Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Weapon Price / Economy Balance Mod
Weapon Price / Economy Balance Mod[message #311554] Sat, 27 October 2012 22:17 Go to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Clarke's Weapon Price / Economy Balancing mod:
Features:
  • All weapons repriced based on an average of real world blue book values, coolness levels (times a multiplier depending on weapon type) and Bobby Ray's original prices then adjusted a variable percent (again depending on weapon type) to match the game economy.
  • Optional rebalanced Enemygunchoices.xml. Doubles all weapons except for rare / exotic / expensive guns. Effectively cuts the odds of big money drops by about half
  • Optional Merc starting gear kits with kit names and adjustments for balance
  • All files edited from latest SVN (rv 1702)
  • Official release compatible available upon request if anyone is interested
No more seemingly random prices. Old Russian pistols and mass produced guns are now cheaper than all metal, high caliber guns like the Desert Eagle and HK SOCOM. All guns have been balanced incorporating a combination of coolness levels, real world prices (where available) and original JA2 1.13 prices then scaled to fit the game economy. The average gun is now 10% more expensive overall but keep in mind that this reflects price drops on more common weapons as well as price hikes on exotic weapons. Many weapons stay very close to their original value. Check out the spreadsheet below for a breakdown of the changes.

Average Variance from JA2 1.13 Prices
  • Handgun Variance 0%
  • MP Variance 1%
  • Shotgun Variance -25%
  • SMG Variance +14%
  • AR Variance +26%
  • Rifle Variance 0%
  • LMG Variance -15%%

Change log
  • PBM 1.7 (12/12/12)
  • More modern prices plugged into equations updating many guns. Glock 18, Scorpion and FAMAE's All dropped in price. Changes marked in red in the spreadsheet.
  • PBM 1.7a (12/17/12)
  • Updated with new items from SVN Revision 15826
  • PBM 1.8 (12/19/12)
  • Found many new modern prices on dealers sites for SMG and AR and plugged them into equations fixing many prices
  • PBM 1.9 (1/3/2013)
  • Reduced percent on MPs,SMGs and Shotguns bringing overall average gun prices down to "3% variance on average.
    See first post for more detail, spreadsheet and files have been updated
  • PBM 1.9b (1/13/2013)
  • Fixed a bug caused by shifted values for ammo in latest SVN. Now only compatible with SVN rv:1584 and onward
  • PBM 2.0 (1/13/2013)
  • Dropped LMGs down 8% to come in line with the percents used to calc ARs.
  • Dropped MP down 1%
  • Dropped SMG down 1%
  • Variance between the price mod and standard 1.13 prices is down to 0% overall
  • PBM 2.0a (3/24/2013) Updated to latest SVN (1628)
  • PBM 2.1-2.3 (7/12/2013) Updated to latest SVN

Price Balancing Mod v2.1 (3/31/2013)


Change log
  • Edited BR New & Used inventory values to reflect scarcity
  • Guns out of production since before 1975 are set to 0 new 2 used
  • Guns out of production between 1975 and 1990 set to 1 new 1 used
  • Guns out of production between 1990 and 2005 set to 2 new 1 used
  • Guns out of production after 2005 set to 3 new 1 used
  • Guns only produced as prototypes set to 1 new 0 used
  • Guns still in production today left with default values, also if default value was lower than what it would change to it was left the same.

Price Balancing Mod v2.3 (7/12/2013)


Change log
  • Updated items.xml to latest SVN changes, rv 1702



Version 2.3 (with scarcity changes) works with latest SVN (rv 1702)

Version 2.2 (with scarcity changes) works with latest SVN (rv 1655)

Version 2.1 (with scarcity changes) works SVN (rv 1636)

Spreadsheet with changes

Version 2.0 (without scarcity changes) for SVN (Rv 1628)


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[Updated on: Sat, 13 July 2013 02:21] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #311557] Sat, 27 October 2012 22:41 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
You should also watch the income this generates. If you can sell the abundant SPAS's and Lugers you get in the early game for as much as you'd usually get for a top line SCAR, that'll make an impact.

