Could it be done that resources would be sold like units?
So if like you would sell 3000t of iron to a country it would spawn a merch ship that goes to the destined country.
Since there is like a buy from and sell to a market.. that could also be used as a offer to and order commands..
so a country like Russia is offering x ammount of oil and like France would be ordering x ammount of it...
so a merch marine or sevral units would be spawned in maybe St. Petersburg and went to i dunno... Brest?
when they arrive to the country they would automatically get the order to disband... so the merchant marine unit
could be made out of those resources so the scrap option gives them the resources back... and the market could stay
as it currently is.. and also a treaty as embargo could be made on that like a reverse mutual defense treaty but i dont know about that.
Merchant Marine
Moderators: Balthagor, BattleGoat
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- Captain
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Re: Merchant Marine
This is something that the original game should do.
But I guess the poor diplomacy and military AI are larger problems, so they should fokus on that. But still... why are resources teleported from China to Germany in one day? Even if Germany is surrounded by enemies! Wtf!
There should at least be a time delay...
But I guess the poor diplomacy and military AI are larger problems, so they should fokus on that. But still... why are resources teleported from China to Germany in one day? Even if Germany is surrounded by enemies! Wtf!
There should at least be a time delay...
- Balthagor
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Re: Merchant Marine
This would be a massive change to the system. It was considered at one time, there are notes on what it would look like. It's extremely complicated. Not the level of detail we designed the game to represent.
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Re: Merchant Marine
I think it could be done quite simply, really.Balthagor wrote:This would be a massive change to the system. It was considered at one time, there are notes on what it would look like. It's extremely complicated. Not the level of detail we designed the game to represent.
It can have many varying degrees if difficulity. Depending on what you want.
If you're okay with just a time delay:
Either you (the player) choose transport vehicles, or the computer does it. Then either the computer or you simply find a path between the countries, as it would with regular units.
Then you have to wait the simulated time taken for the resources to travel that distance. You could also pay a small sum for the transport (cuz transport vehicles need fuel, and people steering them). You could also pay for every country that you pass through, unless you two have a free trade agreement.
And if you want to make things even more complicated, you could have a unit represent the transport. If the transport is in the air and is destroyed by an army, you loose what it was carrying. If it is in water, you'll loose it too.
However, if it is lost while on land, you do not only loose your stuff, but yout enemy might gain it instead.
So, you could have only a time delay, a time delay and transport/tariff costs, or you could have a unit that is destroyable.
I would be fine with the time delay. I'd like me some transport costs too, but that's certainly nothing I need.
Destroying transports would be truly amazing (and realistic!), but probably impossible given the complexity of that.
But as I said, I'd rather have you guys work on diplomacy, military, and AI in general (especially regarding those two aspects of the game)
Could you check out my thread about snow/similar?
Please?
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Re: Merchant Marine
How about fixing naval pathing first so they actually reach their destination?
Gameplay 1st
- Balthagor
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Re: Merchant Marine
Trust me, I worked with the engine for 13 years, it's not that simple.JollyGoodBork wrote:I think it could be done quite simply, really.
I saw your snow visibility thread. I'm not in studio these days so I can't help with that one.
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Re: Merchant Marine
Is... is there... anyone on the studio? Can't George or someone have a look at it?Balthagor wrote:Trust me, I worked with the engine for 13 years, it's not that simple.JollyGoodBork wrote:I think it could be done quite simply, really.
I saw your snow visibility thread. I'm not in studio these days so I can't help with that one.
Also, I've never seen a game that has this many ptoblems with it's own engine before.
Leading devs to confronting year old bugs with a simple "we can't fix it".
It's kinda sad really.
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Re: Merchant Marine
And who will receive the transportation fees?