Another commodities trading pit, perhaps? on 05/26/2002 03:21 PM CDT
Links-arrows 1
Reply Reply
Well, I'm sittin' here cruisin' along with my 2nd circle trader in Platinum and realizing one thing...

It'd be really nice if I could get comfortable enough with commodities that I could (essentially) predict certain needs at each particular pit.

Then another thought... It'd be really nice if I wouldn't get totally screwed over by certain pits suddenly dropping to rock-bottom pricing or hitting "Surplus!" and not dropping for ages...

Then another thought... Well, of course that stuff is going to happen and be annoying, there are only two "viable" options in dealing with commodities unless you absolutely CANNOT sell something at whatever pit you needed to (either Arthe or Crossings). So here's my request. Either we could open up the original pit to buying stuff back (at a loss to the buyer of say, 10%), or we could open up another trading pit on the NTR. I'm thinking either Wolf Clan, or Dirge. Something far enough away that it'll still be rather unpredictable, but isn't a full ferry-ride away.

I think it'd add some more diversity to the commodities system and make it more enjoyable to work with (not to mention allowing more people to work with it at any given time without totally ruining each other's runs).

Any thoughts?

~Kwa
Reply Reply
Re: Another commodities trading pit, perhaps? on 05/26/2002 03:27 PM CDT
Links-arrows 2
Reply Reply
I've always thought at least have and shard should have their own pits. Their is even a room for one in theren.

Tilven
Reply Reply
Re: Another commodities trading pit, perhaps? on 05/26/2002 03:44 PM CDT
Links-arrows 3
Reply Reply
Its already in the works to have commodity pits at nearly every trading post. When it will become a reality is unknown though.

Skazar
Reply Reply
Re: Another commodities trading pit, perhaps? on 05/26/2002 03:46 PM CDT
Links-arrows 4
Reply Reply
I feel sorry for the person coding it.

To keep everything in realitive balance and legitimate would take a lot of coding...poor Godrich ::pat::
Reply Reply
Re: Another commodities trading pit, perhaps? on 05/26/2002 04:48 PM CDT
Links-arrows 5
Reply Reply
G'day,

Couple things. You can sell the items back where you bought them, there is just a timer during which they won't.

As to the commodity rewrite, I think the pricing formula will actually turn out to be the easiest thing about the rewrite. The part that is currently giving me fits, so much so that I've stopped banging my head against it for a bit, is working out all the details on production, storage and consumption for every commodity at every location. Things like "How many units of corn will Wolf Clan go through in a game day? How much of their own charcoal/coal does Stone Clan produce and how much do they need to import each day?"

Another part of that is working out seasonality for each commodity. While some are pretty obvious, like more wheat is produced in the fall than the winter, but others aren't so easy. Like charcoal for instance. You would think that more would be used in winter than in summer, but when is more charcoal produced?

Then there is what most folks call "runners". Those neat little messages that pop up every once in awhile and say things like "A fire has destroyed large amounts of taffelberries in Arthe Dale!" Course, with the current system that quite often means that while the price went up, the supply is probably at surplus so you can't sell any more anyway. ::ducks:: That whole part of the system is going to be done a totally different way from messaging to actual mechanics. I won't be giving too much away to say that when its done, those runners will be quite a bit more accurate. In other words, if a runner says that a pit has been deluged in some commodity, the commodity will likely be forced up to surplus and the normal pricing formula will take over, driving the price down, at least until the low price drives up local demand, which will tend to balance the price back out.

I really do apologize that this system isn't getting done as quickly as everyone (well almost everyone), myself included, might like. For better or worse I'm not much of a "plug away at it" coder. I may someday grow into that type of coder, but right now I'm a "Ooh...thats really neat, lets write that!" type, who codes best when the spirit really takes hold. So far its been working pretty well, least I think so.

Take care,

Godrich de'Finchal
Reply Reply
Re: Another commodities trading pit, perhaps? on 05/26/2002 05:14 PM CDT
Links-arrows 6
Reply Reply
well,for charcoal--like regular coal--- it would depend on the climate in which the mines are located.

If you have an area that is covered by ice and snow in the winter, usually they don't produce as much from the mines during that time--although the consumer <the end user> uses more at that time--unless unlike Real world analogy, they used magical means to heat up the mines and dig out the materials in Elanthia.

