Hmm... trying to decide where to post this question for the GMs. But since they seem to read here frequently I'll leave it here.
Question has to be prefaced. It used to be that there was a bug in how many units of a commodities a trader could carry. If a trader bought too much of a commodity and wound up having to log out with it on the caravan... or had to drag it off... then the maximum amount of commodities he/she could carry was permanently lowered by that amount. I had this fixed for me about a dozen times over the years, but not in about a year.
Has this bug finally been squished? I would like to know... because if it has I will purposely purchase one more than I know to be safe till I hit the absolute wall. It will cost me the price of one unit for each type but I will have hard numbers. Its not worth it to have to report and get fixed each time though. :)
Just a question.
-Benes
Commodity bug question on 08/13/2002 11:47 AM CDT
Re: Commodity bug question on 08/13/2002 08:32 PM CDT
G'day,
>If a trader bought too much of a commodity and wound up having to log out with it on the caravan... or had to drag it off... then the maximum amount of commodities he/she could carry was permanently lowered by that amount. I had this fixed for me about a dozen times over the years, but not in about a year.
>Has this bug finally been squished?
While the system will not autocorrect for things like crashes or losses due to loaded caravans starving to death and the like, the system has been updated so that if you pull a commodity crate off your caravan, it will automatically update you buying limit appropriately.
Since you asked this, I assume you didn't know about the change to crates that was released awhile back, so I'll summarize it. You can no long use the DRAG verb to remove crates from a caravan or pack animal. That caused some rather odd messaging and it was sometimes difficult or impossible for Traders with less strength to get their crates off in the event they needed to. To remove a crate now, you use the PULL verb, which will ask you to enter it twice so you don't PULL the wrong one off. As always, once the crate is off the caravan, it cannot be put back on.
Regards,
Godrich de'Finchal
PS: Just a note that all the information you might gather about the current system will become more or less meaningless once the rewrite is completed. However, given the rate that I've been able to effectively work on the rewrite, you should get at least some benefit from the research, at least for awhile.
>If a trader bought too much of a commodity and wound up having to log out with it on the caravan... or had to drag it off... then the maximum amount of commodities he/she could carry was permanently lowered by that amount. I had this fixed for me about a dozen times over the years, but not in about a year.
>Has this bug finally been squished?
While the system will not autocorrect for things like crashes or losses due to loaded caravans starving to death and the like, the system has been updated so that if you pull a commodity crate off your caravan, it will automatically update you buying limit appropriately.
Since you asked this, I assume you didn't know about the change to crates that was released awhile back, so I'll summarize it. You can no long use the DRAG verb to remove crates from a caravan or pack animal. That caused some rather odd messaging and it was sometimes difficult or impossible for Traders with less strength to get their crates off in the event they needed to. To remove a crate now, you use the PULL verb, which will ask you to enter it twice so you don't PULL the wrong one off. As always, once the crate is off the caravan, it cannot be put back on.
Regards,
Godrich de'Finchal
PS: Just a note that all the information you might gather about the current system will become more or less meaningless once the rewrite is completed. However, given the rate that I've been able to effectively work on the rewrite, you should get at least some benefit from the research, at least for awhile.
Re: Commodity bug question on 08/13/2002 11:58 PM CDT
<<PS: Just a note that all the information you might gather about the current system will become more or less meaningless once the rewrite is completed. However, given the rate that I've been able to effectively work on the rewrite, you should get at least some benefit from the research, at least for awhile. >>
Ah... but you have the understand the mind of a maniac. Reasearch not for profit... just because it's there.
And by the time I get it all done, I get to learn more? wonderful!
;)
-Benes
Ah... but you have the understand the mind of a maniac. Reasearch not for profit... just because it's there.
And by the time I get it all done, I get to learn more? wonderful!
;)
-Benes
Re: Commodity bug question on 08/14/2002 04:12 AM CDT
Re: Commodity bug question on 08/14/2002 10:37 AM CDT
<<Just a note that all the information you might gather about the current system will become more or less meaningless once the rewrite is completed. >>
Got to thinking about this statement last night... and it begs a question. Will the new system be at least as complicated as the current one? please?
-Benes
Got to thinking about this statement last night... and it begs a question. Will the new system be at least as complicated as the current one? please?
-Benes
Re: Commodity bug question on 08/14/2002 06:42 PM CDT
G'day,
>Got to thinking about this statement last night... and it begs a question. Will the new system be at least as complicated as the current one? please?
If I were to say anything one way or tother, I'd have to say the new system will be more complex than the current one. Some items I plan to include
* different variables for all pit locations: production, demand, supply capacity (how many units can be stored)
* seasonal variation for most commodity production and demand
* in general much much more capacity in the system. Favorite example is wheat, of which the city of the Crossing would consume roughly 80,000 units per game day (not that player Traders would be responsible for all of that, but it gives a good idea)
* price driven by supply and demand with some randomness to keep things interesting
* runners that actually say what they mean (in other words when they say an outpost is out of apples, they will actually be out (or nearly so) of apples and the normal pricing formula will handle the change in price)
We also have some neat ideas beyond the initial release, but I'll just let the interested folks ponder what those might be. <g>
Regards,
Godrich de'Finchal
>Got to thinking about this statement last night... and it begs a question. Will the new system be at least as complicated as the current one? please?
If I were to say anything one way or tother, I'd have to say the new system will be more complex than the current one. Some items I plan to include
* different variables for all pit locations: production, demand, supply capacity (how many units can be stored)
* seasonal variation for most commodity production and demand
* in general much much more capacity in the system. Favorite example is wheat, of which the city of the Crossing would consume roughly 80,000 units per game day (not that player Traders would be responsible for all of that, but it gives a good idea)
* price driven by supply and demand with some randomness to keep things interesting
* runners that actually say what they mean (in other words when they say an outpost is out of apples, they will actually be out (or nearly so) of apples and the normal pricing formula will handle the change in price)
We also have some neat ideas beyond the initial release, but I'll just let the interested folks ponder what those might be. <g>
Regards,
Godrich de'Finchal
Re: Commodity bug question on 08/14/2002 08:51 PM CDT
<<If I were to say anything one way or tother, I'd have to say the new system will be more complex than the current one. Some items I plan to include...>>
Yippie Kai yei! Good, I was afraid it was going to be a pansy scriptable system. :)
You're my hero... just for that you can keep my button a little longer.
Not much longer.
-Benes
Yippie Kai yei! Good, I was afraid it was going to be a pansy scriptable system. :)
You're my hero... just for that you can keep my button a little longer.
Not much longer.
-Benes
Re: Commodity bug question on 08/14/2002 09:47 PM CDT
Re: Commodity bug question on 08/14/2002 11:20 PM CDT