Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
|
quote:
ORIGINAL: Froonp I thought about this today, and I though that it should work this way : You do that resource by resource. For each resource, the program shows you whether it can be shipped all by rail or not. A) It can be shipped by rail ==> you have nothing more to do, the resource will be shipped automatically each turn by the program, and will automatically change its shipping route if it become closed. B) It can't be shipped solely by rail, an and then it must be shipped by sea. For each of those resources, one by one, you would choose its path, sea area by sea area, and en the end, when you would have done this for all resources, the game would show you that you need X number of convoys in this sea area, Y number in that other one, etc... For example, for the 3 Australian Resources. One is in case A), because there is a Factory in Australia. Both the others are in case B). For the first you'd be first prompted to chose the starting Sea Areas between the Tasman Sea, the Coral Sea, the Timpr Sea, and the Cape Naturaliste. Say you choose the Tasman Sea because you want to ship this one to Canada. Then you would be prompted to choose between the sea areas that connect with the Tasman Sea : Coral Sea, and New Zealand Coast. You chose New Zealand Coast. Then you are prompted to choose between South Pacific, Polynesia, The Solomons & Coral Sea. You choose South Pacific. Then you are prompted to choose between Austral, East Polynesia & Polynesia. Etc up to the Mexican Coast for example. In then end, you should also be able to say to the program to which factory you want to ship the resource. Here I designate one of the Canadian factories. Then, the program knows that you wish to ship this RP along this way, up to the Mexican Coast. The program determines itself that your RP can unload in San Diego, and do the rest of the way by rail up to the Canadian Factory. The program would then show you the number of CP you should sail in each sea area to establish that route. You would have this work to do once for each resource at the beginning of the game, and then it is over unless you wish to change the route. The way it is done presently, is to put the CP, and let the program decide which RP goes where. With this way of doing, it is very hard to have the RP go where you want, and every turn you had to make long and repetitive changes in a dialog for it to work. Yours is a start at a solution, but resources can move by rail both before and after convoy movement. Whcih brings up the issue of going through a straits hexside. I am thinking in terms of: 1 - players can designate any oil resources to be saved (this might mean designating locations to which specific oil points are to be 'delivered'). 2 - rail is tried first for routing resources to factories (or oil points from #1) 3 - routings used in the previous turn are tried next 4 - what remains are resources and factories unused (if either are zero, then we are done). 5 - the program proposes routings for all resources from #4 to factories (the AIO has to do this so it is not additional code) 6 - the player can accept or refuse each routing from #5 7 - based on #6, new lists similar to #4 are generated. 8 - a manual system is used by the player to designate exactly where each resource goes and how it gets there (this would be a series of constrained choices based on feasible routes). That's as far as I have thought it through, and this is the first time I have actually written it down.
_____________________________
Steve Perfection is an elusive goal.
|