It would also depend how much the producers had stockpiled during the regular "mining season".

-me-
Reply Reply
Re: Another commodities trading pit, perhaps? on 05/26/2002 06:45 PM CDT
Links-arrows 7
Reply Reply
G'day,

>If you have an area that is covered by ice and snow in the winter, usually they don't produce as much from the mines during that time--although the consumer <the end user> uses more at that time--unless unlike Real world analogy, they used magical means to heat up the mines and dig out the materials in Elanthia.

It gets even more complicated. In France for instance, up until fairly recently, like late 18th or early 19th century, charcoal was used far more than coal was. This is likely the case in Elanthia as well. If this is the case, and I believe it is, then you might expect that winter would be a slightly higher production time as well, given it is much easier to skid timber out of the woods on snow. This is still the case today (as an example, my family sold some standing timber a couple years ago, and the logger waited until winter since it is easier to get the wood out then, and this with modern equipment.)

As to using magic to heat the mines, I think you would find that this would not be a common practice. Magic is something that for the common people of Elanthia (read: non players characters) is quite rare. While city dwellers might see magic quite often, especially given the penchant of players to use it quite a bit, the vast, vast, majority have likely not had magic used on them or for them. Even empathic care would likely be something they would seek in only the direst of circumstances.

>It would also depend how much the producers had stockpiled during the regular "mining season".

This is actually something that I'm already sure will be part of the system. Otherwise, I think things would get way out of balance really quick. Not so much for things like charcoal or gold, but when you think of food crops which basically all get harvested in a couple months but need to last the whole year. So there will be some fudging in that the producers will "hold back" quantities of goods and slowly release them over time, to help keep prices up so they can make money. But for a lot of commodities there will definitely be seasons of plenty and seasons of scarcity. It won't take much of a scarcity to cause problems either. I'd like to make it a little easier for folks to stock up on things at harvest time and sell them in the lean times without having to tie up all their purchasing ability in the mean time. Not quite sure how that can be accomplished though.

Take care,

Godrich de'Finchal
Reply Reply
Re: Another commodities trading pit, perhaps? on 05/26/2002 07:57 PM CDT
Links-arrows 8
Reply Reply
>>So far its been working pretty well, least I think so.

I agree, you rock.

>> The part that is currently giving me fits, so much so that I've stopped banging my head against it for a bit, is working out all the details on production, storage and consumption for every commodity at every location. Things like "How many units of corn will Wolf Clan go through in a game day? How much of their own charcoal/coal does Stone Clan produce and how much do they need to import each day?"



Well i'd think that there would be a summer consumption and a winter consumption that was significantly greater (for heat), but the production would be fairly constatnt. meaning that if enough of a surplus did not build up durring the summer there would be shortages and price spikes in the winter.

(can anyone say futures? and options?)

I would aslo like to point out that if you made a contest for us and had us submit this type of stuff, you could select 'winners' and get likely information as well.

Some Guy
Reply Reply
Re: Another commodities trading pit, perhaps? on 05/26/2002 08:01 PM CDT
Links-arrows 9
Reply Reply
>>If this is the case, and I believe it is, then you might expect that winter would be a slightly higher production time as well, given it is much easier to skid timber out of the woods on snow.

I think it could be coal/charcoal each having a season. It seems like making charcoal would provide for heat, and that could be used to warm the mines (somewhat) where they are digging for coal.

So i'm still for fairly balanced production with spikes in consumption.
Reply Reply
Re: Another commodities trading pit, perhaps? on 05/29/2002 09:32 PM CDT
Links-arrows 10
Reply Reply
But for a lot of commodities there will definitely be seasons of plenty
and seasons of scarcity. It won't take much of a scarcity to cause problems either. I'd like
to make it a little easier for folks to stock up on things at harvest time and sell them in
the lean times without having to tie up all their purchasing ability in the mean time. Not
quite sure how that can be accomplished though>

How about a reasonably priced individual warehouse for our commodities. much like a vault but not quite. say 10 plat a month or so for the warehouse storage and a warehouse hand to help with unloading and loadin. it would be like your own private business. if enough traders bought up supplies we could even force prices to move our way perhaps. just an idea.

Rupart Aviry
Reply Reply
Re: Another commodities trading pit, perhaps? on 05/29/2002 10:25 PM CDT
Links-arrows 11
Reply Reply
Commodities Rule!

~Alonce Millir
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/02/2002 02:15 AM CDT
Links-arrows 12
Reply Reply
I can see the ghost of Shapeshifter cackling madly away while re-hashing the story of his complete destruction of the commodities system with the Gods.

I highly doubt we will ever again have the ability to raise the prices to astronomical levels by buying up the supplies. I believe Godrich said that we will only be the visible Commodity Traders, there will be "invisible" people moving goods between towns.

Of course..I could have a field day with that little inconsistancy, but Im going to let it slide, for now.<grins>

Canten
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/02/2002 10:24 AM CDT
Links-arrows 13
Reply Reply
G'day,

Well, I could let you folks have to worry about all the commodities for every "person" in Elanthia, but somehow I don't think the small number of player traders would be able to keep up with the volumen of goods that would be necessary once everything gets released.

As is mentioned in Willowbrook's book, there are roughly 10 million people in Zoluren, Therengia and Ilithi, which equates to a rather large amount of goods that needs to be moved. Since there will likely be some negative results if not enough goods are brought to the population centers, one of the lines I need to try and draw is the one that lets you control enough of the system to have a chance at really impacting the system (though that would take several traders working together) but doesn't have food riots happening everyday because you cannot keep up with the demand.

To use my favorite example, the city of the Crossing alone would go through something like 100,000 units of wheat every 6 hours. Charcoal averages out even worse at roughly 400,000 units every 6 hours. Just these two commodities, if players had to deal with the full amounts, would take roughly 625 trips from the supply point to the Crossing for mid-level (around 40th circle) Traders.

Just because I'm bored and want to sort of drive home the point <g>, I'll carry this through a bit further. Lets stretch the imagination a bit and say both charcoal and wheat were common in Tiger Clan. Including time to load and unload the goods, I think the best time you could expect is about 3.5 minutes between there and Crossing. To move all the charcoal and wheat needed in Crossing would take about 36 hours, or 6 40th circle traders doing nothing but take goods back and forth between Tiger Clan and Crossing. (There would always have to be this many traders every minute of each day) That would take care of 2 commodities out of I believe 32 and would only take care of 2 cities/towns, assuming the goods Tiger Clan would need can all be found in the Crossing.

When you add in cities like Riverhaven and Shard and all the smaller places as well as considering all the possible commodities, I don't think it very likely that there would be enough traders willing to spend all their time running commodities and still be able to keep up. And since food rioters would probably prefer to go after folks with wagons moving along behind them which might be carrying food....<g>

Regards,

Godrich de'Finchal
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/03/2002 10:24 AM CDT
Links-arrows 14
Reply Reply
Godrich, wow cool, now that would move trading skill, now to get rid of teach req and I could have fun circling and making a profit....

Airliana (Rakash Trader who loves the idea of mass quantities constantly)
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/07/2002 07:01 AM CDT
Links-arrows 15
Reply Reply
Wow, finally a real commodity system, a real economy. Anybody remember Federation on AOL? Yum.

<<To use my favorite example, the city of the Crossing alone would go through something like 100,000 units of wheat every 6 hours. Charcoal averages out even worse at roughly 400,000 units every 6 hours. Just these two commodities, if players had to deal with the full amounts, would take roughly 625 trips from the supply point to the Crossing for mid-level (around 40th circle) Traders.

Just a bit of a suggestion. Let's assume that dragonrealms grows to 2000 average users at peak time or even more and traders really love commodities. Coding in a global number that modifies the percentage of Elanthia's unseen population that the commodity system takes into account for consumption and production would allow for easy alteration too allow more traders onto the system. Might want to even break it down further into a provincial number. Just a suggestion.

Majebrad
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/07/2002 08:21 AM CDT
Links-arrows 16
Reply Reply
yeah, used to play federation before I came here to DR. Thats why I initially rolled up a trader. :-)

that commodies system was sorta similar now, come to think of it. <G>

But they would have to do a scan of the population of traders, figure out how many traders are doing commodities at any given time--might be rather resource intensive.

tho would be nice if they opened up commod pits in ilithi, to make it somewhat more profitable for more experienced traders to trade down there.