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Captain

Re: Weapons: Supply and Demand[message #311558] Sat, 27 October 2012 23:11 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
I guess there is nothing wrong with creating a "realistic prices for guns" mod.
My opinion on modding in general is, that balance always beats realism. Actually, of all possible aspects, balance is the most important one.
Does it really support the balance when a superior item is cheaper than an inferior one?
I still think it's always a good thing when mods are being created. Im eager to see where your playtesting will lead you.

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Master Sergeant
Re: Weapons: Supply and Demand[message #311560] Sat, 27 October 2012 23:48 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Yup , balance wins out for gameplay every time ... and of course , it's a game ! Wink

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Captain

Re: Weapons: Supply and Demand[message #311563] Sat, 27 October 2012 23:53 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Good point, although the SCAR's are still around $4k in the game. SPAS-12 is still sitting at coolness 4. Price wise it's sitting next to the SL8 and the Stechkin APS. Also most of the handguns, shotguns and rifles were overpriced with a few rare birds Common hand guns are all $500 and UNDER. It's interesting, now that you mentioned that and I've had a chance to sort by price. I wonder what would happen if I used this to sort enemy gun choices.

BTW the cheapest guns in the game are the Baikal MP-133 ($275)and the CZ-52 ($350) and the most expensive are the Gepard M2 (which I don't think I changed @ $10640) and the AI AWM ($15452)

My big problem is getting a reasonably realistic price for all these AK's and other AR's now. I'm thinking of adding $1000 (at least) to all military grade full autos as a sort of Black Market finders fee and just marking up the stock values but I don't know.

Right now the first AR (Price wise) is the HK-74U @ $1475 and like I said before I didn't touch most AR prices because you just can't buy them full auto anyway.

Heres the price grouping from AKS-74U

AKS-74U, $1475, Coolness 4(stock Price)
Beretta 93R, $1481, Coolness 3
HK P7M8, $1500, Coolness 1(yes really lol)
Super Shorty, $1500, Coolness 4(stock?)
Wildey Survivor, $1500, Coolness 5
M29, $1500, Coolness 2
Owen .45, $1520, Coolness 4(stock price)
M83 Premier, $1525, Coolness 3
Benellli M4, $1530, Coolness 4
.50 Beowulf, $1530, Coolness 5
HEZI SM-1, $1530, Coolness 4
SPAS-12, $1547, Coolness 4
M1928, $1590, Coolness 4
HK Sl8, $1600, Coolness 5
HK 53A3, $1602, Coolness 4(stock price)
Stechkin APS, $1621, Coolness 2




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Corporal
Re: Weapons: Supply and Demand[message #311564] Sun, 28 October 2012 00:01 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Ah, I pulled that one outta the hat, don't much care for the prices and am rather notorious for excessive hoarding Smile

You actually can buy many of the older automatic rifles, but the prices are totally out of whack so of no real use.
You can probably set them wherever you feel, it's said that you can get an AK in good condition for 200 bucks down in the third world hell holes, might be similar for stuff like 'the right arm of the free world' and his companions, so just add whatever 'service fee' is required to balance them.

[Updated on: Sun, 28 October 2012 00:12] by Moderator

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Captain

Re: Weapons: Supply and Demand[message #311598] Sun, 28 October 2012 23:59 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
SO I went through and just did the pistols. Initially it was pistols, rifles and shotguns but the price drop for rifles and shotguns was just too high in my opinion.

Instead of taking an absolute price I just kept the last two digits of the original prices and just changed the hundreds. A few early pistols shot up in price significantly but most dropped in price by a few hundred dollars. I've edited my Enemygunchoices.xml and basically just swapped the more expensive early choices (like the HK P7M8 and Sphinx 3000)with cheaper cousins from later levels of the file and popped them in where i took them from if that makes sense.

What I've seen is that the heavier, all metal, large caliber guns shot up in price as did exotic and rare guns that would be more show than utility anyway. Small, polymer guns are cheap to make, mass produced and readily available. I've played around with it a bit and I think it makes the guns more special without changing their characteristics. There are SO MANY handguns and a lot of them have similar shooting stats. IMO, this sets a few apart and gives them a little character.

Anyway, i tossed the numbers in a spreadsheet if anyone is interested
https://docs.google.com/spreadsheet/ccc?key=0ApIBv6XCEMl2dC1qZVRPdlN1a1BDNzlkWFZoZXRLT3c

And the XML files I edited
https://docs.google.com/open?id=0B5IBv6XCEMl2VEExY3N4cGp2Q1k

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Corporal
Re: Weapons: Supply and Demand[message #311611] Mon, 29 October 2012 14:19 Go to previous messageGo to next message
winehouse

 
Messages:84
Registered:October 2012
I really think that the gun prices should reflect real life prices. They should also reflect the rarity. This would be true balance.

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Corporal 1st Class
Re: Weapons: Supply and Demand[message #311612] Mon, 29 October 2012 15:32 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
And thus totally screwing game balance, because some sniper rifles and ARs are comparably cheap/inexpensive?

I do like the basic idea of having some guns sort of reflect that they are more valuable/rare/expensive with getting higher prices than they should game term wise. But applying real life retail prices to each and every gun might not be desirable to be honest...

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Lieutenant

Re: Weapons: Supply and Demand[message #311618] Mon, 29 October 2012 18:14 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
smeagol
And thus totally screwing game balance, because some sniper rifles and ARs are comparably cheap/inexpensive?

I do like the basic idea of having some guns sort of reflect that they are more valuable/rare/expensive with getting higher prices than they should game term wise. But applying real life retail prices to each and every gun might not be desirable to be honest...


Yup, that's why I stopped at the pistols. Basically just affects the early game by making some of the nicer guns like the Sphinx and the SIG P110 a little harder to get. Also IMO opinion it effects the desirability just a little bit. Where before I would sell off a Dessert Eagle for a cheaper, quicker gun, in the game I've got going I find myself hanging on to it with my stronger characters.

I agree though about the rifles. My initial playtest with all new prices had them starting in the $1700 range for an SR8 while an SKS was really no more expensive than your typical handgun. Realistic? Yes but not very much fun in game once the money starts rolling in. I am thinking of just going through and scaling them...eventually. Some of the guns in game that are listed as "prototypes" for instance seemed way too cheap IMO.

[Updated on: Mon, 29 October 2012 18:24] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #311635] Tue, 30 October 2012 06:51 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
I took another crack at rifles and shotguns. I ended up taking an average of JA2 prices and modern prices and then increasing it a set percent. 10% for rifles, 5% for shotguns. Also, rifles with an included scope had the JA price of the scope added into the modern price before average was taken. You can look at the variance in the Spreadsheet linked above. Only a few shotguns are noticeably affected. Notably the SPAS-15 and the the MP-133. Both went in opposite directions since the MP-133 was nearly $2000 in standard and the SPAS-15 was only $900.

Rifles only swung by 25% either way except for the Mauser M03 (+70%) and the PSG1 (+51%). Also the mosin Nagant dropped to 57% ($1200)though apparently you can find them for $50 just lying around Smile

Assault rifles weren't touched.

The files in the zip are edited from the SVN Revision 1548 so I wouldn't plug them into the stable version without some tweaking.

Balanced Gun Prices.7z

[Updated on: Tue, 30 October 2012 07:11] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #311948] Sun, 11 November 2012 01:14 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Balanced Auto Weapons
See first post for more info

Spreadsheet with changes
XML Files updated from latest SVN (Rv 1557)

[Updated on: Sun, 11 November 2012 12:26] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #311959] Sun, 11 November 2012 11:47 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Entire mod has been rebalanced
Plugged Coolness Values into the gun price equation to smooth out the curve. See first post for details.

[Updated on: Sun, 11 November 2012 21:57] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #312446] Sun, 25 November 2012 06:29 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
MP Handguns pricing has been adjusted. All guns are now rounded to nearest $5,$50 or $250. Some spreadsheet errors have been fixed, missing guns added and prices adjusted accordingly. See first post for details.

