Cargo System Overhaul [OBSOLETE]

Do you want to have Cargo Overhaul?


  • Total voters
    21
This concept is more or less now obsolete. :)
I now have already implemented an alternative concept in a much easier way.

Our XML now already allows the following different Use Cases:
(All implemented in "Plains" - upcoming release.)
  • Unit can transport everything. --> was only used by Galleon which has now changed (see 2)
  • Unit can transport everything except Treasures. --> Default (everything smaller than Galleon)
  • Unit can transport only Goods. --> e.g. Coastal Ships and Pirates
  • Unit can transport only Goods and Treasures. --> new "Treasure Galleon"
  • Unit can transport only Goods and Slaves. ---> new "Slave Barque"
  • Unit can transport only Goods and Troops. ---> new "Royal Troop Transport"
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Differences of the new already implemented concept to this old obsolete concept:


This old concept (now obsolte) was thinking in single Cargo Slots (a bit exagerated in hind sight).
The new concept (already implemented) just cares about Units to check what they can transport.

Comment why the new concept is better than the old one:
(And again, the new concept is now already implemented.)
  1. New concept was easier to visualize (Mouse Over on Unit)
  2. New concept is easier to understand (Just read Unit name and it tells you already)
  3. New concept was less effort for implementation and balancing.
  4. New concept was has less performance impact (almost 0).
  5. There is no problem in the new concept considering AI.
  6. It is much easier for beginner XML modders to understand and adjust.
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Summary:
The concept in this thread is obsolete.
It was replaced with a better implementation.

Examples from the implemented new concept:
Spoiler :



 
Last edited:
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