[UPDATED] Black Market Expansion

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pixelfck
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[UPDATED] Black Market Expansion

Post by pixelfck » Fri Aug 02, 2013 4:28 pm

MOD DESCRIPTION:
Ever thought you should be able to elude the Commonwealth Customs Officers without the use of a 100% foolproof smuggler's cargo hold? Ever wondered why a station took no offense installing the TeV 9 blaster without ever checking for your Military ID? Why there where Customs Officers guarding the docking rings of slums? This mod changes all that, and a lot more. Circumventing the Law will prove more difficult, making the wrong judgement call can have dire consequences but good profit awaits, for those who have what it takes.

This mod aimes at fleshing out the illegal part of the game and is intended to fit as smoothly as possible alongside the vanilla content. It will make your game more difficult and wrong decisions will cost you. On the other hand, there are also some new options to make luck work to your favour.

Latest version: Black Market Expansion

Mod content includes:
  • smuggling requires a skillcheck,
  • 13 new dockscreens, including:
    - repair installed devices,
    - members launch for the Black Market Shipyard,
    - dockservices inpections,
    - redeliver stray Sindikat containers,
    - a renewed Commonwealth justice system.
  • a new station (the independent shipyard):
    - with two new missions (including a new option to get a Black Market ID),
    - that can repair devices fitted to your ship,
    - that can be less service oriented to players that have no Black Market ID yet,
    - that will repair damaged items and armor bought from the player (chance based).
  • new NPC ships; including two new gladiators,
  • several new items, including:
    - a counterfeit personal ID,
    - the NAMI assault launcher,
    - some additional reactors,
    - additional (illegal) trade goods.
Then, while I feel that modifing core entities should be kept to a minimum, quite some existing content has been modified to improve the overal experience:
  • Some stations have their attributes corrected (they needed fixing because those attributes are used in this mod),
  • The Commonwealth slums and container habitats no longer have Commonwealth Customs Officers guarding the docking bay,
  • The Commonwealth mining colonies have been switched from Commonwealth- to corporate sovereignty,
  • The tempus labs now have a recurring production,
  • Medical stations will buy certain illegal items,
  • Black Market stations do no longer give out unlimited missions,
  • The Black Market shipyard now has a members launch, but will no longer install a smugglers cargo hold as a standard service,
  • Fuel depots have a (somewhat) improved inventory of fuel in later star systems,
  • Repairing your own armor has its limits (based on you experience level),
  • The game keeps track of all confiscated items.
Is that all?
Well, no. Not everything is listed here. If you would like to see all the changes, please consult the source code; all changes are listed (in comment block) at the top of the modified entities.

Also, not all planned content made it into this mod. For example, I had planned a counterfeit military ID, but it turned out that the extra functionality did not warant the number of extra entities that required changing. I still have plans to add a casino to the restaurant, but it has to wait for a separate mod, as do the safety deposit boxes. The planned increase in black market storyline and the accompanying missions have also not made it into this release (although some hints as to what has been planned can be found); it will have to wait until I find the time to expand this mod (Black Market Expansion Expanded?).


VERSION INFORMATION:
Game version: 1.3
API Version: 22
Mod name: Black Market Expansion
Mod version: v1.07
Release Date: 2014-06-30
Author: Pixelfck
Licence: CC BY-SA (Creative Commons Attribution-ShareAlike)


GAME MODIFICATIONS:
This mod (unfortunately) overwrites 35 vanilla entities and 4 global lambdas.
The modified global lambdas are:
- intBlackMarketBuyPrice,
- intBlackMarketSellPrice,
- intInstallDevicePrepEx and
- rpgInstallDevicePrep.
All modified entities are listed in the UNID declaration in the file:
- BlackMarketExpansion.xml.
Last edited by pixelfck on Mon Jun 30, 2014 3:03 pm, edited 12 times in total.
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Re: [New Mod] Black Market Expansion

Post by pixelfck » Fri Aug 02, 2013 4:32 pm

I did my very best to make sure everything works as intended. However, if you find any bugs or unexpected behaviour, would like to comment on the balance of things or simply have a suggestion, please comment.

In short: feedback is more than welcome!
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Re: [New Mod] Black Market Expansion

Post by Alfino » Sat Aug 03, 2013 5:13 am

So, what is the function of smuggler hold now?

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Re: [New Mod] Black Market Expansion

Post by pixelfck » Sat Aug 03, 2013 3:52 pm

The smuggler's cargo hold now gives you a big bonus to your chances for succes when attempting to smuggle contraband past Commonwealth Customs officers.

Also, new version released (minor changes only).
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Re: [New Mod] Black Market Expansion

Post by pixelfck » Mon Aug 05, 2013 1:40 pm

Reuploaded at 42 download (again, minor changes only).
Latest version: v1.02 [download]; this version should be quite stable.

Any one tried it yet? any feedback so far?

Cheers,
Pixelfck
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Jay2Jay
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Re: [New Mod] Black Market Expansion

Post by Jay2Jay » Mon Aug 05, 2013 3:28 pm

Trying it right now.

