rework the entire trading system but if you have specific examples then we can talk about it3. probably something that can be combined with BMGs?
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i didn't mean all, or even most stations would offer a long range trade
route (not becouse of complexity, but becouse it has to be more
concentrated to give pirates a chance)--just the capitals would offer
those.I thought about possible goods and trade routes a bit- tring to make the
goods fit in the RP, and the routes to cover sirius, sol and a bit
altair.Place (ressource/short description/trade route)
Manhattan (Jumpgate technology/With many new systems being explored and
research on ailien gates being undertaken jumpgate technology is both
for constuction as for experimental purposes in high demand/sold:
manhattan, brought: New Tokio, Malta)New London (Special Corn/While Biosphares can cover basic food needs
their use is restriced to space-stations and asteroids with sufficent
sunlight and rather low population, on the other hand finding plants
that crow on newly settled planets is hard, leading to a demand in
fittingly modified plants/ sold: new london, brought: malta, crete)New Tokio (Exploration Special Equipment/Deep-Space-Explorations require
special equipment for long term survival far away from supply lines/
sold: new Tokio, brought: Malta, Crete, Sol)New Berlin (Tacyon Technology/During the 80-year war Rheinland
scientists worked hard to increase the performance of their tacyon-based
wapoary in fields of dense nebula, gas-clouds and similar problematic
environment. With the nomad-threat and the increased fighting in remote,
often unmapped sectors wapeons with good performance under extreme
conditions are needed more than ever before/ sold: new berlin, brought:
Earth, Coalition HQ)Crete (Planetary defence missiles/After more and more nomad and
Dom'Kwash ships were spotted the Corsairs decided that one day their
Homeworld might be attacked, and started developing planetary defence
missiles strong enough to destroy or cripple nomad carriers and
battleships in a single hit/sold: Crete brought: New London, Coalition
HQ)Malta (Mutated Tissue/Due to their exposure to cardamine most outcasts
show genetic mutations. In their search for inovations in organic
technology (like DK or nomad ships) scientists are highly intereted in
mutated tissue becouse it helps them understand how long-time-exposure
of beings to a mutating agent affects genes/sold: Malta, brought:
manhattan, new london, Earth)Earth (Products made on Earth/Since the rediscovery of Earth there is a
high demand of goods produced on earth in all colonies, serving food
grown on Earth has become a new fashon among the rich/so0ld: Earth,
Brought: New London, New Tokio, Manhattan)Coalition HQ (or planet Murmansk - however they'd need to get a mooring
feature) (Coalition Energy cell/Certain wapeons and devices need more
power than standard power-generators can provide, storing the needed
extra energy in power-calls is a rather old fashoned way, but new energy
cells brought up by coalition scientists offer a ratio of stored energy
per weight and space far bejond expectations - with their use mounting
guns in the past only usable in cruisers and battleships on heavy
fighters and bombers has become possible/sold: Coalition HQ, brought:
Earth, New Berlin, Crete)i haven't calculated prices yet, but when there is interest i'll work them out.
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you have 1-2 weeks now to create a complete list of stuff i have to look into for CF1.82
if its on the list then ill try to fix it... if not everything will stay like it is
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More important:
-Fix AV issue as much as possible
-Fix server stability and some big warn like the one when you start CF, which now tells about this mod is in Beta and the downloads before 5 jan are not available anymore, it could be changed for the restart issue.
-Make trade routes like Quintus said, and lower the $ from Ancient guns a bit.Less important
(if you have time) :
-Add few new Battleships you said you prepared but weren't rdy ? It'd be cool something new a bit better than Osiris... to use them in ASF vs CSF
-This light fighter would look great a bit bigger, mounted with BS Weps, like the Kusary Destroyer.The details it has in front, and more, behind and under it are great.
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AGAIN - nothing new will be added
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Less important:
Repair mines and asteroids in Omega 41 System
If possible repair(change) BS turret view ... we have plenty to use, but only few is really playable.
If possible change for DK system ( From Hieron to Menton) entry holes areas (NPC Spawn Killing) ... for those who follow story line is this too much hard. -
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i would need to know which asteroid fields to answer that question
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nearly all - really i assume its randomly but most times npcs can dive through the walls. Really good is that working in X - where they also hide inside those huge rocks now and then. This has been a problem in previours versions too.
I can live with it - but thought to mention it - in any case it would be an easy task to solve. -
dunno
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Easy task to solve , hmm... if you (Huor) or somebody else know how to fix a certain bug you noticed, you can do the changes, and send them to OP
That would help
he'd only have to see if it works and rdy...
So until 1.83 we won't have a compleete Multiplayer storyline within Inner Core -
All the alien guns are very fragile and can be destroyed after only one or 2 heavy fights. Could their ''hit point'' , for a lack of better term, be increased to be in the same region as other guns of similar power?
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if i would know how to solve those bugs i would probably already have them solved and sent to OP. But i am no modder and i dont have any particular freelancer modding knowledge - besides changing some values in ini files
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All the alien guns are very fragile and can be destroyed after only one or 2 heavy fights. Could their ''hit point'' , for a lack of better term, be increased to be in the same region as other guns of similar power?
I second that and do ask for the same solution.