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



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