=bags=
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/07/2002 11:36 PM CDT
Links-arrows 17
Reply Reply
<<that commodies system was sorta similar now, come to think of it.

Nah it worked great after the redo right before AOL went unlimited. Was dependant upon the planet's current level of development and since so many duchies were full of ag planets or all leisure you'd have to trade outside of your own duchy. ::hums::

<<But they would have to do a scan of the population of traders, figure out how many traders are doing commodities at any given time--might be rather resource intensive.

Nah just have an constant integer that could be easily changed by the trader guru. The system sounds like it is already going to be designed for...

X traders delivering an average of Y various commodities to Z cities = int Supply and Demand(random event, season change, local demand and production, provincial demand and production)...(except a lot more complicated ::grins::)

What I'm talking about is altering Supply and Demand...

int Supply and Demand = int Percentage of Elanthian Population Serviced * (random event, season change, local demand and production, provincial demand and production)

It would just allow for easy altering of how many traders the system can handle while keeping the supply and demand balanced as Godrich wants it. Having a system designed for an average of 25 traders doing commodities let's say that suddenly jumps to an average of 50 could cause a lot of problems. Just trying to save steps in the design process. ::lolls tongue::

Majebrad
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/08/2002 05:28 AM CDT
Links-arrows 18
Reply Reply
Greetings all.

I have a very humble suggestion about the future trading commodities system. I'm saying very humble since I'm not a Trader in DR as a main character (just trading once in a while), nor am I a coder, nor do I have a PhD in economy... smiles

BUT, if the trouble is to have the system grow with the number of Traders currently IG and trading commodities, instead of a solution like counting the Traders being IG, which would obviously be very ressource consuming (having to constantly check the population) and not very accurate since a Trader IG doesn't mean that she/he is trading commodities (but could be hunting, trading contracts, selling gem pouches, cutting gems in the near future...), why not have a simple variable based of the number of trades currently going on?

That variable would reflect not the exact number of Traders currently trading commodities, but the activity pertaining to commodities trading which seemed the point of trouble of Godrich.

That variable could behave that way:
- adds 1 when a Trader buys a stock of commodities
- substracts 1 when a Trader sells a stock of commodities
- substracts 1 when a Trader stores a stock of commodities in the storage thing (sorry can't remember the precise name right now)
- adds 1 when a Traders unstores a stock of commodities from the storage thing

That way, that variable would represent how many commodities trades are running at some point and could help the system regulate itself. The higher the variable, the more intense the commodities trading activity.

Off course, depending on the circle of the Trader, and thus the size of the commodities being bought or sold, there could be an adjustement made to the '+1' or '-1'. I mean... I guess that a 5th circle Trader won't influence the market as much as would a 90th circle Trader, nor being able to carrry around as much goods. So the '+1' might not mean the same depending on the Trader trading commidities.

Hence why the impact on the market activity should be higher for the higher circle Trader than for the lower circle Trader. Or maybe it shouldn't be circle dependant, but more depending on the size of the goods being bought or sold (like 5000 crates vs 10 crates), or their monetary value (a 15 plats deal vs a 4 silver deal).

I'm really not sure on what factor should influence the modifier (circle, number of goods or monetary value) since I don't know well enough how the current commodities system is working.

The other thing I'm not sure about is the adjustement of the variable when storing the goods... Since storing things could then slow down the activity, though unstocking them would raise it again immediately, so I guess it's okay. But I think this is a point of the model that would need to be looked at as well.

I hope this humble contribution could help...

The player of Fafrahd the slinger
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/08/2002 06:32 AM CDT
Links-arrows 19
Reply Reply
That idea could potentially work but it would have to be done on a much greater scale (instead of 1 commodity bought, 10 or 100)then what you are talking about. In essence everytime you purchase an item you raise the demand where you are going to take it under that method. Even though I'm sure a trader would love to buy a max amount of diamonds, hike the system up, and then deliver them for a lot more... I'm not sure Godrich would. ::hums:: Plus this is slightly more resource intensive then a fixed rate that a GM could manually alter.

