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No fixed market value for craftable ammo and weapons #3673

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Changes

  • What it says on the tin, left the market value calculations to the game itself.

The ammo spreadsheet with the updated formulas:
https://docs.google.com/spreadsheets/d/1P9U8EtYoRBh-jPMPmXcqam1O3qvKZPMml2ktAMPssOk/edit?gid=1393347070#gid=1393347070

Reasoning

  • The game already calculates the market value of an item based on its recipe, there is no need for CE to do that too.
  • The auto-calculated values are 7~15% higher than the old CE values which is acceptable and even better since slightly more expensive ammo is not a bad thing. The increase is usually around 10% with 15% being the highest for Sabot ammo.
  • Fewer xml values to load, check and maintain.

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • Playtested a colony (Works)

@SamaelGray SamaelGray requested review from a team as code owners February 4, 2025 12:24
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github-actions bot commented Feb 4, 2025

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-13135373483.zip

@github-actions github-actions bot added the Download in Comments This PR has a zipfile download available. label Feb 4, 2025
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github-actions bot commented Feb 4, 2025

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-13135458129.zip

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