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#21 historic_bruno

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Posted 23 October 2011 - 09:26 PM

View PostMythos_Ruler, on 23 October 2011 - 02:13 AM, said:

Where does AOK/AOM show the "worth" of a trade route in the GUI?
In the "target" market's selection details, once you've started the route.
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#22 Mythos_Ruler

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Posted 23 October 2011 - 09:45 PM

View Posthistoric_bruno, on 23 October 2011 - 09:26 PM, said:

In the "target" market's selection details, once you've started the route.
Not bad. We could put this detail where we currently put the resources a unit carries. Use the coins as an icon with the number below.
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#23 Shield Bearer

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Posted 24 October 2011 - 07:53 AM

Ah, the coins look much better!
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#24 Android_

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Posted 27 November 2011 - 07:17 PM

Quote

there should definitely be the possibility to set it on your own so you can assure you have safer trade routes in times of war etc. (The best trade route in terms of gain might be through enemy territory and right next to an enemy fortress, in which case you might want to choose another one ;) It could on the other hand be worth it in some cases, especially if you'd have some troops guard the trader.)
Strongly agree. Changing routes should be possible.

Quote

Route/selected markets is not displayed anyhow, it would be nice to use vts's rally points lines when they will be committed and show such line between markets when trader selected and performs trade. To change route you need to click on different markets.
Yes!!! In AoK/AoM you often totally forgot where your traders were going. vts' rally point lines would be the ideal solution :).

#25 Centurion

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Posted 03 December 2011 - 09:03 PM

what about the way civilization II does it?

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.

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#26 Spahbod

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Posted 06 January 2012 - 10:43 AM

Did you give up implementing it?
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#27 fcxSanya

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Posted 06 January 2012 - 04:06 PM

View PostSpahbod, on 06 January 2012 - 10:43 AM, said:

Did you give up implementing it?
No, I was temporary very low active in the 0 A.D. development (busy with real life, tired by regular work etc.).
I fixed some minor issues with the UnitAI, but not this part:

View Posthistoric_bruno, on 21 October 2011 - 09:26 PM, said:

What happens when someone selects an unreachable market, on a separate island or across a river?

View PostfcxSanya, on 22 October 2011 - 09:31 PM, said:

I supposed that MoveToTarget (which is used to try to reach market) should return false in this case and unit should not move anywhere, but it looks like it moves as near as possible to target. I will test it more and fix. I think that if after ordering trade one of markets is not reachable there should be just notification, that trading with selected markets is not possible.
In discussion with Philip I find out that it is currently hard to check the reachability of the target market, so I decided to keep it as is for now (trader will try to move to the market and discard order if it can't reach it).
Spoiler
I implemented this:

design doc said:

Destroying Trade Units
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.

View PostfcxSanya, on 21 October 2011 - 01:31 PM, said:

Nice idea, but not implemented in my patch yet. I think we can just add carried goods to loot, sound simple, will do it later.
and added a coefficient to the trader component template, which allows to adjust gain for separate unit types (can be useful to make some civs better in trading or to change land/water trading gain proportions).

Also I implemented tooltips on hover:
Attached Image: trading_wip_2012_01_06.png
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 historic_bruno

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Posted 06 January 2012 - 05:52 PM

Nice, so destroying an enemy trade unit gives some fraction of their carried goods as loot? What if a player destroys their own trader? I think they should get nothing but maybe that's how your patch works :)

View PostfcxSanya, on 06 January 2012 - 04:06 PM, said:

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.

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 feneur

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Posted 06 January 2012 - 08:12 PM

View Posthistoric_bruno, on 06 January 2012 - 05:52 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.
(y) As much as possible information should be near what it's related to imho :)

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#30 Mythos_Ruler

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Posted 06 January 2012 - 10:19 PM

I probably won't have any further opinions on the subject until I can play with it in-game.
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#31 fcxSanya

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Posted 07 January 2012 - 03:17 PM

View Posthistoric_bruno, on 06 January 2012 - 05:52 PM, said:

Nice, so destroying an enemy trade unit gives some fraction of their carried goods as loot? What if a player destroys their own trader? I think they should get nothing but maybe that's how your patch works :)
It is more question how the looter component should work. Looter is called from the Attack component. If you kill your own unit using the gui command, it directly use the Health component, so looting is not performed. If you will kill your own unit by attacking it with other your unit, then looting probably will take place. But as far as I understood you can't order one your unit to attack another your unit.

View Posthistoric_bruno, on 06 January 2012 - 05:52 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.
I suppose that this will overload the main screen area with details, but if we don't have other ideas I can do this and we will look how it works.
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#32 gudo

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Posted 19 July 2012 - 06:21 AM

Well, I think it's time to take a closer look at the trading mechanic. The current system is set up so that whenever a trading cart makes a stop, the cart owner gets the resources regardless of who owns the market. This seems a bit odd, I wouldn't expect my traders to generate resources when they arrive at a foreign city, but I would expect them to generate resources when they get back. It also allows for some weird behavior. Cheifly, you can set up a trade route to go between two allied markets (and never stop at any of yours) and still gain resources. This seems counter intuitive.

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

But trade is 2-way, and you can have several market "stops" queued. It seems like it would penalize "international" trade too much if the trader gives no advantage to his owner -- in that case it would be better to build two of your own markets and get 2-way trade vs. 1-way trade with another player. However I seem to remember wanting the market-owning player to get a cut of the profit (not all), but was overruled in favor of what we have now :) I do agree that would add an economic incentive to alliances.
The cart does give advantage to it's owner. The owner gets free resources when the cart returns, and a stronger ally to boot. The way we would make trading with an ally better than building a market next to his in this case would be to have international trade be worth double domestic trade. Then, you still get the same resources in the same time, it's just in one lump sum instead of two. (Also, the "break even distance" or the distance where trading is as fast as gathering is pretty darn long right now. This would help bring it down to a more reasonable length.)

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 Mythos_Ruler

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Posted 19 July 2012 - 06:33 AM

I like the idea of the Market owner gaining the resources. Very nice idea. Adds another dimension to alliances/diplomacy.

And yep, the game needs trading techs if the default resource rate is going to remain so low.
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#34 wraitii

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Posted 19 July 2012 - 06:55 AM

To be perfectly logical, shouldn't that actually be reversed? Make a lot of money selling to the foreign market, make little selling the ally's goods in yours?

I'm thinking a 80/20 mechanic would work better than a full 100/0 here.
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#35 gudo

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Posted 19 July 2012 - 07:22 AM

Well, they way I look at it, when a trader arrives at a market, they offload stuff (market owner gets resources) and load up stuff (head back to your market.) You won't actually gain any resources till your trader returns with the stuff they got while away. So yes, they do make money selling in a foreign market, but it doesn't wind up in your war-chest till they bring it back home :)
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#36 Sonarpulse

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Posted 23 July 2012 - 06:41 PM

On a related note, what if you have have multiple "bases" that are either a certain distance apart, or separated by water, they have separate stockpiles and you'll need to shuffle resources between them (with traders or something similar)? You could always build a string of cheep buildings in between to make the two bases one contiguous base ...but that would be much harder to defend.

I imagine this would probably entail overall big changes in the engine, but it would add a whole new dynamic to the game.
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#37 alkazar-ipse

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Posted 11 October 2012 - 07:04 AM

View Postalkazar-ipse, on 11 October 2012 - 06:41 AM, said:

between 2 markets there should be 2 different routes calculated: one for each direction, to counter those excited camels going straight on each other. (same for workers going to, or coming from a tc to a specific tree, or mine or idk. I know I'm being idealistic here, and that is easy to describe, but hard to implement correctly, but for the markets it's really not that hard, since camels really go form one precise point on the markets eadge to another one on the other market, so insted of going on one road back and forth they could do some kind of a rectangle with eadges 2 camellengths on markets)

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 fcxSanya

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Posted 11 October 2012 - 10:20 AM

View Postalkazar-ipse, on 11 October 2012 - 07:04 AM, said:

<...> but for the markets it's really not that hard, since camels really go form one precise point on the markets eadge to another one on the other market, so insted of going on one road back and forth they could do some kind of a rectangle with eadges 2 camellengths on markets
Gameplay logic (like trading) is written in the simulation part of the code. And there is stated literally 'MoveToTarget(targetMarket)', i.e. that code doesn't care what coordinates/dimensions the 'targetMarket' has, the same about the trader, this is just different level of abstraction. On the other hand, 'MoveToTarget' goes somewhere into the engine, where code know nothing about the trading and to what side the trader is moving. There is just one entity (the trader) and another (the market), their coordinates and all those pathfinding things. I don't know how exactly the pathfinder works, but I think (from what I vaguely remember/misremember) that it just calculates path to the centre point of the object (market) until it stumbles upon a tile blocked by the target. So what you propose requires significant changes in both engine and simulation sides.
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#39 feneur

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Posted 12 October 2012 - 09:13 PM

On the other hand this is an issue for other units as well, so should probably have a more common solution rather than one specifically for traders or units going back and forth between a resource and a resource dropsite :)

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#40 Mythos_Ruler

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Posted 13 October 2012 - 03:18 PM

What about a slider in the trader UI that adjusts that % of profit that goes to allies? Or....

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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