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Take Command #86
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For producers this is already covered by the SHARE command, which if the caravan has set anyone can "take". It is also possible to do this more typically by having the caravan GIVE. How would a TAKE command improve on this materially? |
Say you want to move iron to a city. Right now your iron producer
writes @give commands to one or more caravans, which in turns they aren't
in the hex creates an error. (you can try to write matching TURN-ENDTURN
orders, but that is very fiddly and fraught with peril.) Also, you have to
be careful that something doesn't happen to mess up capacity in the
caravan.
A TAKE command on the part of the caravan fixes all of that. The caravan
arrives in the hex, and next turn TAKES the material from the producer and
leaves. If you add capacity to the caravan it will just take that much
more, since it defaults to taking a max amount that still allows you to
walk. If you want/need your caravan to walk, fly, or swim, then you have
that option. Even if you are TAKING from multiple units, the caravan
should never fail. You can use SHARE at the other end or just write GIVES,
and if that fails for some reason the caravan will still function.
Richard of York gave battle in vain.
…On Sat, Apr 27, 2019 at 9:20 AM Mochnant ***@***.***> wrote:
For producers this is already covered by the SHARE command, which if the
caravan has set anyone can "take". It is also possible to do this more
typically by having the caravan GIVE.
How would a TAKE command improve on this materially?
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The @ GIVE command will handle that, and the warnings can be safely ignored. No TURN ... ENDTURN are required. The addition of an automatic maximum GIVE option to preserve WALK is useful, though. Adding TAKE seems needlessly complicating the already complicated micromanagement. |
I would go so far as to say that TAKE is actually more useful than GIVE. SHARE only works for demanded items, not everything. With TAKE, I can write only a script for the caravan, and all of the producers (taxers, raw mats, etc.) can just have a single @ line in their script. Then the caravan just TAKEs whatever is being produced as it passes through each hex. It also allows for easy addition of one-time pickups from units on the caravan path that don't want to give up everything they're producing every time the caravan comes through. GIVE still has its uses, but TAKE is a more powerful command with regard to caravans, and since those are such a big part of the game, it makes a lot of sense. |
I don't think there is any chance TAKE is more useful than GIVE, but I won't argue that one any further. As for what is more useful a way to make caravans, having it all in the caravan script is a matter of opinion. I would never do that, as it reduces the ease of changing routes. Having GIVE with the PRODUCE seems much more straightforward. That said, I will add the HELP WANTED flag and if there is a volunteer who wants to take the time to add this functionality, then we'll have TAKE. |
* Half bonus * RIDI bonus * RIDI bonus docs * Move RIDI message to make it look more natural * Fix build warnings * Cleanup after testing Co-authored-by: Artem Trytiak <[email protected]>
examples:
TAKE 4321 all wood
TAKE 4321 all wood SWIM
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