Price Balancing Mod 1.4 (11/24/2012)
Spreadsheet with changes
XML Files updated from latest SVN (Rv 1566)

[Updated on: Sun, 25 November 2012 07:01] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #312453] Sun, 25 November 2012 13:26 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Aw, this looks interesting. Keep up the good work.

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Master Sergeant

Re: Weapons: Supply and Demand[message #312469] Sun, 25 November 2012 22:53 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Price Balancing Mod 1.5 (11/25/2012)


Change log
  • Standardized Gun price calc across all gun platforms with a variable % multiplier to balance with game economy
  • MP's and SMG's are now correctly separated
  • Dropped HG a small % to come back in line with original average gun price
  • HG's and Rifles and LMG's are now at a 0% variance from the average 1.13 prices
  • The Average MP,SMG and AR is now approx' $1500,$2000, and $3500 respectively.

See first post for more detail, spreadsheet and files have been updated

Spreadsheet with changes
XML Files updated from latest SVN (Rv 1566)

[Updated on: Mon, 26 November 2012 03:13] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #312563] Tue, 27 November 2012 20:32 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Price Balancing Mod 1.5a (11/27/2012)


Change log
  • Fixed M16a4 price, was cheaper than M16a1 due to no known real world value
  • Optional Enemygunchoices.xml makes rare, exotic and expensive items about half as likely to drop as more common guns
  • Optional Bobby Ray scarcity makes out of production guns more likely to be sold used than new and lowers odds of seeing similar guns (AK's, M16's) in the New guns section. Prototype and experimental weapons are no longer available used. Also adjusts most shotguns to be commonly found used to give me a reason to steal from the hicks

See first post for more detail, spreadsheet and files have been updated

Spreadsheet with changes
XML Files updated from latest SVN (Rv 1566)

[Updated on: Tue, 27 November 2012 20:51] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #312574] Wed, 28 November 2012 02:03 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Nice. Ever gonna do attachment costs?

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Sergeant Major
Re: Weapons: Supply and Demand[message #312576] Wed, 28 November 2012 02:13 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Slax
Nice. Ever gonna do attachment costs?


Dunno. Hadn't really thought about it. current attachment costs are worked into the price of rifles at least when they come equipped with it. guess i could look and see if anything seems out of whack .

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Corporal
Re: Weapons: Supply and Demand[message #312679] Sun, 02 December 2012 08:15 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Price Balancing Mod 1.6 (12/1/12)


Change log
  • Plugged a few more modern prices into gun equations slightly tweaking several gun prices.
  • Baracuda $500
  • USAS-12 $2005
  • Calico M960a $1380
  • Valmet M82 $3535
  • Steyr Aug A3 $4135

See first post for more detail, spreadsheet and files have been updated

Spreadsheet with changes
XML Files updated from latest SVN (Rv 1566)

[Updated on: Sun, 02 December 2012 08:22] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #312750] Tue, 04 December 2012 03:23 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Price Balancing Mod 1.6a (12/3/12)


Change log
  • Updated with latest items from SVN
  • Optional Nerfed Mercstartinggear.xml gear with Kit names and some rebalanced kits
  • Two standard kits, two Spec kits that are marked up 25% and a loaded kit marked up 50% to keep you scrounging for gear in the field and online
  • Kit Names: "Standard" (Kit 2), "Alternate" (Kit 1), "Spec 1" (Kit 3 +25%), "Spec2" (Kit 4 +25%), "Loaded" (Kit 5 + 50%)
  • Nerfed some new (DG, WF) Merc kits and a few Mercs had their "alternate" loadout modified to be closer to the standard issue cost (Lynx goes from an M14 to a Beretta CX4 for instance, dropping his Alt gear about $4k)

See first post for more detail, spreadsheet and files have been updated

Spreadsheet with changes
XML Files updated from latest SVN (Rv 1571)

[Updated on: Sat, 08 December 2012 21:51] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #312982] Wed, 12 December 2012 08:48 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Price Balancing Mod 1.7 (12/12/12)


Change log
  • More modern prices plugged into equations updating many guns. Glock 18, Scorpion and FAMAE's All dropped in price. Changes marked in red in the spreadsheet.

