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Post by riedquat on Sept 20, 2011 13:18:01 GMT -5
Ok, I got a question guys, what you think is the best way? A building has apartments. Each apartment works individually, so not sharing any goods. You can buy/rent these apartments from the building owner. Now the question is... Should I make apartments give the ability to have several hangars? This way you can have an apartment with 2 or more internal hangars, where 1 is private for you only, and the second one is public with restricted trade options. (ps. internal hangar is the one you park in. It can have more than 1 entrances). If there will be a limited number of hangars for each apartment, I'm all for this; 1 apartment containing 1-6 internal hangars, each one with its own entrance and the option to control all of them from a single place would be ideal. Also making some apartments able to expand in more or less number of internal hangars could be interesting, certain zones permitting a max of 8 hangars while others the max number could be 12 or a minimum of 2 - 3 in highly populated areas...
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Post by duncan on Sept 20, 2011 16:41:05 GMT -5
So can you move goods between private and public hangars in the same apartment then?
In hardwar, if you have a hangar public, but want to keep some goods private, you either need to turn hangar private, or ship some to your private hangar, making you vulnerable for attack and loosing your stuff. Which would be good game wise, since you are being kept busy managing your goods, plus the adrenaline rush of the possibility of loosing your stuff. Otherwise it becomes a bit shifting numbers between different accounts.
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Post by rotary on Sept 21, 2011 0:26:10 GMT -5
riedquatRemember there is a difference between internal hangars (parking area's) and hangar-entries (the ones visible ioutside).. It is already implemented that internalhangars can have multiple entrances, each with different properties. Currently it is limited to about 31, but an internal hangar with 31 connected entrances sounds a bit... Unrealistic? Now what you say about internal hangars, it will be difficult to just add an internal hangar, because it needs a connection to the outside world via an entrance, and those are simply model-limited. Unless you make a cheese-model of course.. things like rooms can however be made expandable, like buying space for an extra factory or extra warehouse space. You can however have 1 internal hanger with several floors, connected by walking, having different entrances per floor. Maybe somehow enable those entrances as an upgrade r so...? duncanWell, the transporting between apartments would then be possible, as long as they are in the same building of course. Also, you should be able to specify trade-options anyway. It is easy to put a product on the sales-list and define limits for minimum stock required to keep, and the maximum ammount you want to buy, and of course the price. And this per product. That way you don't have to overprice a product in the hopes that they don't buy it. Second, buildings will probably be destructable. Just as with moths, if it blows, its Gonna be a rush of scavengers, pirates and police,because part of the resources appear as pick-up cargo's. I can even make pirates attack buildings if they contain a lot of valuable stuff.. Or make buildings kick you out if they get shot, because they don't want trouble. Your definetly right about that adrenaline rush.. any suggestion is welcome!!!
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Post by rotary on Sept 21, 2011 10:13:21 GMT -5
Ok, I got a question guys, what you think is the best way? A building has apartments. Each apartment works individually, so not sharing any goods. You can buy/rent these apartments from the building owner. Now the question is... Should I make apartments give the ability to have several hangars? This way you can have an apartment with 2 or more internal hangars, where 1 is private for you only, and the second one is public with restricted trade options. (ps. internal hangar is the one you park in. It can have more than 1 entrances). If there will be a limited number of hangars for each apartment, I'm all for this; 1 apartment containing 1-6 internal hangars, each one with its own entrance and the option to control all of them from a single place would be ideal. Also making some apartments able to expand in more or less number of internal hangars could be interesting, certain zones permitting a max of 8 hangars while others the max number could be 12 or a minimum of 2 - 3 in highly populated areas... Made the maximum amount of apartments infinite per building (technically). Though one apartment can only have 1 internal hangar at the moment, it can have an infinite number of entrances now. I'm still doubting about the max number of internal hangars. I will probably make apartments managable from distant anyway (if you equip one room with a main-office, automatically making it your HQ, and installing another office/remote in other apartments). This way it is not necessary to have multiple internals in an apartment. The problem is that definition of 'apartments' and 'internal hangars' somehow overlap i'm afraid, and using both will make modding too complicated... Edit: I was thinking, the only difference between having more internal hangars in one apartment, or having more apartments with 1 internal hangar, is the way you buy it.. for the rest there is no difference Only thing then is what duncan said, 'how will they communicate?' whether apartments or internal hangars.
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Post by Pilot on Sept 24, 2011 22:28:41 GMT -5
You know rotary, it might be interesting to have a population in those stated hangars,
lets say 500-1,000 people per owned apartment, what do they need?
Water and food obviously.
Metal or scrap metal that can been melted down for use in repairs, blasted stray laser fire... hmm maybe a fine system for hitting a hangar police make you pay X amount or die, after all they take a small collectors fee from the repair fine, and they are a loan sha... "agency".
