-
-
Notifications
You must be signed in to change notification settings - Fork 2.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
D2K Original Starport #7055
Comments
Don't forget fluctuating unit prices. After all, that is a market, not a factory. |
The transport also arrived vertically. |
There is a small problem with the UI implementation since D2K is still using the old UI |
yes sorry, I still haven't finished my new D2K UI (#6043). Well, it's finished but.. it's not testable yet. |
NP will be working on the transport in the meantime. |
not 100% sure , but i bet there is a max-limit ... of how many units you can order ... (while playing the original , ive noticed i cant order more then 5 or 6 units with 1 cargo) ... and theres also something like a "stock" for every unit ... so you cant just nonstop order the same unit again and again .... but this stock will refill after some time pretty sure this "stock" is shared with all AI or Players ingame ... (sound logical) this is an important balance factor ... along with the Fluctuating prices |
This has already been added in #7056 there are Minimum and Maximum values in the yaml. |
The ticks on the first two tasks are a bit deceiving, since they have been sitting as open PRs for a while now. :/ |
FIne ill untick them and only tick once they have been merged. |
After a bunch of digging around and testing the original game (thanks to the GruntMods edition and the D2k+ tools), I believe I have the info we've been craving for so long - documented Starport behaviour:
EDIT: @pchote pointed out I failed to mention production prerequisites. The Starport completely ignores those. This might need to be verified for specific missions where the player gets a Starport though! |
I worked through a couple of prototypes, and have found that the best way forward will be to extract an Once this is done, the logic described above becomes simple: the starport trait keeps track of how many of each item is available and what it costs (which could be synced between players at this level if wanted) and exposed to the sidebar through the interface. The build/cancel orders are resolved to track an internal purchase list, and a new deliver order is used to trigger the |
This is a TODO for changing the starport in D2K so it functions like the one in the original game.
(Bulk production queue #7056)(Better Airdrop Production #7061)(Better Airdrop production [Superseded] #7468)(Better airdrop production #7786)(Better airdrop production #7786)Extra:
The text was updated successfully, but these errors were encountered: