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Choo Choo [ a Little Project ]

Started by RedKetchup, May 30, 2016, 09:57:23 AM

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Kimbolton

This is a wonderful concept Red.

Thanks so much for working on this. I will be following the progress.  :)

RedKetchup

Alright, i finally found a way to do it.

I added Coins (RawMaterialCoins.rsc) and i deleted all the crates system (coins didnt solved my problem till i deleted all the crates system entirely)

Train Merchants (Train Station buildings) will take a directly the goods and sell them for Coins.
And they will take the number of good acordingly to the value of the items and will try to make deals for 600 Coins.

The Train Drivers (Train buildings) will take Coins and will buy the goods you need depending of their market value.

the chart for sell/buy of every items will follow like this:


spawn Value spawn X value | Merchant take Merchant get | Train take Train get
        UnE-Ed UnEd  Educ         UnE-Ed
Fruits:
RawMaterialApple : 50-65 x1 = 50 to 65 | 600 Apple for 600 coins | 65 coins 50-65 Apple
RawMaterialCherry : 50-65 x1 = 50 to 65 | 600 Cherry for 600 coins | 65 coins 50-65 Cherry
RawMaterialPear : 50-65 x1 = 50 to 65 | 600 Pear for 600 coins | 65 coins 50-65 Pear
RawMaterialPlum : 50-65 x1 = 50 to 65 | 600 Plum for 600 coins | 65 coins 50-65 Plum

Nuts:
RawMaterialChestnut : 50-65 x1 = 50 to 65 | 600 Chestnut 600 coins | 65 coins 50-65 Chestnut
RawMaterialPecan : 50-65 x1 = 50 to 65 | 600 Pecan for 600 coins | 65 coins 50-65 Pecan
RawMaterialWalnut : 50-65 x1 = 50 to 65 | 600 Walnut for 600 coins | 65 coins 50-65 Walnut

Vegetables:
RawMaterialBean : 20-28 x1 = 20 to 28 | 600 Bean for 600 coins | 28 coins 20-28 Bean
RawMaterialCabbage : 20-28 x1 = 20 to 28 | 600 Cabbage 600 coins | 28 coins 20-28 Cabbage
RawMaterialPepper : 20-28 x1 = 20 to 28 | 600 Pepper for 600 coins | 28 coins 20-28 Pepper
RawMaterialPotato : 20-28 x1 = 20 to 28 | 600 Potato for 600 coins | 28 coins 20-28 Potato
RawMaterialPumpkin : 20-28 x1 = 20 to 28 | 600 Pumpkin 600 coins | 28 coins 20-28 Pumpkin
RawMaterialSquash : 20-28 x1 = 20 to 28 | 600 Squash for 600 coins | 28 coins 20-28 Squash

Grains:
RawMaterialCorn : 20-28 x1 = 20 to 28 | 600 Corn for 600 coins | 28 coins 20-28 Corn
RawMaterialWheat : 20-28 x1 = 20 to 28 | 600 Wheat for 600 coins | 28 coins 20-28 Wheat

WildFood:
RawMaterialBlueberry : 16-22 x1 = 16 to 22 | 600 Blueberry 600 coins | 22 coins 16-22 Blueberry
RawMaterialMushroom : 16-22 x1 = 16 to 22 | 600 Mushroom 600 coins | 22 coins 16-22 Mushroom
RawMaterialOnion : 16-22 x1 = 16 to 22 | 600 Onion for 600 coins | 22 coins 16-22 Onion
RawMaterialRoot : 16-22 x1 = 16 to 22 | 600 Root for 600 coins | 22 coins 16-22 Root

Meat:
RawMaterialBeef : 160-200 x3 = 480 to 600 | 200 Beef for 600 coins | 600 coins 160-200 Beef
RawMaterialChicken : 4-6 x3 = 12 to 18 | 200 Chicken 600 coins | 18 coins 4-6 Chicken
RawMaterialEgg : 6-6 x2 = 12 to 12 | 300 Egg for 600 coins | 12 coins 6-6 Eggs
RawMaterialFish : 5-7 x1 = 5 to 7 | 600 Fish for 600 coins |   7 coins 5-7 Fish
RawMaterialMutton : 160-200 x3 = 480 to 600 | 200 Mutton 600 coins | 600 coins 160-200 Mutton
RawMaterialVenison : 160-200 x3 = 480 to 600 | 200 Venison 600 coins | 600 coins 160-200 Venison



Textiles:
RawMaterialLeather : 4-6 x10 = 40 to 60 | 60 Leather 600 coins | 60 coins 4-6 Leather
RawMaterialWool : 6-6 x5 = 30 to 30 | 120 Wool 600 coins | 30 coins 6-6 Wool
RawMaterialLeatherCoat 1-2 x15 = 15 to 30 | 40 LeatherCoat 600 coins | 30 coins 1-2 LeatherCoat
RawMaterialWoolCoat 1-2 x15 = 15 to 30 | 40 WoolCoat 600 coins | 30 coins 1-2 WoolCoat
RawMaterialWinterCoat 1-2 x20 = 20 to 40 | 30 WinterCoat 600 coins | 40 coins 1-2 WinterCoat


Utility:
RawMaterialAle : 7-10 x8 = 56 to 80 | 75 Ale 600 coins | 80 coins 7-10 Ale
RawMaterialFirewood : 3-4 x4 = 12 to 16 | 150 Firewood 600 coins | 16 coins 3-4 Firewood
RawMaterialHerb : 2-3 x4 = 8 to 12 | 150 Herb 600 coins | 12 coins 2-3 Herb
RawMaterialTool : 1-2 x8 = 8 to 16 | 75 Tool 600 coins | 16 coins 1-2 Tool
RawMaterialSteelTool : 1-2 x10 = 10 to 20 | 60 SteelTool 600 coins | 20 coins 1-2 SteelTool


Raw Materials:
RawMaterialCoal : 3-4 x6 = 18 to 24 | 100 Coal 600 coins | 24 coins 3-4 Coal
RawMaterialIron : 1-2 x5 = 5 to 10 | 120 Iron 600 coins | 10 coins 1-2 Iron
RawMaterialStone : 1-2 x6 = 7 to 14 | 100 Stone 600 coins | 14 coins 1-2 Stone
RawMaterialWood : 2-3 x2 = 4 to 6 | 300 Wood 600 coins |   6 coins 2-3 Wood


Notes:
change value of stone from 7 to 6 value (Stone will worth less but also will cost less to buy which should also help us to turn to stone our cities/house/roads)
spawn number of coins  (RawMaterialCoins.rsc) : 600
change work time of Train to super fast

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Tom Sawyer

Money! $_$

Maybe the create chance is to be included in you table. Otherwise we would pay 28 coins for 7 wheat... And why not 100 apple for 1 coin?

RedKetchup

#33
Quote from: Tom Sawyer on June 13, 2016, 02:53:26 AM
Money! $_$

Maybe the create chance is to be included in you table. Otherwise we would pay 28 coins for 7 wheat... And why not 100 apple for 1 coin?

because we cannot decide how many X wheat we can get for X coins (same for x apple for x coins)
if we change that number we get, it will also change the number we harvest from the crop:wheat (or orchard:apple)

and
1 coin = 1 value
so you will get 28 wheat for 28 coins. same as the merchant boats, you get 28 wheat for 28 trade value

(and the create chance only work for crop/orchard not for 'transformation industry' like apiary,creamery,tavern,blacksmith, and here , take coins and create wheat)
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Tom Sawyer

Ah Ok. Yes, we can not define to produce a stack of something. To bad. Then we have to store a mass of coins. Like Dagobert Duck.^^ But it should not be a real problem.

Another idea is to define 1 coal as additional consume material (fuel for the train). But it might be a bit too expensive. On the other hand, we can exchange every material to every material, without the limits of the merchants. So it could have a kind of cost for this and coal would be more important. Just a thought. You are the train conductor. :)

Tom Sawyer

Quote from: Tom Sawyer on June 13, 2016, 04:58:58 AM
we can not define to produce a stack of something.

But why not? We can invent a stack of something. Sorry if I unpack your crates.^^

an example:
Train: 65 coins + coal -> 100 apple crates (rawMaterialAppleCrate Create=100). The driver takes the coins and the coal and rides his train ... worktime ... he "delivers" 100 apple crates.
Train Station (unpacking crates): 1 apple crate -> 65 apples. Ta Ta: 100 apples for 1 coin. Ok, 6500 apples is a lot to eat... It's just a trainload. ;D

another example:
Train: 16 coins + coal -> 100 tool crates.
Train Station: 1 tool crate -> 2 tools. 100 tools for 8 coins.