CompComp (Computer Components) need to keep life support running after all, though with Plastic or such and Exotic Metals and proper factory equipment, your population could make that them selves maybe even a supply, since not ever "apartment" would make or want to make the same thing, and "idle" hands leads to mischief (crime, gangs, sabotage, etc.)
And other such necessities. Another interesting thing would be aristocrats, an apartment close to the ground would be the poor and ill-fortunate, maybe facilities and low level factories for the basement levels of the apartment, waste-management, building's morgue (More less an incinerator after all life is cheap and the people are greedy.)
A mid-class being neither at the top or bottom, wanting their own luxuries but never to the point of being exhaustive.
A high-class, only the best of Titan will do, where that be hard to raise food or the finest food or the best narcs that money can buy.
Narcs... hmm... in England (and West Europe) centuries ago only the wealthy and most nobles could afford spices that came from India, South Africa, the Far East. In Korea during that time, the law was that only the Palace was allowed to serve the highest quality and best type of (?)Ginseng. I forget the particular type of Ginseng, sorry.
Sorry for the Ranting!!!
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Post by rotary on Sept 26, 2011 10:27:22 GMT -5
You know rotary, it might be interesting to have a population in those stated hangars, lets say 500-1,000 people per owned apartment, what do they need? Water and food obviously. Metal or scrap metal that can been melted down for use in repairs, blasted stray laser fire... hmm maybe a fine system for hitting a hangar police make you pay X amount or die, after all they take a small collectors fee from the repair fine, and they are a loan sha... "agency". CompComp (Computer Components) need to keep life support running after all, though with Plastic or such and Exotic Metals and proper factory equipment, your population could make that them selves maybe even a supply, since not ever "apartment" would make or want to make the same thing, and "idle" hands leads to mischief (crime, gangs, sabotage, etc.) And other such necessities. Another interesting thing would be aristocrats, an apartment close to the ground would be the poor and ill-fortunate, maybe facilities and low level factories for the basement levels of the apartment, waste-management, building's morgue (More less an incinerator after all life is cheap and the people are greedy.) A mid-class being neither at the top or bottom, wanting their own luxuries but never to the point of being exhaustive. A high-class, only the best of Titan will do, where that be hard to raise food or the finest food or the best narcs that money can buy. Narcs... hmm... in England (and West Europe) centuries ago only the wealthy and most nobles could afford spices that came from India, South Africa, the Far East. In Korea during that time, the law was that only the Palace was allowed to serve the highest quality and best type of (?)Ginseng. I forget the particular type of Ginseng, sorry. Sorry for the Ranting!!!You mean, Anno 1701, but then from the pilot-seat? O.o Good idea! The population could influence the efficiency of the factories, where better class delivers better work (so better food => increase class rating). Buildings should have a rating themselves though, ranging from for example 'sovjet-style', 'common', to 'exquisite'. This way it will make certain buildings more wanted (and higher priced). Eventually: It would furthermore increase the need for cabs (for taking population to remote buildings) or walkways to populate a building. So building a factory in an liveless building is pointless, untill you 'colonise' it. Repairs should still be a standard (automated) skill of a hangar, but should however cost 'sheet metal' or so. It would also give more use to the moonmoth for the player; 'fly in your own population!'. Demoralised people should get you sued and fined or taken in by the police. Factories that make these luxury goods from basic supplies can of course be installed for your own population, or for sales. Was it my turn to rant?? Anyway, for me ranting is a big inspiration Practically this population thing is easy to implement. All it requires is a few extra values and an extra formula in the scripts for factories.. For example the ammount of persons influence the time it takes to produce a batch of items, ranging from low(max class and max population) to infinite (no population). Factories simply calculate in 'manpower * class'. Maybe better keep the 'focus manpower on factory ..' out of the options for now though I'm thinking about inserting some financial products into the economy also, like insurances and stuff (repay for moth destroyed, bad reputation => high daily price), morgages should be part of the loan-system (lower interest rate than normal loan, since there is real-estate value representing it). When normal traders or even pirates make use of this, loan-sharks are gonna have a busy day! But well, that's for later. First things first (population). Oh btw, about progress: I re-structured the global dictionary a bit. Still planning some changes to the importing from profile scripts (builds the world based on profile information). Made a bit of standard behaviour for a trader (it will look for trade oppertunities, and try to fly there) However piloting is not implemented yet, so its limited to screaming where he wants to go.. Once I got the piloting working (which consists of pathfinding (done), moth-physical system (not done), and type-specific behaviour (not done)) testing of the trader script and economy can start.
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Post by Pilot on Oct 1, 2011 7:27:02 GMT -5
Anno 1701 that brings me back, so many good games released back then, now companies focus more on graphics than story or ingenuity.
Patrician 3 had several economic and reputation implements you talked about, dept (demn share holders!), investment, supply demand, social classes, pirates, and misery.
