Re: Atlantis 5 markets
- No arguments from me.
Should be configurable so a GM can exclude ALL weapons/armour from
city markets if they like (or any other items or item classes they
don't want, for that matter).
--- In email@example.com, ravanrooke@y... <ravanrooke@y...>
> Hi all,issues
> I just uploaded some new market code to the CVS.
> The new markets code is meant to deal with several trade-related
> that the old version had.tools
> 1) the number of items on city markets have been increasing since
> and more weapons have been added.growth
> 2) this in turn meant that more items had to be provided for town
> (as you need to provide all the items listed for maximum growth),making
> growing towns harder the more items are in the game.trade
> 3) abundant sales in cities gave war factions a chance to ignore
> altogether to equip their armies.produce for
> 4) city markets even sold items that trade factions couldn't
> lack of the necessary resources in the area.(4
> Towns will now have a fixed amount of possible goods on the market
> demand items, 2 for sale items - not including food and tradeitems).
> The choice of items is based on racial skills and produceableresources,
> basing the items on logical selections - making a hill dwarven cityare
> market very different from a wood elven one. Weapon and armor sales
> now pretty rare and toned down in terms of the number of availablethe
> I think these changes are basic ones if we want to remove the chance
> draw factor from city markets and give trade factions back some of
> significance they lost with all the new weapons and armors, but if
> anyone wants to argue here's the chance :).
> Should be configurable so a GM can exclude ALL weapons/armour fromThis was always configurable by using the NOMARKET flag on the specified
> city markets if they like (or any other items or item classes they
> don't want, for that matter).
items. I know this is more voodoo than comfort, but I'm just pointing
out the possibility. Most people haven't complained about the control
over markets so far, and most GMs carefully choose the items they want
to have disabled/enabled (and so they're already setting flags and
working closely with the item table). So I guess it's not too far off!
Thanks for the suggestion - I will add it to the TODO section :).