Majebrad
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/08/2002 08:53 AM CDT
Links-arrows 20
Reply Reply
Greetings Majebrad.

>In essence everytime you purchase an item you raise the demand where you are going to take it under that method.

Well, not the demand on that specific good, but the global need of goods being trade. It doesn't mean this will raise the value of what YOU bought, just that more trades will be available. I hope I'm making sense here. grins

>Plus this is slightly more resource intensive then a fixed rate that a GM could manually alter.

That I agree with... But there is one big drawback with the idea of an alterable rate in my humble opinion. If you want that system to work really fine and take into account peek hours, unevenly distribution of Traders trading commodities, different days of the week, weekends, holidays, days off, events, invasions, etc... basically you need a GM to monitor that system 24/7 to constantly update the alterable rate...

It has to be something automatic if you ask me, otherwise, it won't work.

The player of Fafrahd the slinger
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/12/2002 06:12 PM CDT
Links-arrows 21
Reply Reply

How about dirge? Revive the cities economy get people to come through more often works for me. Just a thought.

-Ibec Alshaerd
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/12/2002 06:31 PM CDT
Links-arrows 22
Reply Reply
G'day,

With the rewrite, Dirge will have a commodities pit. Pretty much any place that currently has a trading outpost will have a full commodity pit.

Regards,

Godrich de'Finchal
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/12/2002 07:02 PM CDT
Links-arrows 23
Reply Reply


Heh you guys kinda need a new outpost. The current one is just a stable in the Darkstone inn. Maybe instead of a outpost you could build a guild? Ducks and runs.

Ibec Alshaerd
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/14/2002 01:28 PM CDT
Links-arrows 24
Reply Reply
>Heh you guys kinda need a new outpost. The current one is just a stable in the Darkstone inn. Maybe instead of a outpost you could build a guild? Ducks and runs.<



I would just like to point out that if you do any background work on Dirge, you will quickly learn that the trader guild has some very good reasons for keeping a relatively low profile there.


Equity
Reply Reply
Re: Another commodities trading pit, perhaps? on 06/15/2002 12:00 AM CDT
Links-arrows 25
Reply Reply
Any plans to put commodities pits/outposts on the Islands in the future?
Reply Reply
Re: Another commodities trading pit, perhaps? on 07/17/2002 07:26 PM CDT
Links-arrows 26
Reply Reply
Hi everyone. Just wanted to pop in and say hi. Especially wanted to thank Godrich and Equity for all the work on the new commods system. It sounds great! Also... I've been gone because of TF. Since I was told I couldn't afk read the commod boards when TF came up I've began doing some real heavy research. I'd say I've doubled the commods handbook. If anyone is interested in checking out some of the new info, just let me know... I'll repost it on request.


-Benes Malchia... self proclaimed Commodity junkie
Reply Reply
Re: Another commodities trading pit, perhaps? on 07/17/2002 09:55 PM CDT
Links-arrows 27
Reply Reply
Please do repost it, Benes, oh great commodity master of the ages. grin

Seriously though, you are the commodity MAN!

Azhag
Reply Reply
Re: Another commodities trading pit, perhaps? on 07/18/2002 11:39 AM CDT
Links-arrows 28
Reply Reply
I'd be interested in the info too.

~Motanai Kanemo

PS: Azhag has a point. When I think of Commodities, I think of Benes.
Reply Reply
Re: Another commodities trading pit, perhaps? on 07/21/2002 02:01 AM CDT
Links-arrows 29
Reply Reply
I would love to see this info.
-Callek
Reply Reply
Re: Another commodities trading pit, perhaps? on 07/23/2002 08:13 PM CDT
Links-arrows 30
Reply Reply
Got a nit-picky comment then a couple quick questions. This goes back to the comment about the seasonality of coal mining. Actually, the temperature in mines stays fairly constant no matter what the weather outside is like and they tend to get warmer as they get deeper. However, the transport of the ore from the mine to wherever could still be effected by the weather, so the point is still fairly valid.
Am I understanding correctly that the empty trading pits I saw in Illithi will someday be opened? Also, I read somewhere that diamonds in the crossing pit are broken. If this is true, have they been fixed?
I'm glad to know I'm not the only commodities junky. Maybe we should get together and start a 12-step program(Hi, my name is Earras and I'm a commoditiesaholic)
Reply Reply
Re: Another commodities trading pit, perhaps? on 07/23/2002 08:19 PM CDT
Links-arrows 31
Reply Reply
I'd love to see it too; maybe you could post it on mytwokronars.com like the old one is.
Reply Reply
Re: Another commodities trading pit, perhaps? on 07/23/2002 09:16 PM CDT
Links-arrows 32
Reply Reply
G'day,

>Am I understanding correctly that the empty trading pits I saw in Illithi will someday be opened?

