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[WIP/SA] Economy Revamp

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Danikov
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#1

Posted 01 December 2013 - 09:54 AM Edited by Danikov, 15 April 2014 - 11:20 AM.

Hello everyone,this is the topic for an upcoming modification for Grand Theft Auto : San Andreas, The Economy Revamp .

 

This modification aims to change the economic system in the game,as it felt to me too easy to pace through the storyline with mere effort.

It didn't have this "ghetto" atmosphere as should be,because you always had money for everything you were required to do or wanted to do.

 

Changes to the economic system will applied by :

 

 Tweaking missions' and side-missions' rewards

 

• Tweaking income of assets

 

• Tweaking prices of different stores in the game

 

• Misc. things that I will find right to Change/Add/Remove

 

 

Mission changes explained :

 

Rewards for missions will be changed based on cutscenes,speech or other things that show if the player should whether get paid or not paid at all.

For example: in the mission 'Tagging Up Turf',in the final cutscene of that mission,you can see Sweet giving you cash and along with that saying : "Here, get yourself a beer or something "

Once the cutscene is over,the mission is complete and you get rewarded with 200$,back then in 1992,200 USD had the same buying power as approximately 330 USD nowdays,that is considered alot of money for a gangster who is living such life,and for "a beer or something" .

 

A lot of missions got their monetary reward wiped,as there is no physical evidence for any payment or the missions are in favor of something (Examples : Toreno - Exonerating Sweet for Missions , Ceasar - Stealing cars for the Wang Cars asset,which will eventually yield an income ,Wu Zi Mu - Most of his missions will not reward you as you're making your way through your partnership with him and eventually,The Caligula Heist ) .

 

On the other hand,the heist and robbery missions got their reward increased,it is witnessed that great amounts of cash were stolen,which of course some of it goes as a cut for CJ.

 

+A monetary requirement for the mission "Are you going to San Fierro?" will be added,according to the cutscenes of the relevant missions,it is seen that Tenpenny drops the debt on CJ and a cutscene that shows CJ arriving with a suitcase full of cash to pay the debt for the Marijuana which will be later used to frame an attorney district (555 We Tip),Thanks to KawakSallas for pointing that out!

 

The Vigilante,Paramedic,Firefighter side missions got their monetary reward wiped,as they are quite rewarding already(Vigilante - More Max. Armor , Paramedic - Max health , Firefighter - Fire Immunity).

As for the Taxi side mission,money reward is kept,yet reduced,as it appears to be paying a little too much for a taxi driver.

 

Other changes:

 

Removed Stunt Bonuses (Regular and Unique) - yet stunts are still recorded

 

•Changed Weapon Pickups availability - Firearm pickups for almost ALL firearms removed

 

•New firearm pickups will be added to areas that are hard to reach

 

•Tweaking Import and Export prices to more logical ones

 

•(Planned) Enhancement of Ammunation - Restricting the player from buying a gun if the player already has it,and will have to buy ammo instead,this will allow the player to fund ammo for a lot cheaper price

 

•All kinds of scripts that I will think of creating for this modification

 

A monetary requirement for the mission "Are you going to San Fierro?" will be added,according to the cutscenes of the relevant missions,it is seen that Tenpenny drops the debt on CJ and a cutscene that shows CJ arriving with a suitcase full of cash to pay the debt for the Marijuana which will be later used to frame an attorney district (555 We Tip),Thanks to KawakSallas for pointing that out!

 

•A monetary requirement for all different school lessons

 

Suggestions that I will consider adding

 

As for a release,I am not going to release any betas as this is far from being done,plus,this modification mostly alters the main.scm,and each change in the main.scm could cause incompatibility with the saved games,I will only release it when I think it is ready to be released.

 

Credits:

 

Many thanks and credits to arijitsen,aStiffSausage,Frank.s,Deji and KawakSallas for their input!

 

 

 

Current state : On hold

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GamerShotgun
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#2

Posted 01 December 2013 - 03:53 PM

Protip: include a banking system.