EDIT: I like it :mrgreen: Apart from more content it needs nothing.

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Re: [Updated] Black Market Expansion v1.03

Post by pixelfck » Sun Aug 11, 2013 1:24 pm

Thanks for the like Jay2Jay!

Cheers,
Pixelfck
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Re: [Updated] Black Market Expansion v1.03

Post by pixelfck » Sun Aug 11, 2013 1:29 pm

Updated at 82 downloads; latest version is v1.03

Some notable changes:
  • Fixed a major bug in the pickup mission for the Black Market outpost.
  • Changed how dsExchangeSell handles the trade in unlicensed military items.
  • If a confiscated item is not installed, no post confiscate inspection will happen.
  • Removed the smuggler's cargo hold from trade items sold by all black market stations.
  • Black Market shipyards reactor upgrades costs are now calculated using intBlackMarketBuyPrice.
  • Significantly lessened the impact of the number and the total mass of items on the chances of success when attempting to smuggle contraband.
  • If an installed cargo hold- or reactor upgrade is confiscated, a replacement item is installed if required (and the player is charged for the associated costs).
I very much recommend updating to this latest version because the bug that was fixed was a nasty one that you would likely not notice, but did have a severe impact on your dealings with the black market missions.

Feedback is still more than welcome!

Cheers,
Pixelfck
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Re: [UPDATED] Black Market Expansion v1.04

Post by pixelfck » Sun May 04, 2014 4:18 pm

This mod has been updated and is now fully compatible with Transcendence 1.3 Beta1. Reuploaded to Xelerus at 484 downloads. Latest version 1.04.

To everybody who posted a bug reports: THANKS! it helps a lot! (if anyone finds new one, please post them here).

Cheers,
Pixelfck
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Re: [UPDATED] Black Market Expansion v1.06

Post by pixelfck » Thu May 29, 2014 2:50 pm

This mod has been updated, latest version v1.06.

(if you wonder what happened to v1.05, don't worry, it was not released and all relevant changes have been incorporated into v1.06)

Cheers,
Pixelfck
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Re: [UPDATED] Black Market Expansion

Post by pixelfck » Mon Jun 30, 2014 3:04 pm

This mod has been updated, the latest version is v1.07

Changelog:
- Fixed bug in vanilla blackmarket smuggle mission which made it impossible to complete the mission (bug was introduced by this mod).
- Updated several overwrites for compatibility with Transcendence 1.3
- restructured code; introduced libraries
- fixed bug where Black Market stations would sell a Black Market ID in normal trade
- Changed encounter table: Brigand-class scouts show up less, especially in high level systems
- The NPC Brigand-class scouts now have an improved loadout in high-level systems
- Changed the buy conditions for the Black Market Outpost: damaged items will only be bought if they are at least the same level as the system level.
- Changed the descriptive text for the global achievements.

Cheers,
Pixelfck
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Re: [UPDATED] Black Market Expansion

Post by pixelfck » Tue Dec 02, 2014 4:10 pm

This mod has been updated for compatibility with Transcendence 1.5; latest version is v1.07 - hotfix 1.

Changelog:
- Updated &itXM300Missile; definition to match Transcendence 1.5; extension should no longer trigger an error in Transcendence 1.5.
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EditorRUS
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Re: [UPDATED] Black Market Expansion

Post by EditorRUS » Wed Jan 07, 2015 6:13 am

I spent few hours to find this error.
So, the problem is that when you choose to buy something, it says it will cost you INSTALLATION COST of the item, effectively allowing you to cheat.
The reason somewhere in ModRPGCode.xml, rpgInstallDevicePrep. I am not going to read this code, because my head will surely explode if I do.


UPD: Nevermind, I read it nevertheless. Here's fixed version: http://pastebin.com/Mc7wgPYq
Now, if you excuse me, I am going to kill myself.

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Re: [UPDATED] Black Market Expansion

Post by pixelfck » Wed Jan 07, 2015 7:17 am

thanks for the effort EditorRUS!
Unfortunatey, I'm currently in Turkey and cannot access the fix you wrote. Turkey has 'less than free' internet and pastebin.com, among many other sites, is blocked.

Cheers,
Pixelfck
Bu internet sitesi (pastebin.com) hakkında Ankara CBS'nin 08/03/2012 tarih ve 2012/27976 sayılı kararına istinaden Telekomünikasyon İletişim Başkanlığı tarafından KORUMA TEDBİRİ uygulanmaktadır.

(The PROTECTION MEASURE has been taken for this website (pastebin.com) according to Decision Nr. 2012/27976 dated 08/03/2012 of "Ankara CBS" has been implemented by the Presidency of Telecommunication and Communication.)


http://www.tib.gov.tr | http://www.guvenlinet.org | http://www.ihbarweb.org.tr *
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Re: [UPDATED] Black Market Expansion

Post by EditorRUS » Wed Jan 07, 2015 8:10 am

Code: Select all

pastebin.com, among many other sites, is blocked.
Well, just evade it. Use any anonymizer or stuff like that. Unless it's illegal, but even in this case you are free to use ToR or I2P.

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