Hi, > Gesendet: Mittwoch, 15. Dezember 2021 um 06:33 Uhr > Von: "Michael T. Pope" <mp...@computer.org> > An: "Stefan Fellner" <stefan.fell...@tutanota.com>, "FreeCol Developers" > <freecol-developers@lists.sourceforge.net> > Betreff: Re: [Freecol-developers] TradeRouteInputPanel patch > > On Tue, 14 Dec 2021 20:24:35 +0100 (CET) > Stefan Fellner <stefan.fell...@tutanota.com> wrote: > > I redesigned the trade route handling to be able to define for each stop > > what to load and what to unload. > > Is that not already clear? The existing stop shows what leaves the > colony. Anything not present gets unloaded. Having to specify things > twice sounds more error prone. > I had no time to look at the patch, but from playing other games like Patrician II, a trade route stop needs a 3(5) way choice for each good (maybe button near each line to toggle the 3 or have default be nonexisting line while allowing to add a good to the action list for that stop): - default (do nothing, tbd if empty stops would be skipped or route followed to avoid enemies) - load (with or without limits) - unload (with or without limits) - Other games may also need direct buy and sell (or maybe for Europe or Native auto trading?). This should allow routes where you collect some goods but bring everything to the hub city. Additionally, you can allow for more than 1 stop or doubled goods in the action list for one stop at same place for prioritizing cargo types through unload+load, if you allow dragging up and down in the action list for each stop, as the space in a wagon/ship can get too small.
Greetings, wintertime _______________________________________________ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers