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Topic: Suggestion to change collector win condition

einstein13
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Posted at: 2015-03-24, 20:33

king_of_nowhere wrote:

luck is still marginal.

For me it is incorrect statement face-smile.png I've seen many times almost death / almost win only because of luck. When two opponents clash there are two major things: their power and luck. If their powers are unequal, luck can push the win further in time. But when powers are almost equal, luck is very effective.

Ok, I should calculate some factors, but for me now it is pretty unfair that lvl 4 soldier can kill lvl 10 soldier with almost no harm (I've seen that situation many times in my life).


einstein13
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king_of_nowhere
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Posted at: 2015-03-25, 01:36

You are coonfusing luck in a single fight with luck in the overall game. sure, the single fight is pretty random, but on large numbers the statistics tend to even out. the only case when luck really is decisive is when the map is small and each side only has 2 or 3 level 10 soldiers, in which case it's a 50% each and if one is lucky and win both fights he will win the game before his opponent can make more level 10 soldiers. but that's a fairly rare case. in pratiice, you almost always have big enough numbers that it stops being luck and it becomes statistics.


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einstein13
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Posted at: 2015-03-25, 09:29

king_of_nowhere wrote:

You are coonfusing luck in a single fight with luck in the overall game. (...) each side only has 2 or 3 level 10 soldiers (...) and if one is lucky and win both fights he will win the game before his opponent can make more level 10 soldiers.

As you mentioned, luck can win or lose game. For me it is quite frequent situation. Especially with my style of game where I don't care about early game. If you defeat my weak (but evaded!) defence, you will win the war. But it is luck. Mostly luck.

but that's a fairly rare case.

For me it is frequent. I have another experience face-smile.png


einstein13
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einstein13
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Posted at: 2015-05-04, 23:58

GunChleoc wrote (here):

Since fk made this useful table for us: https://wl.widelands.org/forum/topic/1713/

Would you have time to do the math to improve the points for collectors?

So I used this table to get the stats for creating wares.

My proposal is to get the points from sum:

  • Gold ores x 2 --> gold is precious
  • Number of steps x 1 --> eveything takes time
  • Sum of wares in factory (not smelther!):
    • 1-3: 0 points (normal situation)
    • 4 and more: x-3 (difficult sutiuation)

"Factory" is not a smelther! It can be Axe factory, Weaponsmithy or any other :).

So basic iron will cost as 1 point, gold for

Barbarians

Ax = Axe ??

Weapon Coal Iron Gold Current pts No. steps My proposal
Gold - - 1 3 1 2+1+0=3
Axe 1 1 - 2 2 0+2+0=2
Sharpaxe 1 2 - 3 2 0+3+0=3
Broadaxe 2 2 - 4 3 0+3+1=4
Bronzeaxe 2 2 - 4 3 0+3+1=4
Battleaxe 1 2 1 6 4 2+3+1=6
Warriorsaxe 2 2 2 10 5 4+5+3=12
Helmet 1 1 - 2 2 0+2+0=2
Mask 1 2 - 3 3 0+3+0=3
Warhelmet 1 2 1 6 4 2+4+1=7

Empire

Spear = Lance ??

Weapon Coal Iron Gold Wood/Cloth Current pts No. steps My proposal
Gold - - 1 - 3 1 2+1+0=3
Wood lance - - - 1 1 1 0+1+0=1
Lance 1 1 - 1 3 2 0+2+0=2
Advance lance 1 2 - 1 4 3 0+3+1=4
Heavy lance 2 1 1 1 7 3 2+3+2=7
War lance 2 2 1 1 8 4 2+4+3=9
Helm 1 1 - - 2 2 0+2+0=2
Armor 1 1 - 1 3 2 0+2+0=2
Chain armor 1 2 - 1 4 3 0+3+1=4
Plate armor 2 2 1 1 8 4 2+4+3=9

Atlanteans

Weapon Coal Iron Gold/ Goldyarn Plank/ Spideryarn Current pts No. steps My proposal
Gold - - 1 - 3 1 2+1+0=3
Light trident - 1 - 1 2 2 0+2+0=2
Long trident 1 1 - 1 3 2 0+2+0=2
Steel trident 1 2 - 1 4 3 0+3+1=4
Double trident 2 1 1 1 7 3 2+3+2=7
Heavy double trident 2 2 1 1 8 4 2+4+3=9
Steel shield 2 2 - - 4 3 0+3+1=4
Advanced shield 2 2 1 - 7 4 2+4+2=8
Tabard - - - 1 1 1 0+1+0=1
Golden tabard - - 1 1 5 1 2+1+0=3

The basic idea is to have lots of points from hard-to-create very complex wares like heavy double trident, plate armor or warriors axe. For current stats (and points) one of the best strategy is to create only basic materials and gain lots of points from them (f.e.: gold, wood lance and helms).

If something is not correctly calculated or you have another proposal, just write face-smile.png

Edited: 2015-05-05, 00:02

einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
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king_of_nowhere
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Posted at: 2015-05-05, 00:06

having a golden tabard worth no more than a gold ingot is not good, since it takes a gold ingot and other resources to make. I think 4 for the golden tabard would be fine. In fact, it takes as much as a tabard to make, it ccosts one extra gold, so it being worth like tabard + gold makes sense. For everything else, seems better than the current points.


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einstein13
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Posted at: 2015-05-05, 03:03

king_of_nowhere wrote:

so it being worth like tabard + gold makes sense.

I was thinking about that before, but it doesn't make any sense: if you take and advantage for Atleantans, you have to do the same for the rest of similar cases. And all the points have to be tweaked again.

I proposed simple math to do every calculation. It can be implemented, not hardcoded. If you propose something else, I am listening face-smile.png

Or you will find "number of steps" + 1 for golden tabard.

I don't like playing Atleantans. For me it is not intuitive in 100%. So maybe you will propose all the table for them? But remember that if you have more possibilities to make points, you will gain them much faster.

Edited: 2015-05-05, 03:06

einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
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teppo

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Posted at: 2015-05-05, 06:45

I would like to make the the win point strategy to resemble the geometric mean of wares of each type.

with "resembling" I mean that a score constituent could be, for example, "ware_count + small_integer", to prevent the score from collapsing to zero when a ware count goes to zero (and still keep the offset small, to make "collect huge amounts of water" a dumb strategy).

.. with a corrective factor if the number of wares between tribes is not equal.

This way, the player does not need to memorize tables like that to play efficiently.


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einstein13
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Posted at: 2015-05-05, 19:08

@teppo: I don't understand your point here. "Collect huge amounts of water" is not a strategy- you don't gain any point from water.

And about the "table": you have the table all the time you play the game. Here, on the forum you can see whole calculations and compare everything, but during the game you can see the results all the time. You have the table for each player every 10 minutes. It is fast enough to see all the results and think without looking for the table.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

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teppo

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Posted at: 2015-05-05, 19:23

einstein,

You are right: water does not contribute to the victory score, now.

I would like to change the current system, where some military stuff gives points, into something else which rewards when there is a bit of everything in the store. Water included.


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GunChleoc
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Posted at: 2015-05-05, 19:28

This adding a bit for all wares would be interesting for gameplay, but I am wondering how we could represent this in the GUI then - currently, the user sees a list of all wares that give points for all players. If the ware list should become longer than it is, this would make it more difficult to handle for players. Displaying a full list then would involve endless scrolling.


Busy indexing nil values

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