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Thank you!
Theoretically yes, although you'd probably want to put UWE *after* this mod (UWE takes priority), so you could theoretically use both. Although, you'd probably need to make a patch to affect the various new factions if you want 100% compatibility.
I may end up trying this out as well for UWE for the Roleplay collection whenever I get a chance.
Seems a little bit over tuned. More conservative prices, like -25% and +50%, would make trading guaranteed profitable without being able to multiply your money by 4 for a one way trip.
My brain: " What a great idea!"
Me: Does a test, goes to hive, buys great fish at 300+, goes to admag to sell for 250
Me: "Crap."
Just wondering if anyone one has had a similar issue? I tried re-DLing and all that.
Another suggestion I thought of yesterday is that the tech hunters and machinists might pay a little more for stuff you find in ruins, since if you talk to Iyo in World's End, he tells you to be sure to bring them any old world artifacts you find instead of selling them elsewhere. A small price increase might be their incentive to bring stuff to them first. But it wouldn't be too large since they of course have their own people to go out and find artifacts. They'd pay less for that stuff than the skeletons would, but are more easily accessible if you need to offload some items. Just a thought.
Thanks for the communication!
So now I'm stuck with a seemingly permanant -80% trade value on fog prince heads in mongrel, even after disabling the mod. SIGH. :I
It'd make crafting medical items like Standard First Aid Kits and Splinting Kits more viable for your squad regardless of where your crafting station is based.
兼容性:
这应该和大多数零售商和经济再平衡mod(如Neko's)完全兼容,因为它不触及基本价格,只增加了特定商品的特殊“贸易文化”调整。任何修改店主物品种类或者物品基本价格的mod都可以使用。
下方的 “Discussions” 提供了一个导览和完整的修改历史,同时也可以在这里请求兼容包,以及提出bug和意见建议。
未来工作:
可能会在一些距离较远的城市增加一些资源点/仓库,这样如果玩家愿意运输的话,可以一次买整个加鲁兽背包的货物,比如在巴克城设朗姆酒庄,或者在渣滓设蜂巢奢侈工匠
这个mod微调了不同阵营的经济,使“行商”在游戏中更为可行。现在经营各个派系和地区之间的贸易路线回报更加丰厚。一个阵营通常会想要他们在自己的生态中不能生产的东西,并廉价出售他们可以生产的东西。
这个mod的工作原理是在不同区域的商品上增加一些0.5x到2.0x的标准价格调整(添加到原版游戏中已经存在的东西上)。这个调整首先应用于商品的基本价格,然后根据结果随机计算商品的“城镇”价格(和原版相比:+/- x50% - x150%),这意味着城镇之间仍然有波动,以保持每个新游戏(或每次导入存档)的新鲜体验。