Ramstormp
Warlord
- Joined
- Jan 13, 2020
- Messages
- 278
obviously my memory is now like my Amiga still is, wherever she rests. Time flew.I wish, LOL, how about minutes, and that was ... if memory serves right ... with turbo already![]()
obviously my memory is now like my Amiga still is, wherever she rests. Time flew.I wish, LOL, how about minutes, and that was ... if memory serves right ... with turbo already![]()
Sorry, I somehow quoted you instead of Nightinggale...My sympathetic nervous system informs me that I am being pawned off like eine kleine deutschemarco in a highly entertaining game of trumpian 8D chess, or might I have had me an episode of dissociative fugue?
The exploit could be:I am trying to visualize exactly what the exploit is supposed to be.
It might make Africa more attractive. Currently I do not use it much and feel like it's an overlooked feature.I am only worried about Part 1 (Direct Travel between Europe and Africa) and not about the rest.
There is no "loading times between turns". The game loads at startup and once the main menu is reached, the game is loaded. Disk access after that is for logging, saving etc.I am not glorifying loading times between turns in this game - they provide very little anticipation or satisfaction
It might make Africa more attractive.
- adding a little risk / surprise (e.g. Yields in Africa increasing / decreasing more frequently / unpredictable)
- adding a little flavour (e.g. some Events and Quests, a "Slave Ship", ...)
- adding some restrictions (e.g. Cargo Slot Restrictions)
- figure out good compensation for AI (e.g. some compensation)
I agree that it is currently not a really important feature, but I still use it every game.Currently I do not use it much and feel like it's an overlooked feature.
Are not all those exploits are already in effect in the current version? Just costs a little extra in terms of annoyance, turns and clicks to buy horses, sail from Europe to the edge of the map then immediately sail to Africa without the ability to be attacked by pirates (or is there a moment at the end of the previous turn where you are vulnerable to an attack? I forget). Maybe make a barbary pirates random event that effects ships in TRAVEL_STATE_TO_AFRICA and reduces amount of yield stored on some types of ships more than others? Either way will you not need to put on that incredible Ludwig van genius hat and come up with something, and not leave it just as it is?The exploit could be:
(Only talking about "Part 1")
Making money too easily and without risk or negative aspects for strategy
I am simply worried that this feature will always be used because it might simply get a no-brainer.
- Nobody can attack a Ship in "Travel Mode" (no risk)
- Nothing has to be produced, built or really considered strategically (too easy)
- Using available / currently unneeded Ships to buy cheap and sell expensive is a no-brainer (no real decision)
- Then additionally massively buyin Slaves that are also cheap is also a no-brainer (no real decision)
(Every time you sail from Colonies and Europe you will always also sail to Africa - because there is no better choice)
No-brainers are bad for game design.
(And yes, we already have some but I would like to step by step get rid of them.)
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To summarize my current problem with the concept:
I simply hate to implement such features without surprise, without risk and without real impact to other game concepts.
- I am afraid that this strategy might become overpowered.
- And I also consider it a bit boring, because there is absolutely no surprise and risk in it.
- There is also almost no interaction with other game concepts. (No impact to other gameplay)
- AI will not have any chance to properly use it. I need to give it compensation.
(I do not want this to become a feature where you just compare a few numbers like an accountant ...)
I also do not want to further weaken AI relatively to Human player
And this concept could do so a lot.
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Thus I am trying to come up with things that do this:
I feel it has potential but I simply want to make this concept better.
- adding a little risk
- adding a little surprise
- adding a little flavour
- adding some restrictions
- figure out good compensation for AI
(Then I have no issue anymore in implementing it.)
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By the way:
I am only worried about Part 1 (Direct Travel between Europe and Africa) and not about the rest.
Part 2 (Travel Time System Overhaul as suggested by @Nightinggale ) and Part 3 (Travel Time Rebalancing) are awesome concepts.
I don't know my terms very well, sorry if it was confusing. Thank you for all that you have accomplished so far to make it faster.There is no "loading times between turns". The game loads at startup and once the main menu is reached, the game is loaded. Disk access after that is for logging, saving etc.
The freeze between turns is the CPU deciding what the AI should do. Yes it's not a wanted feature and with each release, the wait is shorter due to optimizing the code. I reduced the waiting time by around 40% while the mod was still called RaR. It's still an ongoing process. Ideally there is no waiting time, but that could be hard to achieve. Doesn't mean we aren't trying.
You 100% prove my point in terms of game design actually.Just costs a little extra in terms of annoyance, ...
I agree, that is why I plan to spice it up.... sending ships between 2 foreign ports can become boring pretty quickly ...
If you play on some gigantic Caribbean map (not sure it exists) it might take a handful of turns to get from Puerto Rico to Havana, how does it make any reasonable sense at all for the trip to take only two turns to Europe even if one turn equals half a year?
You might have a situation where a neighboring settlement is 3 turns away (perhaps 3 days to walk in real life), and the neighbor declares war; but you can with all your saved up riches buy a ship and army in Europe and get to your colony faster than they can.
There should be some variable which count with the map size
Travel System Overhaul / Travel Time Overhaul (as discussed with @Nightinggale)
Considering the Travel Times, ok we can have 4 XML files instead of 1 if you feel it is better.
It does not really matter at all since we simply read a simple Integer for each Travel Direction, that is it already.
- EuropeInfos.xml --> Colonies to Europe and Back (from East, West, North, South)
- AfricaInfos.xml --> Colonies to Africa and Back (from East, West, North, South)
- PortRoyalInfos.xml --> Colonies to Port Royal and Back (from East, West, North, South)
- TriangleTradeInfos.xml --> Direct Travel between Europe and Africa (Europe to Africa, Africa to Europe)
Eg. on small maps decrease, on gigantic increase.
Implementing a Modifier for Intercontinental Travel in "MapSizes" will also not be much effort.
(But these settings will be in MapSizeInfos.xml.)
The exploit could be:
(Only talking about "Part 1")
Making money too easily and without risk or negative aspects for strategy
To summarize my current problem with the concept:
- Nobody can attack a Ship in "Travel Mode" (no risk)
- Nothing has to be produced, built or really considered strategically (too easy)
- Using available / currently unneeded Ships to buy cheap and sell expensive is a no-brainer (no real decision)
- Then additionally massively buyin Slaves that are also cheap is also a no-brainer (no real decision)
I simply hate to implement such features without surprise, without risk and without real impact to other game concepts.
- I am afraid that this strategy might become overpowered.
- And I also consider it a bit boring, because there is absolutely no surprise and risk in it.
- There is also almost no interaction with other game concepts. (No impact to other gameplay)
- AI will not have any chance to properly use it. I need to give it compensation.
(I do not want this to become a feature where you just compare a few numbers like an accountant ...)
I also do not want to further weaken AI relatively to Human player
And this concept could do so a lot.
----------
Thus I am trying to come up with things that do this:
I feel it has potential but I simply want to make this concept better.
- adding a little risk
- adding a little surprise
- adding a little flavour
- adding some restrictions
- figure out good compensation for AI
(Then I have no issue anymore in implementing it.)
Need to correct myself.
Sorry this is a really bad idea:
For good reason, neither Travel Speed on Map, nor Travel Time between continents were ever modified by MapSizes.
I will definitely not do it in my concept.
(Properly balancing Ship Speeds, Bonus Modifiers, Promotions would become impossible ...)
Thus, this is cancelled:
...which affect ships on travels.
...Simply AI also can trade more: add trade routes (depending on nation)
So something NEW is I believe better than affect existing ones.
Many things you suggest are not even technically possible: