Ancient Warfare 2

Ancient Warfare 2

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Feature Request - simple coin system for traders

MohawkyMagoo opened this issue · 5 comments

commented

Hmmm, setting up Merchant traders etc - slight problem - trading for items is fine, but what AW really needs is a simple monetary system of some kind

  • GoToLink - could you implement three coins - a copper, a silver and a gold. Decimal system - 10 copper = 1 silver, 10 silver = 1 gold. 1 gold minecraft ingot = 10 gold coins.

Coins need to be stackable to 64.

That way I can assign values to items and have the traders charge coin instead of trades.

It would also mean that structures can be set up with coin treasures as loot hoards and NPC's can also drop coin as rewards.

Would make the NPC Trader system really work well.

commented

Closing, as said emeralds/gold can be used when trading with NPCs and I don't see a need for coin system.

commented

Do you imply crafting recipes for those, and extra ores generation (copper, silver) ?
Note, there are emeralds for a common trading item.

commented

..and gold (which comes in nuggets)
Thaumcraft has coins now, as well as Metallurgy, IC2 and so many other mods that I've lost track. The trouble with all these Fiat currencies is that they have no intrinsic value - and no value at all outside of their own mod. Fiat currency only works when it's standardised, regulated (inflation, anyone?) and enforced - even in minecraft

commented

No crafting recipes. No extra ore generation, this is something (coins) that should only be provided by NPC Traders, and also found in structures in the mods world gen structure pack system. Plus dropped by slain NPC's (using the current system of config assignment)

Its a completely closed system. Players shouldn't be able to manufacture their own coins. The fact that they have no intrinsic value is the whole point. That's NOT a bad thing, its what makes the whole system work.

As to other mods - Metallurgy no longer has coins. The problem with using vanilla emeralds or gold nuggets is that they are part of an existing system - introducing them as treasures and finds to make the AW trading system work, introduces a huge number of potential exploits in the vanilla villager system, because of the numbers od emeralds or nuggets that would be required for AW.
The problem with using coins from other mods is that it creates a mod dependency for the user, of a mod that the user may not want. Much better to have it incorporated in AW.

The only mod I would consider using coins from would be Noppes CustomNPC. - because its always updated, its usually very stable and it has the correct number of coin types etc. But then, since CustomNPC's entire trading system is far better than AW's, it might be easier just to make the two mods compatible - IE: have the AW mob spawner capable of recognizing and spawning CustomNPC cloned entities (it already sees the "base" entities of the different kinds available - it would need to look one stage further to see the cloned types set up by the user.

commented

you can say "if this mod exist then use this coin, else use our coin", this
could also be extended as if, else if, else if....(as many else ifs you
want), else. so you dont need a dependency to a certain mod. if you really
wanted to you could put it as a config option and say if this mod is loaded
and this config option is ticked then use this mods coin. just a
suggestion, not in anyway trying to tell you how to code :D

On Tue, Mar 24, 2015 at 4:44 PM, MohawkyMagoo [email protected]
wrote:

No crafting recipes. No extra ore generation, this is something (coins)
that will be provided by NPC Traders, and found in structures in the mods
world gen structure pack system. Plus dropped by slain NPC's (using the
current system of config assignment)
The problem with using coins from other mods is that it creates a mod
dependency for the user, of a mod that the user may not want. Much better
to have it incorporated in AW.


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