Hi all, I will rework the TRIP patch and split it up into smaller parts.
1.) will be the fix for the issue that the (non-modal) TRIP panel where you can enter the traderoute name, that there are no shortcut actions triggered. As Mike already suggested I will try to do it in a generalized way, so to be able to reuse the mechanism on other panels. 2.) I will fix the TRIP functionality as it is, without changing the current trade route system. 3.) If you agree I will try to make a suggestion for a new handling / traderoute system along the lines of my patch / and what also wintertime suggested. Or maybe we should first talk about the design :P We can also skip 3 (for now) because it may not be required for a release, and convert to an improvement we can discuss later. However I would see it also like wintertime - a more flexible trade route design might be wishful. Combined also with the extended trade route feature mike already explained to me. > - 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?). > Wintertime / Mike you could take a look at the TRIP with the patch i sent - in the game, if this direction is good or not. For my tests it was working. The icons I added could also be skipped alltogether, you see whats loaded/unloaded if you select the stops anyway. For the points from wintertime, load (limits defined by warehouse export), unload (without limits) was working. selling in europe should work (buying i didn't test but should also work). Auto trade with natives (or other europeans?) may be an additional feature, but would require some work (what about the haggling, interaction with europeans / multiplayer?). BR, Stefan! Dec 15, 2021, 08:18 by win...@genial.ms: > 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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