Danikov
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#3

Posted 01 December 2013 - 04:06 PM

Protip: include a banking system.

 

Can you please give more details about this?


NothingSpecial
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#4

Posted 01 December 2013 - 04:14 PM

HESOYAM.

Problem solved.


Danikov
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#5

Posted 01 December 2013 - 04:42 PM Edited by Danikov, 01 December 2013 - 04:43 PM.

HESOYAM.

Problem solved.

 

Lol...

 

Just finished with the storyline missions and some side missions.

 

Changes for today :

 

*Some final changes to incorrect rewards of missions that I have previousley changed .

*Paramedic,Vigilante and Fireman missions no longer give cash,in favor of the stat changes and one fire immunity after you pass level 12* .

*Freight/Train related missions give a lot less cash .

*Shooting range mission of Ammunation now gives less cash .

*Beat The Cock! challange now gives less cash .

 

Question for you all,what do you think the reward for the final storyline mission 'End of the Line' should be?

*and what do you think about the cash bonus that I have removed for Paramedic,Fireman and Vigilante missions?


KawakSallas
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#6

Posted 01 December 2013 - 05:00 PM

End Of The Line shoudn't give you any money, but a big boost on respect, almost the maximum.

 

The Casino Heist should give you more money


Danikov
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#7

Posted 01 December 2013 - 05:11 PM Edited by Danikov, 01 December 2013 - 05:15 PM.

End Of The Line shoudn't give you any money, but a big boost on respect, almost the maximum.
 
The Casino Heist should give you more money

I also thought that it should give no monetary reward,only a respect boost.

As for the heist,don't worry,that was one of the very first changes that I have made,it gives alot more money.

I also made Pier 69 and Ice Cold Killa give no money,only respect for Pier 69,and I made Jizzy drop money once you kill him,so technically,the mission itself doesn't give any money.

TheGodfather.
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#8

Posted 01 December 2013 - 05:15 PM Edited by arijitsen, 01 December 2013 - 05:16 PM.

Well looking forward to the mod & thanks for adding my name to the credits section just in case you need any help feel free to ask ;)

Best of luck with the mod :^:


KawakSallas
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#9

Posted 01 December 2013 - 05:25 PM

Can you make CJ lost money after a mission?

 

During countryside missions, Tenpenny orders Truth to give him a lot of marijuana, wich he will use to make a trap to a DA (555 we tip mission). He also says that CJ will pay Truth for the drugs. So, after Are You Going To San Fierro, CJ should lose money, assuming that he paid for Truth's drugs.

 

Like, hun, 10.000 dollars?


Danikov
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#10

Posted 01 December 2013 - 05:42 PM Edited by Danikov, 01 December 2013 - 05:51 PM.

Can you make CJ lost money after a mission?

 

During countryside missions, Tenpenny orders Truth to give him a lot of marijuana, wich he will use to make a trap to a DA (555 we tip mission). He also says that CJ will pay Truth for the drugs. So, after Are You Going To San Fierro, CJ should lose money, assuming that he paid for Truth's drugs.

 

Like, hun, 10.000 dollars?

 

 

I looked into this,and apparently you're talking about the opening cutscene of 'Body Harvest',and that's right,Tenepenny did say to Truth : "Carl here is going to be paying you your money",and then Tenpenny says: "Yo Carl,Pay the man." which implies that Carl is going to have to pay for Tenepenny's trip,but then,there's this: "The Truth: I'm a man of peace but some squares across that ridge are not respecting my peace. I mean survivalist maniacs. Right wingers. Fascists! They have a harvester and I need one. Get it, and then you can pay me. Amaste, Carl. "

 

I

think The Truth means that Carl pays Tenpenny's debt by retrieving the Combine Harvester,or I'm getting it all wrong?

 

 

Never mind,the wiki points it out.