See first post for more detail, spreadsheet and files have been updated

Spreadsheet with changes
XML Files updated from latest SVN (Rv 1571)

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Corporal
Re: Weapons: Supply and Demand[message #313260] Tue, 18 December 2012 02:39 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Price Balancing Mod 1.7a (12/17/12)


Change log
  • Updated with new items from SVN Revision 1576

See first post for more detail, spreadsheet and files have been updated

Spreadsheet with changes
XML Files updated from latest SVN (Rv 1576)

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Corporal
Re: Weapons: Supply and Demand[message #313371] Thu, 20 December 2012 07:07 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Price Balancing Mod 1.8 (12/19/12)


Change log
  • Found many new modern prices on dealers sites for SMG and AR and plugged them into equations fixing many prices.

See first post for more detail, spreadsheet and files have been updated

Spreadsheet with changes
XML Files updated from latest SVN (Rv 1578)

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Corporal
Re: Weapons: Supply and Demand[message #313862] Fri, 04 January 2013 03:36 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Updated to latest SVN rv:1582

Reduced MP and SMG % Modifier to bring Machine Pistols back in line with average prices. SMGs are now 21% more expensive on average than stock 1.13.

Reduced Shotgun % modifier to drop Shotguns to 75% stock 1.13 cost on average.

Overall average gun is 3% more expensive than stock 1.13

[Updated on: Fri, 04 January 2013 06:08] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #314216] Sun, 13 January 2013 12:14 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Unfortunally I didn't find the time to properly test your mod, yet. I would vety much like to play a whole campaign with it to see how the balance turns out to be.
From the numbers it looks very promising so far.
Have you or has anyone else played some more time with this?
I haven't completed more than a week of game time and probably won't do much more within the next weeks...

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Master Sergeant
Re: Weapons: Supply and Demand[message #314218] Sun, 13 January 2013 18:32 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
I've gotten about halfway through the game with it, I need to go back and re-balance the new gear-kits so that they make more sense at some point but other than that I prefer playing with these prices. They really make me think about which guns to hold on to and which guns to go shopping for.

Plus I think it adds to the dynamic of the Advanced Repair System feature just a bit. I'm more likely to hang onto a gun I paid a pretty penny for and go get it repaired or if I find a rather expensive gun sitting at 50% I can take it to a tech and have it repaired then sell it to make a profit.

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Corporal
Re: Weapons: Supply and Demand[message #314219] Sun, 13 January 2013 19:27 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
How much starting money is involvef with you testing?
Any other mods you're using, or just stock v1.13?

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Master Sergeant
Re: Weapons: Supply and Demand[message #314224] Sun, 13 January 2013 22:34 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
I increase starting money from 1.13's stock values on a sliding scale (Rounded to nearest $1000)based on the average increase in weapon prices (currently 5%) and also increase the IMP cost by the same value (Rounded to nearest $50). Values I use are on the first page of the spreadsheet but are only recommendations. On my next update though I'm working on getting rid of that 5%, just have to play with the numbers a bit, maybe drop the LMGs down a bit more to come in line with the percents I use for ARs

I play the current SVN with all the bells and whistles (minus dirt system and I turn off the aggressive counter attack on all cities because I am a weenie). To make life interesting I drop mine income to 80%, I use a Nerfed IMPstartinggear (I have one for multiple imp starts with only pistols and one that gives a randomized MP5 style SMG/MP). I don't usually run with food on but when I do I run at 10% current digestion levels just because I like the idea but hate the tedium.

None of the guns have been edited except for price, so you will find cheap guns that are better than more expensive guns of the same class. The HK P7M8 is a good example. It was dirt cheap in the original but in RL it's a rather expensive gun with a pretty loyal following. It makes sense to me that it doubles in price in game ($380-$680) since you'd pay $1500 in RL. In game you can get a much better gun for $680 but it won't be an HK and it likely won't be as lite either. Also if you don't yet have access to Bobby Ray's and this drops it's either a nice upgrade for Ira or something you can trade to Tony for something better rather than just a throw away.

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Corporal
Re: Weapons: Supply and Demand[message #314226] Mon, 14 January 2013 00:20 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
There is a bug caused by the shifting of the by -2 in a recent svn update. take me a few to squash this but I'll update the files when I'm done.

Edit: Fixed. Copied prices to the latest items.xml directly, Mod is now exclusively compatible with the latest SVN

Files have been update

Spreadsheet with changes
XML Files updated from latest SVN (Rv 1592)

[Updated on: Mon, 14 January 2013 01:21] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #314228] Mon, 14 January 2013 02:02 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Price Balancing Mod v2.0 (1/13/2013)


Change log
  • Dropped LMGs down 8% to come in line with the percents used to calc ARs.
  • Dropped MP down 1%
  • Dropped SMG down 1%
  • SMG and MP now share the same numbers for calculation, Similarly AR and LMG also share the same numbers for calculation
  • Variance between the price mod and standard 1.13 prices is down to 0% overall

See first post for more detail, spreadsheet and files have been updated

Spreadsheet with changes
XML Files updated from latest SVN (Rv 1592)

[Updated on: Mon, 14 January 2013 02:21] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #316533] Mon, 25 March 2013 05:54 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Price Balancing Mod v2.0a (3/24/2013)


Change log
  • Updated with newest Items.xml from svn rv:1628
  • More real world prices tracked down and plugged into equations dropping the prices of many guns

See first post for more detail, spreadsheet and files have been updated

Spreadsheet with changes
XML Files updated from latest SVN (Rv 1628)

[Updated on: Mon, 25 March 2013 09:52] by Moderator

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Corporal
Re: Weapons: Supply and Demand[message #316582] Tue, 26 March 2013 08:08 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Reverted back to old version, seems to be an error caused by copying the new prices over with xml spy (happened to me last time too.) Might be a while before I have time to copy them over manually. I'm thinking next time I update this it'll be for the stable version and I'll leave it at that.

Edit: Fixed and re-uploaded after testing. I found a better way that lets me copy over just the prices by comparing the two xml's together. Still a lot of clicking but better than doing it manually.

[Updated on: Wed, 27 March 2013 06:21] by Moderator

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Re: Weapons: Supply and Demand[message #316868] Mon, 01 April 2013 07:06 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Price Balancing Mod v2.1 (3/31/2013)


Change log
  • Edited BR New & Used inventory values to reflect scarcity
  • Guns out of production since before 1975 are set to 0 new 2 used
  • Guns out of production between 1975 and 1990 set to 1 new 1 used
  • Guns out of production between 1990 and 2005 set to 2 new 1 used
  • Guns out of production after 2005 set to 3 new 1 used
  • Guns only produced as prototypes set to 1 new 0 used
  • Guns still in production today left with default values, also if default value was lower than what it would change to it was left the same.

See first post for more detail, spreadsheet and files have been updated

Version 2.1 (with scarcity changes) works with ltest SVN (rv 1636)
Spreadsheet with changes
Version 2.0 (without scarcity changes) for SVN (Rv 1628)

[Updated on: Mon, 01 April 2013 10:29] by Moderator

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Re: Weapons: Supply and Demand[message #316870] Mon, 01 April 2013 07:33 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
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Re: Weapons: Supply and Demand[message #316960] Wed, 03 April 2013 06:40 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Fixed Carl Gustaf, set to 0 new, 2 used.

edit(changed my mind about the m16 and left it at 1 & 1)

[Updated on: Wed, 03 April 2013 07:26] by Moderator

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Re: Weapons: Supply and Demand[message #316962] Wed, 03 April 2013 08:11 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
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Registered:May 2011
Location: East Texas, USA
Fixed typo in last release, resulting in two AK prices getting swapped. Ak-103 is now correct price as well.

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Re: Weapons: Supply and Demand[message #322650] Sat, 13 July 2013 02:20 Go to previous message
Clarkew is currently offline Clarkew

 
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Registered:May 2011
Location: East Texas, USA
Version 2.3 (7/12/2013) updated to work with latest SVN (1702). Only prices and scarcity are edited in items.xml

Files and info available in first post

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