Yes, eventually there will be full commodity pits in each location that has a Traders Guild outpost or Guildhall.

>Also, I read somewhere that diamonds in the crossing pit are broken. If this is true, have they been fixed?

As far as I know, nothing is "broken" per se with diamonds currently. Of course, the current system is pretty much illogical, so it may be perceived as broken.

To revist the coal thing, if Elanthia is similar to medieval Europe, which from a trading perspective is a reasonable assumpiton, far more charcoal is being used than coal. It wasn't until the eighteenth century that the use of coal became widespread. The comment as to transportation is right on point as far as charcoal production is concerned though, since sledging logs out of the forests in winter is much easier than in summer time. Of course, coal from mines would likely be easier to move in winter (sleds) and summer (carts) than in spring and fall (dealing with mud).

Regards,

Godrich de'Finchal
Reply Reply
Re: Another commodities trading pit, perhaps? on 07/24/2002 08:08 PM CDT
Links-arrows 33
Reply Reply
>I'd love to see it too; maybe you could post it on mytwokronars.com like the old one is.

Sure! As soon as Benes lets me know if he makes any changes...hehe

Annandale
Reply Reply
Re: Another commodities trading pit, perhaps? on 07/24/2002 08:27 PM CDT
Links-arrows 34
Reply Reply
just out of curiosity, what's the eta on the commods fixes?
Reply Reply
Re: Another commodities trading pit, perhaps? on 07/25/2002 06:41 AM CDT
Links-arrows 35
Reply Reply
G'day,

>just out of curiosity, what's the eta on the commods fixes?

At this point, there is no firm eta on the initial release of the commodities system rewrite. I had hoped for late this year, at least in Plat, but I'm not certain that is going to happen. Between being bogged down with a fair amount of RL stuff and suffering from a pretty severe case of what I can only call "coder's block", everything is coming at a slower pace this year than last.

Regards,

Godrich de'Finchal
Reply Reply
Re: Another commodities trading pit, perhaps? on 08/13/2002 11:17 AM CDT
Links-arrows 36
Reply Reply
<<>Also, I read somewhere that diamonds in the crossing pit are broken. If this is true, have they been fixed?>>

<<As far as I know, nothing is "broken" per se with diamonds currently. Of course, the current system is pretty much illogical, so it may be perceived as broken.>>

They were broken, but they were fixed before Godrich became our GM. It used to be that the stock of diamonds in all the pits was in the tens of thousands. It was fixed sometime in the first quarter of 2000.

Since then they have become very profitable. The more expensive commods seem to be less volitile...and safer. If that's to your liking anyways.

-Benes
Reply Reply
Re: Another commodities trading pit, perhaps? on 08/13/2002 11:22 AM CDT
Links-arrows 37
Reply Reply
<<>I'd love to see it too; maybe you could post it on mytwokronars.com like the old one is.>>

<<Sure! As soon as Benes lets me know if he makes any changes...hehe>>


Sure, as always my info is free. Here's what I am doing though... I am revising alot of my data collection tools and recoding them in perl. This will let me web-enable it. Annandale, if you want to add a commods section to your website I can give you the new pages, code, and data that will let people get data from me. I am working up some neat stuff since I am making the changes.... color charts and graphs and such. I have to learn it for work so I may as well have fun with it. And I am planning on connecting the web pages I am coding to my programs directly which will allow the web site to be up to date and take data from the Commodity Bot program I am writing to run commods afk in TF. (muahaha... and no, that program is not available to anyone... except maybe Equity cause she's sweet)

Does your host allow CGI's?

At any rate... that is the status of the handbook. I am web-enabling it so it'll be a little longer.

-Benes
Reply Reply