 

 

 

Carl enters a motel room and finds a drugged Frank Tenpenny. He then introduces The Truth to Carl, and vice versa, saying that Carl will pay for the weed Tenpenny will require Carl to deliver. The Truth learns a little more about Carl, and says Carl gives off a positive feeling. Afterwards, he tells Carl that before he pays the weed, he must steal acombine harvester from a farm run by survivalists up in Flint County.

KawakSallas
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#11

Posted 01 December 2013 - 05:50 PM Edited by KawakSallas, 01 December 2013 - 05:54 PM.

In the inital cutscene of Are You Going To San Fierro, CJ gives a bag to Truth, and he says: "Here go you paper"

Also, in one of the Catalina's missions, he mentions that he "needs serious money, fast"

And there is a phonecall from Truth saying the we will call Carl when the drugs are ready, and he also says "Just make sure you get that cash"


Danikov
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#12

Posted 01 December 2013 - 05:57 PM

In the inital cutscene of Are You Going To San Fierro, CJ gives a bag to Truth, and he says: "Here go you paper"

Also, in one of the Catalina's missions, he mentions that he "needs serious money, fast"

 

Holy crap,thank you for pointing this out,I'm now going to find a way to prevent Carl doing the mission if he has less than...10000 I guess?

that's one big suitcase.


KawakSallas
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#13

Posted 01 December 2013 - 06:00 PM

Well, the robberies with Catalina should give Carl more than 10.000.


Danikov
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#14

Posted 01 December 2013 - 07:40 PM Edited by Danikov, 01 December 2013 - 07:42 PM.

I found a way to implement the money requirement for this mission,there's an opcode for this,though I'm still unsure how to utilize it in the mission's thread,I barely understand how strings work.

I guess I will focus on what I got on the to-do list first,and then I'll try to get to understand it.

Ss4gogeta0
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#15

Posted 01 December 2013 - 08:40 PM

hmm, you should also make weapon spawns dissapear perminantly after picking them up (to add a bit of realism and urgency)


Danikov
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#16

Posted 01 December 2013 - 08:52 PM

hmm, you should also make weapon spawns dissapear perminantly after picking them up (to add a bit of realism and urgency)

But the fact that weapons spawn in the streets is what I didn't like,and that's why I removed the spawns for them.
Only for a few specific special ones that will be in places that are hard to reach.
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Death2Drugs
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#17

Posted 02 December 2013 - 04:04 AM

I like the sound of this: a realistic money mod.

 

Are you planning on expanding this mod by adding "risky" ways to make money, like busting drug deals?


Danikov
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#18

Posted 02 December 2013 - 07:38 AM Edited by Danikov, 02 December 2013 - 01:00 PM.

I like the sound of this: a realistic money mod.
 
Are you planning on expanding this mod by adding "risky" ways to make money, like busting drug deals?


This is something Deji is working on,The Black Market mod.
I think that Deji's mod would be a very nice addition to this mod.

 

Edit:

Changes so far for today:

 

-Tweaked prices and stats for Shirt/Torso clothing

Fixed prices that seemed a little too much and too less - e.g. Victim : Black Jacket's cost is about the same as Gray Jacket's,previousley it was 1620$ for the Gray one and 300$ for the black one.

Fixed some shirts giving too much respect and sex appeal boost and some that should give more respect(Gang Color) .

 

-Tweaked prices and stats for Pants/Trousers

Fixed overpricy leather chaps and cut denim shorts (1000$ for a freaking pair of denim shorts and 850$ for some crappy leather chaps) .

Fixed prices that seemed too much or too less .

Fixed respect and sex appeal boost for most pants accordingly .


Braindawg
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#19

Posted 02 December 2013 - 02:33 PM

Whatever you do, keep in mind that it's 1992, not 2013.


Danikov
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#20

Posted 02 December 2013 - 04:13 PM Edited by Danikov, 02 December 2013 - 04:35 PM.

Whatever you do, keep in mind that it's 1992, not 2013.

