Mythos_Ruler, on 23 October 2011 - 02:13 AM, said:
Trading
#21
Posted 23 October 2011 - 09:26 PM
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#22
Posted 23 October 2011 - 09:45 PM
historic_bruno, on 23 October 2011 - 09:26 PM, said:
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#23
Posted 24 October 2011 - 07:53 AM
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#24
Posted 27 November 2011 - 07:17 PM
Quote
Quote
#25
Posted 03 December 2011 - 09:03 PM
The farthest place gives you more trade, the biggest cities give more trade, trading with yourself gives only half as much as with other civilizations? no?
currently I don't have the capability to even play this game on a computer, so I don't know the details, trailers and forums were interesting. I've been following 0 A.D. for a while.
Sorta off-topic question: will there be a game mode with neutrals, ie just random towns here and there, that can also do what aoe3 did with trading posts except you dont follow a predefined path?
Edited by Centurion, 03 December 2011 - 09:08 PM.
#26
Posted 06 January 2012 - 10:43 AM
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#27
Posted 06 January 2012 - 04:06 PM
Spahbod, on 06 January 2012 - 10:43 AM, said:
I fixed some minor issues with the UnitAI, but not this part:
historic_bruno, on 21 October 2011 - 09:26 PM, said:
fcxSanya, on 22 October 2011 - 09:31 PM, said:
design doc said:
Raiding undefended international or domestic trade units can be lucrative, since destroying a Trader (on land or water) will transfer any resource points he was carrying into the player's Resource Pool.
fcxSanya, on 21 October 2011 - 01:31 PM, said:
Also I implemented tooltips on hover:
they can display following states of a market:
* "First trade market";
* "Second trade market. Click to establish another route.";
* "Set as first trade market";
* "Set as second trade market. Gain: <number>.";
I don't know where to place the tooltip area. For now I placed it above minimap, but surely it looks very ugly because the minimap/formations/unit info panels have different height, so my tooltip area hangs in the air instead of sticking to a panel.
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#28
Posted 06 January 2012 - 05:52 PM
fcxSanya, on 06 January 2012 - 04:06 PM, said:
Why not have the tooltip a bit to the right of the mouse cursor (and transparent)? In other words move it dynamically instead of being in a fixed position. I'm thinking we will do that for failed building placement as well, it won't seem so strange. You can make it multiple lines if it looks too long.
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#29
Posted 06 January 2012 - 08:12 PM
historic_bruno, on 06 January 2012 - 05:52 PM, said:
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#30
Posted 06 January 2012 - 10:19 PM
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#31
Posted 07 January 2012 - 03:17 PM
historic_bruno, on 06 January 2012 - 05:52 PM, said:
historic_bruno, on 06 January 2012 - 05:52 PM, said:
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#32
Posted 19 July 2012 - 06:21 AM
I suggest the system be changed so that the market owner gains resources when a trading cart stops there. This will provide an incentive for allies to build markets even if they don't plan on trading. It will also put a stop to the counter-intuitive and strange behavior I outlined above.
This was brefily discussed in ticket 1546. Here's the relevent bits:
Quote
As a tanget, in another thread, Mythos says that late game trading should be better than gathering so you can free up more population to do the fighting. I agree. There should be some city phase tech that improves the efficiency of traders.
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#33
Posted 19 July 2012 - 06:33 AM
And yep, the game needs trading techs if the default resource rate is going to remain so low.
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#34
Posted 19 July 2012 - 06:55 AM
I'm thinking a 80/20 mechanic would work better than a full 100/0 here.
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#35
Posted 19 July 2012 - 07:22 AM
Make sure you're in the credits!
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#36
Posted 23 July 2012 - 06:41 PM
I imagine this would probably entail overall big changes in the engine, but it would add a whole new dynamic to the game.
#37
Posted 11 October 2012 - 07:04 AM
alkazar-ipse, on 11 October 2012 - 06:41 AM, said:
wrote this in in an other thread, guess it belongs here
edit: talking about camels here, what I actually mean is any trader...
Edited by alkazar-ipse, 11 October 2012 - 07:05 AM.
#38
Posted 11 October 2012 - 10:20 AM
alkazar-ipse, on 11 October 2012 - 07:04 AM, said:
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#39
Posted 12 October 2012 - 09:13 PM
Erik Johansson [ aka feneur ]
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#40
Posted 13 October 2012 - 03:18 PM
A slider in your own Market's UI that determines the "tax" put on the profit of your ally's traders.
I like the 2nd idea because there's a little more interplay or tension between the allies.
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