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Post by riedquat on Oct 3, 2011 12:35:09 GMT -5
Wawawawait!? What the heck? Population and demand is a fantastic idea but man-powered factories? In what century do you live on? Or I must ask in what country? No man-powered factories, in the very last I will be using thugs to supervise and manage (to a certain extent) the automatic sprat production... the worst quality the best profit and what better to arm the vast horde of dummy pirates? Also, if there is an empty crater/zone/building/city/area/whatever the better for me, suiting the industrial pole/yard there and selling all of it to the stores or moving all the stuff to my own stores in the commercial areas. You want to make it a bit more realistic, well then charge me for using such amount of power in my robotics plants... 50 expiration- able (after x days) fusion cells to get a single piece of machinery going. About the hangar/external hangar/internal hangar/apartments/entrances and the bunch... I think it would be a nice idea invent new names for everything? lol You understood me right at first but now the more you explain the more I'm confused ;D
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Post by rotary on Oct 3, 2011 19:27:10 GMT -5
How I love those games.. The lovely gameplay instead of mostly point-n-click-arcade rubbish these days. I remember several games like that.. The Guild II, The Settlers IV, Masters of Magic Good ol' Times! riedquatI live in a country where we let underpaid foreign workforce do our (robotic simple) work, since it saves costs. Call it 'greedy' ;D Imagine hundreds of people working their asses of in the mines and factories, of which only a few are able to reach the richdom to buy themselves a moth.. Power cells for in building-factories sound like a nice idea also.. Population for demands.. Solar cells on the roof as an upgrade to reduce power-hunger.. Bodyparts for neuro-enhanced factory robots.. Once I get the travel-system done, I can start on these features. Pilot system is partly working now, however far from satisfying. I added a picture to give you a better overview of what I mean with the apartment-stuff. Maybe it makes sense now when I say: A building has one or more apartments. Each apartment has one or more entrances to his internal hangar with several parking spots and a walking area. The apartment also has rooms which can contain certain upgrades like storage-space, offices or factories. Attachments:
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Post by riedquat on Oct 4, 2011 10:59:14 GMT -5
Lol... I live in a country where I'm the underpaid workforce and also must compete with foreigner workforce, all inside the crappy economy of a nation of the third world; so will like reality to certain extent Also don't forget our world is isolated, it is a closed system, you can't struggle the masses indeterminately or a revolution will arise... talking of which i think I'll change my name to El Che Riedquat About the building nomenclature it is more clear now, nice diagram btw
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Post by Pilot on Oct 12, 2011 19:41:11 GMT -5
One arguement riedquat which is cheaper a big hunk of metal in a area that has little metal reserves and little hope of finding new ones? Or someone starving and willing to work till theyy drop for food at which point if they die and their corpse passes the "Titan Administration of Food"(think FDA [whatever group certifies food in your country]) and your body passes the grade (lets say this is the poorest area) you are now on Billy Bob's Pizza. !!!LUCKY YOU !!! Just for instance.
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Post by riedquat on Oct 17, 2011 13:04:45 GMT -5
Of course its cheaper an human been under any light! Non sense! You think because you have it is normal to everyone have it but why would any sane country have a group to certify food? Lol... you are funny! ;D
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Post by Pilot on Oct 17, 2011 21:58:30 GMT -5
LoL... Well... just because the Chinese sell rotten chicken (death by diseases etc.) and dye it to look healthy in their country to local markets don't mean they export it, huh? I doubt most countries would export it... Further still of topic, one chinese delicacy was to boil goose eggs and bury them in mud for 10 years or so, mmmmm tasty? In fact when Katrina hit New Orleans a few years ago the British sent tons of Beef to the U.S. for a relief effort, but the beef didn't pass some silly food regulation(s) and was kept in a warehouse who ever knows what ended up happening to it, though it was also not possible for the U.S. to give it to another country because that would be a major insult. ^^; Some times I wonder if politicians and bureaucrats could breath if it wasn't autonomous.
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Post by riedquat on Oct 18, 2011 15:46:59 GMT -5
We bought chickens from Chernobyl back in hte day... and when I say we I'm not talking about a private company... our government bought the chickens to feed the poor... they were fluorescent at night... but of course they were really cheap... lmao
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Post by rotary on Oct 20, 2011 9:21:40 GMT -5
from appartments to fluorescent chickens... Right! I just wanted to say that my study is taking my time past weeks, new class started including a mayhem of new things! I'm still refining the AI piloting in some spare time, but i'm thinking to leave it at a basic level, just to proceed with other things like hangar-entry (physical), one of the few physical things to fix still (logic is there already). It already steers and powers its moth from waypoint to waypoint in a accurate enough way to function. Anyway, more progress will probably made in a month, when my class is on a break. I'm waiting for the world to function as a whole, before giving more info on the modeling, so that anyone can make their own world-, building-, hangar- or moth-model in a proper way (that is, for those that are interested to design their own stuff)
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