So your coins have a trade value of 100. And you have an interesting material to store the value without a barn full of metal.

gerns

does this mean we are going to get a bank building to store our coins,aka-loot----i hope so, a corner one would be nice

Tom Sawyer


Turis

I'll just keep my sack of coins hidden under my bed. ;D

RedKetchup

#39
i maybe could kept the "crate" but the problem it is gonna create 40 new items in a list of items already super loaded with CC and NMT, and all the other little mods that are coming these times.

the +1 coal cost is a super idea but sometimes, some items are super cheap like fish 5 to 7 drop if UnEd/Educ. 1 coal for 7 fishies is way a too high price to pay.
i cannot go edit fish from 5-7 to 50-70 because all the fishing shacks in the game will produce from 1,000-3,000 fish per year to 10,000-30,000 per year.

thats all the problem with all these, we cannot decide how many we get unless you edit the same numbers that are used everywhere in the ALL the buildings.

at begining i liked the idea of 'fruit crate' which can give or apples, or plum,peaches,pear,cherry. 1 "item (fruit crate) for 5 kind of fruit. was a good bargain.
1 for nuts, 1 for vegetables, 1 for grains...
1 for wild food cause the number drop isnt the same as the other vegt/fruit (22 educ instead of 28 educ) if we change that number from 22 to 28, all gatherers huts will jump in productions.

But where it is not working so good is when we hit meat, textiles, materials....
a meat crate will give 200 beef or will give 7 fishy, or 6 chickens as i said, you cant go edit the fishy number to 200. so you need a crate for fishy, a crate for beef/mutton/venison, a crate for eggs, a crate for chickens...
and it is the same story for tools. or you pay 100 coins for a 1-2 steeltool or 1-2 irontool they arent same value. it would be a too high price for iron tools, while, steel tools whould be too cheap !!!
and you cant give 2 different numbers unless you have a "steel tool crate" AND an "iron tool crate".
and then a crate for leather, a crate for wool, a crate for each coats, a crate for iron, crate for stone, crate for logs, crate for coal .....

so to simplify it, i eliminated all the crates thing and set the price for 1 value = 1 coins.
it will also match the "real boat merchants" cause you cannot prevent merchants to sell coins.
a resource merchant can bring 666, 5000, 25000, 50000 coins. at 1 value per coins, you will also be able to exchange there 50000 beans to 50000 coins.
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Gatherer

#40
If you eliminated the crates why not just create a silver mine to produce silver to be minted into coins with a value of 20 or 50?

I don't want to trade firewood for coins just to later trade coins for logs. That's just an unnecessary step.

Or am I stupid and have the whole thing wrong?
There's never enough deco stuff!!!
Fiat panis.

RedKetchup

#41
about a place to store coins : the problems with the fact we cannot create flags is a mess again in this game !
what is the flag i need to give to coins ??
Textile? | Alcohol? | Fruit? | grain? | coal? | coalfuel? | wood? | vegetable? | meat? | coat? | iron? | fuel? | LOLz? | ....
i need to pick up 1.

and i need to set the building only store that 1 flag. but everything that hold that flag will also be allowed to store there :(
Textile ? : all coins, leather, flax, linen, wool, etc will also stored there.
Alcohol ? (aka luxury in CC) : all coins and ale will be store there. and all the luxury items created in CC will also be stored there.
CoalFuel ? (aka Material in CC) : all coins and glasses, coal, hardwood, etc will be stored there.

we really need to be able to target 1 RawMaterialItem.rsc as flag for shortcut.

so i dont think i will do a "Bank building".
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RedKetchup

a silver mine can be done, and use silver to be mint into 20-50 coins.... it doesnt matter to the process. i dont see why it would be a problem if you can also create 50 coins for each silver ore you pickup.
these 50 coins can also be used to buy 50 apples.
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Gatherer

Quote from: RedKetchup on June 13, 2016, 03:22:49 PM
a silver mine can be done, and use silver to be mint into 20-50 coins.... it doesnt matter to the process. i dont see why it would be a problem if you can also create 50 coins for each silver ore you pickup.
these 50 coins can also be used to buy 50 apples.

But that's not solving anything. You just reversed the problem you had with crates filled with beef, tools and clothes and their value and production numbers.

If a steel tool is worth 20 trade value = 20 coins, and one potato is worth 1 trade value = 1 coin it makes no sense to me to actually use coins. They just make one more unnecessary step in trading. In the old days a single coin was worth a lot. You would buy an axe and a sack of potatoes with 1 coin each. Imho coins should have at least a value of 20 a piece. Unless you want to introduce different coins with different values.

There's never enough deco stuff!!!
Fiat panis.

Gatherer

Quote from: RedKetchup on June 13, 2016, 03:20:41 PM
about a place to store coins : the problems with the fact we cannot create flags is a mess again in this game !
what is the flag i need to give to coins ??

Using the Iron flag seem as the most logical choice.
There's never enough deco stuff!!!
Fiat panis.