 

I already kept that in mind,though I did a research about firearm prices back in 1992,but I couldn't find anything,maybe I shall base the price on inflation?,there's a calculator that can calculate the inflation.

For example,I found that Spas 12 (Combat Shotgun) nowdays costs around 1200$ ,with that caluclator,it shows that 1200 dollars has the same buying power of 720.73 dollars in 1992,though in SA it costs 1000 dollars,I just don't know,will put into this more thoughts.

 

Edit: in Wikipedia it is stated that SPAS-12 in 2000 had cost 1500$ , if you make that in 1992 dollar,it is worth 1229.06$ , now makes more sense,but still.

I think what I should do is find the earliest price listing for the firearms and "apply inflation" to it


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#21

Posted 02 December 2013 - 05:45 PM

If you want to make it realistic, you should probably make the price be a lot lower when you already have that weapon. So when you don't have the weapon, you're paying for weapon + ammo, but if you already have it, you'll only pay for the ammo.


Zera
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#22

Posted 02 December 2013 - 06:16 PM

Can you make CJ lost money after a mission?

 

During countryside missions, Tenpenny orders Truth to give him a lot of marijuana, wich he will use to make a trap to a DA (555 we tip mission). He also says that CJ will pay Truth for the drugs. So, after Are You Going To San Fierro, CJ should lose money, assuming that he paid for Truth's drugs.

 

Like, hun, 10.000 dollars?

There's a reason Rockstar didn't make you pay, they knew the average player would be spending all their money on properties, weapons and car mods. The Truth pretty much joins a business partnership with you after that mission anyways.

 

Anyways, this is a nice idea. I am always pretty tight on cash in this game since I go for the properties right away, so it's not something I would use though.


Danikov
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#23

Posted 02 December 2013 - 06:20 PM Edited by Danikov, 03 December 2013 - 08:30 PM.

If you want to make it realistic, you should probably make the price be a lot lower when you already have that weapon. So when you don't have the weapon, you're paying for weapon + ammo, but if you already have it, you'll only pay for the ammo.


if you take a look in the Planned Features,you'll see that I wrote "Adding a new slot to Ammunation that will support you economically",I'll reveal what I plan,what I meant is to add an option to physically buy ammo instead of buying the whole gun again to get ammo,which will also cost you less.

But hell,I'm still having trouble to understand how the strings of Ammunation and the rest of the strings work,so I didn't really give any details about that untill I can actually do something about it.

 

Edit as of 03/12/13:

 

Today wasn't much of a productive day,but I still did something(s).

 

-Tweaked some shoe prices .

-The Katana spawns exclusively in Chinatown of San Fierro.

-Pool cue spawns around the map completely removed,Pool cues can now only be acquired from playing Pool games .

-Made Nightstick spawn only in police stations,and by default on officers .

-Golf Clubs now only spawn on Golf courses,and by default on angry drivers and Caddys .

-Baseball bats now only spawn in baseball fields(The baseball field infront of Zero's RC shop and the Bandits' baseball stadium),and by default on angry drivers .

-Removed (for now) all Chainsaw and Knife spawns as I do not know yet where to place both of these .

-The Chainsaw can now be only found at the back of the Angel Pine Sawmill .

-Knife doesn't have a spawn anymore,it can be only found on prostitutes and other peds who carry knives . <-What do you think about this?

-Added a spawn point for Combat Shotgun*,Minigun*,Sawn-off Shotgun and Country Rifle**means you'll have to make an effort in order to get it


Danikov
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#24

Posted 04 December 2013 - 10:04 PM Edited by Danikov, 04 December 2013 - 10:04 PM.

I'm kind of facing a problem,I cannot decide where to put spawns for the AK47,Rocket Launcher,Flame Thrower and Molotov Cocktails,so any of your suggestions would help me get into a conclusion.

 

Also,I wanted to ask what you people think should be found in Helena Wankstein's barn?

by default a Flame Thrower,a Chainsaw,Molotov Cocktails and a Pistol spawn there,and I kind of want to change that too.

