Hey, I think it would be really great if this mod took into consideration the default spending limits of customers when creating the new limits.
If you had a customer who was a low spender in vanilla, they should still be a low spender in comparison to the other customers. But overall their limit should still be scaled dynamically with your mod.
I think that would give your mod some more flavor too, and keep it tied in with the vanilla game. This also allows you to keep using the same customer lists for your dealers and keeps that part of the game in tact.
You could even make a config that makes the mod generate random low/high spenders. So it completely freshens up your customer lists for those that want something new.
Also I just wanted to say that this mod seems to scale pretty aggressively. And I don't want to reduce the scale when you're starting out. Because that seems fine. Some sort of configuration (or nerf) for the increase rate would be awesome.
Thanks for the recommendations and kind words! I’ve thought about implementing something like this, and I do have plans to increase the maximum counter offer too. I sadly don’t have enough time for updating the mod currently, and realistically the mod will get obsolete as the game gets updated and a late game gets added. However if I do find some spare time, I will be sure to continue developing my mod seeing how many people liked it.
Thank you for your mod, but I had a problem: I used it with another mod that you can change the XP gained by dealers, so my XP skyrocketed every day. In the end, I was selling hundreds of drugs per day, and even with a factory-type production with every available property, I couldn't meet the demand. My daily costs were more than 12 thousand.
So here's my suggestion: adjust the gains of your mod. Even better, match the customer's vanilla money. For example, that guy with a pan in his head was buying about 20 state-of-the-art Girl Scout Monkey pot at a premium price of $220 each. One thing that I noticed is that before, my player.log was huge, like 500mb. The game was lagging a lot. After I removed it, all gone.
1º Apart from the weekly statistics by level, I would like to know if the mod detects how much customers buy from me and depending on that, it continues to make those orders or they increase them and the orders become larger and larger.
Because I was looking for something dynamic and I don't know if the game comes with it in vanilla form, at first they bought little, but as they buy, and make larger orders, they gradually increase, and make larger and larger orders.
2º I have several games (one personal and another online in which I play with friends) The mod works differently in each game or uses the same parameters for all games.
The mod doesn’t take in account how much they have already bought from you, it changes their weekly budget based on your xp. Meaning the mod will work the same in all games, but the orders in your games will of course differ because of the difference in your xp. This mod also randomizes it a bit, so the orders vary from eachother.
The mod works great as intended you did an amazing job. I personally feel in the stage I'm at it's too easy to sell huge amounts of product daily. I tried looking into the melon cfg file, but I'm kinda dumb and don't want to mess about not knowing what I'm doing. Which values should I mess around with to adjust the difficulty? Thank you!
You can mess around with the maxWeeklySpend_min and maxWeeklySpend_max a bit, lower them both with the same amount and make sure they don’t get smaller than the minWeeklySpend values. Thank you for your kind words!
80 comments
If you had a customer who was a low spender in vanilla, they should still be a low spender in comparison to the other customers.
But overall their limit should still be scaled dynamically with your mod.
I think that would give your mod some more flavor too, and keep it tied in with the vanilla game.
This also allows you to keep using the same customer lists for your dealers and keeps that part of the game in tact.
You could even make a config that makes the mod generate random low/high spenders. So it completely freshens up your customer lists for those that want something new.
Also I just wanted to say that this mod seems to scale pretty aggressively. And I don't want to reduce the scale when you're starting out. Because that seems fine. Some sort of configuration (or nerf) for the increase rate would be awesome.
Cheers and fantastic work so far!
I've got my collection users giving their constant opinions too.
Cheers!
So here's my suggestion: adjust the gains of your mod. Even better, match the customer's vanilla money. For example, that guy with a pan in his head was buying about 20 state-of-the-art Girl Scout Monkey pot at a premium price of $220 each.
One thing that I noticed is that before, my player.log was huge, like 500mb. The game was lagging a lot. After I removed it, all gone.
1º Apart from the weekly statistics by level, I would like to know if the mod detects how much customers buy from me and depending on that, it continues to make those orders or they increase them and the orders become larger and larger.
Because I was looking for something dynamic and I don't know if the game comes with it in vanilla form, at first they bought little, but as they buy, and make larger orders, they gradually increase, and make larger and larger orders.
2º I have several games (one personal and another online in which I play with friends)
The mod works differently in each game or uses the same parameters for all games.
Cheers!