Merchant Archive
Thread: Lots of good stuff for Merchants in Thunderheart's Test Center Patch Notes
And here are the relevant quotes:
Added new command, "/notepad", allows modifications to a text file that gets saved as "notes.txt" in the user's base profile directory.
Added clientside mail saving with the /mailSave command.
In order to allow construction of cities on rougher terrain, the placement restrictions on most player buildings have been relaxed. You should be able to place houses and new player city structures over shallow ravines or on the side of small hills. Installations like harvesters still have the same placement restrictions.
Merchants can now place "Merchant Tents." The tents come in three colors and are crafted by Architects working with Tailors. These small structures allow for a storefront that looks different from a player house.
Housing
The drop down list of players that can be added to a player structure permissions lists now includes players near the building.
Vendors
Vendor ad barking and planetary map registration now persist, so you won't have to reset them after a server restart. Note that you'll need to reenable ad barking one time for this to start working on your vendor.
Vendor maintenance is now enabled. Vendors now cost about 15 cr/hr to maintain. Maintenance of droid and terminal vendors has been fixed.
All vendor types now have proper rotation controls prior to initialization. Initializing the vendor will remove the rotation options.
Will now allow vendor/auction multiselect for both retrieve & withdraw functionality.
Added 'Pets / Pet Supplies' and 'Medical Supplies' categories to vendor planetary map listing and area barking.
Increased sale timer from 7 days to 30 days for player vendor sales.
YEA!
Finally!
Now we can stop worrying about some of the more annoying problems and start concentrating on selling.
That's what the profession is all about.
Wow!
I was sooooo wanting a notepad just last night! Deleting >>'s forever from product name and customer name list email replying to myself was getting sooo old! ![]()
Tents will be cool and make me happy at my choice to get novice tailor last night! Still just a newb at both architecting and tailoring, but could maybe I can make and sell Merchant Tent's....call myself Lakers the Tenter....kinda like Roger the Shubber....but diferent... Anyone have info on what skills will be needed in each professions for components?
I can certainly foresee some overlapping bugs in places where houses are packed together and already touching.
What does this mean?:
Will now allow vendor/auction multiselect for both retrieve & withdraw functionality.
Cool stuff, if crafting 'fixes' don't put me out of business. ![]()
Zanholo wrote:
IWhat does this mean?:
Will now allow vendor/auction multiselect for both retrieve & withdraw functionality.
On the forsale tab I can now select all my power-ups and withdraw them for sale. I could go to the stockroom, change the price and put them up for sale on at a time, or select them all and remove them from the vendor.
Would still like to change prive with out the extra steps, but it is a move in the right direction.
Architects make the tent, and tailors make the cloth. Which is fiberplast panels, and reinforced fiber panels (in crates). So you'll need to start up the field-wear line to get the reinforced fiber panels. I'm not sure what architect level you need, though you could sell the compenents to other architects.
Zanholo wrote:
Tents will be cool and make me happy at my choice to get novice tailor last night! Still just a newb at both architecting and tailoring, but could maybe I can make and sell Merchant Tent's....call myself Lakers the Tenter....kinda like Roger the Shubber....but diferent... Anyone have info on what skills will be needed in each professions for components?
All of the new city structures are in the construction line. (Except some gardens at Master). The merchant tents are fairly low in that tree but I don't remember if it is I or II.
Sure Songe, the link to the whole list from which I extracted Merchant items is:
http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=32462
Haruspex77 wrote:
In order to allow construction of cities on rougher terrain, the placement restrictions on most player buildings have been relaxed. You should be able to place houses and new player city structures over shallow ravines or on the side of small hills. Installations like harvesters still have the same placement restrictions.
Now if they'd only loosen placement restrictions on all other structures just a wee bit.
I'm tired of not being able to place structures on a 1 degree incline whensomething so trivialshouldn't matter one bit.
Sorry ![]()
These changes are great. I can hardly wait for them to roll them out and work this profession.