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DESIGN/PLAYTEST: Trade & Caravans

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  • #31
    Gilgamensch

    The same goes for strategic recourses.
    "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
    The BIG MC making ctp2 a much unsafer place.
    Visit the big mc’s website

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    • #32
      A good idea (to a certain extent), but bad concept/implementation

      I am not so good in writing code, but me thinks this will be hard to implement. Which resource shall be given priority? Which deals shall be allowed? Under which circumstances shall it be a war about it?

      If you set those levels too low, it wouldn't do any good. If you set them too high, it would be useless.

      Just thinking of Civ III: Like the resources giving you hapiness. Get them all and no problems anymore. AI hardly ever tried to get them. Nice exploit for the human. This I don't like at all.

      I know it is hard to have a really good AI without cheating, but at least it shall be balanced in it's approach. (espacially if you give more than one victory possibility)

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      • #33
        I agree with you The Big Mc, the Strategic Resources should be positive and should not be as limitating as they are in Civ3. Though I rejected the idea of limited Strategic Resources applied to CtP2 I would at least give a try to "positive" Strategic Resources. But as everybody knows it, it will be difficult to make sure the AI is using them efficiently... without the kind of crude cheats that make me dislike Civ3.
        "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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        • #34
          The AI needs work(understatment) we all no that but that’s another thread.

          As I see the main purpose of the tread is a brainstorm of ideas around trade .
          We have

          Current system

          Trade goods found at the start to make money. (Pointless)

          Potential new systems

          Strategic goods
          Positive goods
          Randomise the appears of goods throw all the ages.
          Remove goods at the end of ages.
          Trade pop around cities (possibly in a different thread.)
          Slave trading (possibly in a different thread.)
          Hide deep see terrain and goods(different thread.)
          Trade food (can prevent starvation)
          "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
          The BIG MC making ctp2 a much unsafer place.
          Visit the big mc’s website

          Comment


          • #35
            @ Flinx:
            Sorry for the late answer and thanks a lot for the information:

            I have never noticed any bugs (...) set "Cities Per Good" to 2 (...) colour of the good changes from black to red, to indicate that the good is currently being traded, and the second best option is now listed first
            After playing CTP2 for some years (and i am still actually playing it from time to time ) I have to admit that I never noticed this system - I guess I had always set Cities per good to 1 and I always assumed that 1 line represents 1 possible trade route, red standing for "already in use, no more options" . Can the "Cities Per Good"-option be found in some textfile, too? And did possibly someone change it's value in the playtest version?
            So finally this is another bug I haven't found but another lesson I have learned
            The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

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            • #36
              Freight Cost Proposal for CTP2:AE

              Code:
              Terrain Type	Freight00	Freight0	Freight
              UNDERSEA_TUNNEL	5		10		3
              MAGLEV		5		10		3
              RAILROAD	5		20		5
              ROAD		5		33		7
              River		5		50		5
              DEAD		5		100		9
              DESERT		5		100		9
              PLAINS		5		100		9
              GRASSLAND	5		100		9
              SWAMP		5		300		27
              JUNGLE		5		600		54
              FOREST		5		200		18
              TUNDRA		5		100		9
              GLACIER		5		500		45
              HILL		5		200		18
              BROWN_HILL	5		200		18
              WHITE_HILL	5		200		18
              MOUNTAIN	5		600		54
              BROWN_MOUNTAIN	5		600		54
              WHITE_MOUNTAIN	5		600		54
              WATER_BEACH	5		33		5
              WATER_SHALLOW	5		33		5
              WATER_KELP	5		33		5
              WATER_REEF	5		33		11
              WATER_SHELF	5		33		5
              WATER_DEEP	5		33		5
              WATER_RIFT	5		33		5
              WATER_TRENCH	5		33		5
              WATER_VOLCANO	5		33		5
              SPECIAL1	5		100		9
              SPECIAL2	5		100		9
              What do people think of the freight costs proposed in column 3?

              no roads = >1.8 x 1.1 patch over land, = 1.1 patch over water
              roads = 1.4 x 1.1 patch over land, = 1.1 patch over water
              railroads = 1.1 patch
              maglev & water tunnels = 0.6 x 1.1 patch
              Attached Files
              ·Circuit·Boi·wannabe·
              "Evil reptilian kitten-eater from another planet."
              Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

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              • #37
                Nice Flinx that we can discuss it here before you post it somewhere.

                In general I think the values are too low. They don't allow much balancing. And another thing is that roads are more expensive then rivers that doesn't make sense when the movement of roads and rivers are equal. And Actual I prefer it that a trade route follows a road than a river.

                But so far until I modify the internal hard encoded trade coefficent the values seem to be ok.

                -Martin
                Civ2 military advisor: "No complaints, Sir!"

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