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Planned Feature Rework Cargo Quest Logic

Discussion in 'Build 15 Brainstorming' started by Pieter Boelen, Sep 15, 2016.

  1. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
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    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    As per Fix in Progress - Crash from Cargo Quest: Martinho Guterres in Sao Jorge | Page 2 | PiratesAhoy!:

    It appears that the whole Cargo Quest generation system basically makes NO SENSE!
    It looks for a nation first, then a commodity and then a town.
    It does this completely independently from each other, so that there does not necessarily need to be any logical link between these variables.

    Of course the CORRECT way would be to:
    1. Check all available towns (taking into account nation relations and avoiding towns on the current island)
    2. Choose one at random
    3. Return the nation from that
    4. Find a regular/import good for that town

    I also saw some code from 2005 that basically suggested this stuff was being modded, with a hack in place, because someone else was going to update it.
    That never happened, since that comment is still there 10 years later.
     
    Tingyun and Levis like this.

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