Need help with csv

lars1701c

Spaceman
I dont want to cheat but I cant get past the 3rd mission in oxford. Could some explane how to edit the csv? I am very ignorant on the subject. maybe showing me an example? Thanks :)
 
I had the same problem. It should become easier once the Friendly hostile bug is fixed. I loaded an earlier version of the game, got some more money, bought a centurion with four tachyon cannons, four autotracking mounts (all available at perry) and as 20 FF missiles. This should make it a lot easier to take out those bastard demons.
 
Centurion with 4 Tachyon cannons and 40 photon torpedoes. Make sure you have 'Autotracking' weapons enhancement on all guns and the missile mounts. The torpedoes will actually guide to the enemy ships at relatively close range similar to the guns. The mission shouldn't be too tough. Stay relatively close to your escort ship and pounce on any ship blasting away it.
 
I have posted this tutorial a couple of times but I'll post it again for your benefit.

1. Go to the folder \units

2.Open up the file units.csv (this best opened in Excel or some similar spreadsheet program)

3. Keep the existing window open and go to \privateer100\serialised_xml\[your prefered save game]

4.You will notice .csv files with the names of the ships that you have owned. Create a duplicate of one of them and open it up, then delete everything in it.

5. Go back to units.csv and copy and paste the top line and the line with the name of the ship you want. (e.g. the kamekh is on line 24 in excel)

6. Paste these into the duplicate .csv file that you made in step 4.

7. Rename the duplicate file to a name of your choice (I don't think spaces work though)

8. Open up the Saves folder in the "serialised_xml" directory. And open up the save file with the same name as the folder which contains the stuff in step 7.

9. Near the beginning, you will see the name of your current ship. Change the name of the ship to the filename that you renamed in step 7. (Don't include the file extension though).

10. Load up privateer and enjoy your new ship.

NB: You can alter everything about your ship in the .csv files. So you could make yourself invincible or give your self lots of cargo to sell (if you alter the cargo.csv file elsewhere then you can ensure you get maximum profit). Perfect if you are stuck or are a bit bored like I was.
 
hi,
can I use the cargo.csv to create new cargo types like the Ore I wanted?
If ya don't know will try and tell you what I get.
 
I don't really know, but I'm going to find out. It sounds like fun. If it helps, I had no trouble adding in new ships. You'll probably need to edit some base files as well so that you can actually buy the thing your after. I haven't tried that either but tell me how you get on.
 
Yeah, I had a go at that, I couldn't get the cargo to show up on the bases though. I edit some of the base files but some cargo for some bases just didn't show up despite being in the cargo section of the base file
 
I am thinking of making advanced fuels costless at a refinery and more at a draman. Since this seams a little more reasonable, The last time I tried a price change on cargo.cvs it did not show up. Is this becuse I should be doing the editing some place else or some other reason?
 
cargo.csv is ignored by the engine
change master_parts_list.csv

make sure the cargo category is imported by the base in question
 
exactly how are prices set at the differing bases?
Do they have an algorithem like grain=*+y through z ?
It looked like the Master_parts_list was about salvage.
 
Cargo.csv was something used to convert the prices into the format the game uses, but as was said, it is ignored by the engine.

Base prices are given in master_parts_list.csv. We'll use grain as the example for this. There, its price is given as 13. This is a baseline price. You can adjust that to increase or decrease the price of grain everywhere.

To change how much it goes for on a particular base type, you need to go into units.csv This is the entry specifying what is bought and sold at all agricultural worlds, and for how much.
{Grain;1.0;0.54;61.75;43}{Generic_Foods;1.0;0.46;63.25;20.5}{Luxury_Foods;1.0;0.32;51.14;16.5}{Furs;1.0;0.07;29.77;9.5}{Liquor;1.0;0.23;0;62}{Pets;1.0;0.17;43.08;16}{Wood;1.0;0.2;59.53;18}{Gems;1.02;0.04;0;0}{Iron;1.26;0.04;0;0}{Tungsten;1.34;0.04;0;0}{Plutonium;0;0;0;0}{Uranium;0;0;0;0}{Artwork;1.03;0.08;0;0}{Games;1.11;0;0;0}{Movies;1.22;0.09;0;0}{Advanced_Fuels;1.03;0.01;0;0}{Communications;1.16;0;0;0}{Computers;1.1;0.03;0;0}{Construction;1.28;0.09;0;0}{Factory_Equipment;1.28;0.09;0;0}{Food_Dispensers;1.17;0;0;0}{Holographics;1.02;0.02;0;0}{Home_Appliances;1.36;0.09;0;0}{Home_Entertainment;1.12;0.1;0;0}{Medical_Equipment;1.03;0.01;0;0}{Mining_Equipment;0;0;0;0}{Plastics;1.54;0.08;0;0}{Pre_Fabs;1.35;0.08;0;0}{Robot_Servants;1.01;0.03;0;0}{Robot_Workers;1.08;0.03;0;0}{Software;1.12;0.05;0;0}{Space_Salvage;1.03;0.05;0;0}{Textiles;1.1;0;0;0}{Weaponry;1.05;0;0;0}{Books;1.1;0;0;0}{PlayThing_(tm);1.22;0.09;0;0}{Contraband/Brilliance;1.24;0.11;0;0}{Contraband/Pilot;1.14;0.05;0;0}{Contraband/Slaves;1.14;0.05;0;0}{Contraband/Tobacco;1.21;0.09;0;0}{Contraband/Ultimate;1.1;0.05;0;0}{starships/Confed/Light;1;;12;5}{starships/Militia/Light;1;;12;5}{starships/Merchant/Light;1;;12;5}{starships/Merchant/Medium;1;;12;5}{starships/Hunter/Light;1;;12;5}{upgrades/Weapons/Mounted_Guns_Light;1;.1;12;4}{upgrades/Weapons/Mounted_Guns_Medium;1;.1;6;3}{upgrades/Weapons/Beam_Arrays_Light;1;.1;3;5}{upgrades/Weapons/Beam_Arrays_Medium;1;.1;-3;5}{upgrades/Weapons/Mount_Enhancements;1;.1;-50;51}{upgrades/Weapons/Turrets;1;.1;1;1}{upgrades/Miscellaneous/SubUnits;1;.1;1;1}{upgrades/Reactors/Light;1;.1;20;6}{upgrades/Reactors/Medium;1;.1;-2;6}{upgrades/Capacitors/Reactors;1;.1;-5;6}{upgrades/Capacitors/Shields;1;.1;-5;7}{upgrades/Shield_Systems/Light;1;.1;20;6}{upgrades/Shield_Systems/Medium;1;.1;-2;6}{upgrades/Armor;1;.1;20;5}{upgrades/Hull;1;.1;20;2}{upgrades/ECM_Systems;1;.1;6;3}{upgrades/Repair_Systems;1;.1;-2;4}{upgrades/Radar/Basic;1;.1;20;6}{upgrades/Radar/Intermediate;1;.1;9;8}{upgrades/Radar/Advanced;1;.1;-12;17}{upgrades/Miscellaneous;1;.1;2;1}{upgrades/Ammunition;1;.1;52;28}{upgrades/Engines/Engine_Enhancements_Light;1;.1;3;2}{upgrades/Engines/Engine_Enhancements_Medium;1;.1;0;2}

Lets look at the grain entry. Grain;1.0;0.54;61.75;43 The first number (1) is a multiplier. The base price times this multiplier gives the average price for that base. In this case, the average price of grain on an agricultural world is grain's base price (ag worlds are the cheapest place to buy grain). This number would be higher on a mining base, reflecting its higher price there. If this number is 0, it means that item cannot be sold here (uranium can't be sold on an ag world, so its first number is 0)

The second number (.54) is the percentage by which the price can fluctuate from the average. .54*13 = 7. The price can therefore be anywhere from 7 below 13 to 7 above 13, which matches the values you see in cargo.csv for grain on an ag world: from 6 to 20 credits.

The third number (61.75) has to do with the average amount of the item you can expect to be for sale. If this number is 0, the item is not sold at that base. The fourth number (43) is similar to the second, only it's for quantity. The amount of grain available will vary between 61.75-43 to 61.75+43 (19 - 105) though this is also affected by other merchants buying and selling.

You need those four numbers for each cargo type for each base to get the whole thing to work. It isn't particularly fun to mess with ;) Maybe someday we'll get it to read something more like cargo.csv.
 
As it happens. i found that you only have to have the stock numbers working. All you need to do is put in the correct number of semi-colons afterwards.
 
Back
Top