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Ss4gogeta0
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#25

Posted 05 December 2013 - 12:00 AM

I'm kind of facing a problem,I cannot decide where to put spawns for the AK47,Rocket Launcher,Flame Thrower and Molotov Cocktails,so any of your suggestions would help me get into a conclusion.

 

Also,I wanted to ask what you people think should be found in Helena Wankstein's barn?

by default a Flame Thrower,a Chainsaw,Molotov Cocktails and a Pistol spawn there,and I kind of want to change that too.

hmm, AK47 could have a spawn point in the russian controlled Warehouse (was in a few Missions, cant think of the actual location atm)

 

Flame Thrower could go to the K.A.C.C. military fuel base and the truths farm...

 

Rocket Launcher could be at the Navel Yard and Military Bases

 

Molotovs can be spawned near the burnt out vagos house (or somewhere in the country)


Danikov
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#26

Posted 05 December 2013 - 02:10 PM Edited by Danikov, 05 December 2013 - 02:10 PM.

 

I'm kind of facing a problem,I cannot decide where to put spawns for the AK47,Rocket Launcher,Flame Thrower and Molotov Cocktails,so any of your suggestions would help me get into a conclusion.

 

Also,I wanted to ask what you people think should be found in Helena Wankstein's barn?

by default a Flame Thrower,a Chainsaw,Molotov Cocktails and a Pistol spawn there,and I kind of want to change that too.

hmm, AK47 could have a spawn point in the russian controlled Warehouse (was in a few Missions, cant think of the actual location atm)

 

Flame Thrower could go to the K.A.C.C. military fuel base and the truths farm...

 

Rocket Launcher could be at the Navel Yard and Military Bases

 

Molotovs can be spawned near the burnt out vagos house (or somewhere in the country)

 

 

Thanks!

 

I really like what you suggested about the Flamethrower,and I'll remove the Flamethrower spawn from Truth's farm once you finish the mission 'Are you going to San Fierro?' because the authorities supposedly go there.

 

as for the Rocket Launcher,in SA the Rocket Launcher appears as the RPG-7,and that's something that I don't think the authorities and the military would use.

 

as for the AK47 and Molotovs,I don't think the AK47 should spawn in the warehouse where the mission 'Gray Imports' takes place,it would make it too easy to acquire,and the molotovs near Vagos's house would also make the Molotovs easy to acquire.

 

what about Helena's barn?

 

and also,there's something that I have found out,I was roaming around LS with a brand new game,and rammed a drug dealer and some ballas and had already acquired 2300$ ,that's alot of paper,I'm going to change that too once I understand how.

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aStiffSausage
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#27

Posted 05 December 2013 - 02:33 PM

Changing money actor carries can be altered with opcode 03FE. Get a handle of drug dealer and set his money to something more reasonable Opcode 0209 might help to randomize the money a bit.


Danikov
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#28

Posted 05 December 2013 - 02:37 PM Edited by Danikov, 05 December 2013 - 03:51 PM.

Changing money actor carries can be altered with opcode 03FE. Get a handle of drug dealer and set his money to something more reasonable Opcode 0209 might help to randomize the money a bit.

Thanks,but damn*,Just created a topic about this few mins back about this :D

 

Anyways,ped money values aren't defined in any .dat file?


Ss4gogeta0
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#29

Posted 05 December 2013 - 05:13 PM

Changing money actor carries can be altered with opcode 03FE. Get a handle of drug dealer and set his money to something more reasonable Opcode 0209 might help to randomize the money a bit.

Probably $500 would be minimum... 


Danikov
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#30

Posted 05 December 2013 - 05:23 PM

Yeah,something like that sounds reasonable,also,with the method StiffSausage told me about,I can set a different range of cash for each dealer.
On top of that,Crack Dealers are too common in the streets,at least that's what I think,I'll try to see if I can decrease their frequency.




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