Trade Winds
Warlord
- Joined
- Nov 21, 2013
- Messages
- 235
That was where my thinking was beginning to lurk too TW![]()
Its obvious we have similar playing tastes. I is a pity I haven't been able to try your FTTW. I must have enjoyed it a lot.
That was where my thinking was beginning to lurk too TW![]()
Its obvious we have similar playing tastes. I is a pity I haven't been able to try your FTTW. I must have enjoyed it a lot.
The game concept for the coding task? I think it applies to both, which is why it will not be done before a release. However based on experience, the only part of this, which could be a technical issue is transmitting a string on the network. This mean naming traderoutes could be a bit of an issue. The rest is copy paste of existing concepts and it should work with savegames and stuff just fine.that sounds grand to me!
That's besides the point. Vanilla works ok for small empires and feeder service expands on that to handle mid size empires too. Still the automation can't handle the concept of distance or inter-region transport very well (to some extend, not at all).I'm no expert on the transport system
That's good and bad at the same time. If the transport service 5 cities and wait 5 turns for it to reach the minimum, the other cities might overflow in the meantime. While we should design a system, which will not have to rely on a setting like this, it could be useful in some cases. Imagine having two clusters of cities and then a traderoute linking those two. You only have one ship and it takes several turns to make the journey. Adding a restriction to fill at least X% sounds reasonable. It sounds even more reasonable if the concept of non-free fuel is added. However a single ship like that wouldn't be too difficult to control manually... maybe not the best example.On another issue (if it is an issue) we could have a Minimum Load attribute added to Transports as well that players can set. This would be to prevent a Transport from delivering 4 Ore, when the next turn the City will produce 30 more. Thus instead of leaving to deliver the 4 Ore, the Transport waits until it has the Minimum amount before leaving.
That's good and bad at the same time. If the transport service 5 cities and wait 5 turns for it to reach the minimum, the other cities might overflow in the meantime.
That would be great.... in theory. The problem is how to get those numbers for real. The time it takes are affected by which unit is used for transport, road construction (how often to recheck without slowing down the game) as well as completely unpredictable issues, such as wild animals. On top of that, how to handle if more than one unit serves the same route? Even worse: one is faster than the other.IF the route system could in someway reference the 'length' of it's route, then a useful auto button would be something that sets the 'stock/consumption' turns to that number of turns.