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ffm

WFG Retired
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  1. This replay is about Survival of the Fittest. It is possible to survive forever, if you are able to survive about three waves and make use of http://trac.wildfiregames.com/ticket/3696. Change ["mod","public"] to ["mod","public","user"] in the first line if you can't replay this. survival.zip
  2. I use a19, from the svn branch (rev: 17298). I didn't activate a mod manual. No oos during the game. I shared replays successful with other users before, without hearing this. Maybe you have a mod?
  3. Here are 3 1v1 between me and AoL_Wonox from today. all civs Brits, mapsize 3, mainland Change ["mod","public"] to ["mod","public","user"] in the first line if you can't replay this. ffm_vs_AoL_Wonox.zip
  4. In the end I'd like to see a web kind of trade with evenly distibuted traders. In wraitii's approach 2 markets will only trade with each other (coupled markets). Besides of being hard to implement, my method has the problem that markets would be build in abandoned places. This is best avoided by this idea: --------------------------------------------------------------------------------------------------------------------------------- What's wrong with double bonus: For a 3 player team in the map Nile it is best to build 2 docks of different players on both ends of the Nile. Now every player trade only between the docks of his 2 team mates. All get double bonus.
  5. I would like neutral traders too. I don't like the current bonus for trading at a allied market, especially double bonus for trading between two allies.
  6. You got 4 markets in a square. In wraitii's proposition, you would send all your traders diagonal (longest line and all ressource sold). In my proposion, traders would try go from all markets to all other markets. Like a square with diagonals (just some more on the diagonals, than on the sides, since it is the longer way).
  7. territory is not tiled to CC's, classical approach would be to have a minimal distance to next building (like CC,fort and tower) ------------------------------------------------------------------------------------------------------------- Here is yet another approach. Basic idea in short: More traders on one tradeline makes less profit per trip. This makes it more attractive to trade all around the map. No hard limits, but smooth transitions. Lets assume you got a team of 3 players in a rectangular triangle (Germany, France, Turkey). In the old trade mechanic you would send all traders along the hypotenuse (France - Turkey). old and kept: Basic Ideas: -The more Traders you got, the higher the profit. -The further the distance between 2 markets, the higher the profit. Explanation behind it (afk): The product variety is gains with the distance. (Oranges - Tangerines - Lemons ... - Apples). Explanation in game: The longer the trade line, the more risk on the route. You need more map control and are easier to invade. Its unrealistic that trade is only happening between France and Turkey. Whats missing is inflation. new Basic Idea: competition between traders on a route. -The higher the trade frequency to a specific region, the less gain per trip. Explanation: Trader Bob arrives in Turkey and comes from France. Just seconds ago there where already 4 traders from France. So Bob should get less barter efficiency for his product. Mathematic relation: if(Time_the_last_trader_was_here > 15seconds) Time_the_last_trader_was_here = 15seconds; #limiter Gain= DistanceToOriginmarket*Time_the_last_trader_was_here *arbitrary_Faktor; Difference in products (tangerines and oranges) A easy idea now would be, just put 2 markets to France and Turkey. This can be prevented, by av93's mentioned method above, but i would do it differently. new Basic Idea: Market competition. -The frequency of other traders from other regions affects the profit negative, but less with increasing distance to the competitor. Explanation: Bob arrives in turkey with tangerines from France. Turkey already bought a lot of oranges from Germany recently and is not really interested in tangerines and Bob don't get much profit. At least bob didn't came with oranges, the profit would be even worse. Mathematic relation: Relative_Distance_1 = distance_origin_destination/distance_origin_competitor_1; #put competitor in relation if(distance_origin_destination > distance_origin_competitor_1) Relative_Distance_1 = 1; Time_the_last_trader_was_here_replacement = 1/ ( 1/Time_the_last_trader_was_here_from_origin + (1-Relative_Distance_1)/Time_the_last_trader_was_here_from_competitor_1); Gain= distance_origin_destination*Time_the_last_trader_was_here_replacement *arbitrary_Faktor; The code would be a bit harder, since you have to keep track who came when from where. I hope i could explain my self good enough. end of this approach ------------------------------------------------------------------------------------------------------------- btw: Tradeing on sea is already limited by the size of the boats. If you spam too much Boats, they start to block each other. Building effect on traders: I like this one: The traders inside a radius near this buildings could have a different walk speed.
  8. On current markets: Most of my team games go to age 3 and the market is a key factor to win. In general trading has a higher profit than gathering resources, if your trade route has a higher profit than 36 resources (more or less depending on upgrades). I find it hard to explain a newcomer all tricks of trading, mid game. Let's say you have 2 team members left and right. The best trade route is to trade between left and right, and even better if traders of middle player use it (because both team members get a share). But as the middle player you can't tell fresh spawned traders to use that route. AFAIK the only way is to spawn traders without route, track them as idle worker, and set origin and destination market. On changes: I'd like changes too, games tend to a similar behavior now. The game shouldn't become too complex and a manual for trading would help newcomers. If you go to age 3 and build only in the territory given of your first cc you end up with a high structure density and adding more buildings to the game makes the situation worse. I imagine first the city first evolves in a gathering manner and in age 3 your city would evolve in a crafting manner and you might have to delete old structures to set market next to craft buildings and rearrange everything for a higher profit. A bit off topic: I'd like a technology to see the resources of my team mates. And spectators could see resources of all players. Even more off topic: I'd like a technology in the Corral enabling the auto-micro for hunting dangerous animals, since you dont have the necessary apm to hunt, when your city is big.
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