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Topic: Trees and Terrains

kaputtnik
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Posted at: 2015-07-31, 20:47

I tested two maps with the values from king_of_nowhere and it looks good to me face-smile.png The map where i saw problems, runs fine now. Also i tested the FullMoon map and i think it also looks good.

I used the "Multiplayer->LAN directIP->Host a new game" modus with "Endless game (no fog)" and set myself as a spectator. After Starting the game i increase the gamespeed (Page up) and looks how the trees act.

Some trees grow on different biomes, so my idea to the editor of corresponding tooltips between terrain and immovable menu will not work face-sad.png

Edited: 2015-07-31, 20:47

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GunChleoc
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Posted at: 2015-08-01, 07:18

We could do an engine change where we could add the same tree to multiple tabs. If this is what we want, I'll be happy to work on this.


Busy indexing nil values

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king_of_nowhere
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Posted at: 2015-08-01, 08:16

I set up the values with the intention that a few trees should grow in different biomes, because in the real world trees are adaptable and the division between biomes is not strict. It's not a bug, it's a feature.

It is still possible to associate every tree with a preferred biome where it will grow better (except for the rowan growing too well on desert, something I have to fix), so if I understood what you meant, the tooltip thing is still on the table.

Anyway, glad that you liked the result. Now I'm setting up to refine those values a bit better. I hope to release a new version in a few days.


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king_of_nowhere
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Posted at: 2015-08-02, 10:33

quick update: i've seen that even before the world merge the variety of terrains that einstein mentions was implemented only on greenland. all the other biomes lack a buildable barren terrain - and I am referring to trees of that specific biome. Anyway, I am going to change that, since there is otherwise the chance of a tree growing on a port space, potentially making a map unplayable.

I also see that there were sometimes significant differences between the main terrains; for example, tundra 1 has poor tree growth compared to the other tundras - again, i am only referring to trees of the same biome. I am leveling those differences, because those terrains are very hard to distinguish by sight, so I would not want a player or mapmaker to second-guess that. The main terrains of all biomes should be fertile.

third, i've seen that some trees were just poorly adapted. palm borassus groows worse than palm coconut in every desert terrain, aldre grows worse than birch on all greenland terrains. so i won't worry too much about giving some trees a too small niche. ideally every tree should have favorable conditions where it is predominant, but i don't think i can manage tha

EDIT: i've also seen that the green tree that grew too well on desert meadow was alder, not rowan - the two are very similar. And i gave it values too close to desert meadow. i fixed that.

Edited: 2015-08-02, 13:19

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einstein13
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Posted at: 2015-08-02, 12:36

king_of_nowhere wrote:

quick update: i've seen that even before the world merge the variety of terrains that einstein mentions was implemented only on greenland.

Maybe I was wrong. I am not an ideal person face-wink.png

Anyway, I am going to change that, since there is otherwise the chance of a tree growing on a port space, potentially making a map unplayable.

I don't understand everything, but I would like to know what is your logic: which terrains are good for which trees. Are there any barren terrains? Which are fertile? That are questions for your work when you will be done face-smile.png


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

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king_of_nowhere
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Posted at: 2015-08-02, 13:25

einstein13 wrote:

I don't understand everything, but I would like to know what is your logic: which terrains are good for which trees. Are there any barren terrains? Which are fertile? That are questions for your work when you will be done face-smile.png

Seems fairly intuitive to me. Which terrains are good for trees: the main sequence.

For summer, meadow 1 to 4. For wasteland, hard ground 1 to 4. For winter, tundra 1 to 3. For desert, meadow, steppe and mountain meadow - this case is less inntuitive, but in a desert, meadow or even steppe suggests a place that is more fertile than the surroundings.

Which terrains are barren: one for every biome

For summer, barren steppe. For wasteland, igneous rock. For winter, snow. For desert, both desert 4 and hard ground.

In all those cases, it seems faily intuitive to me, given both the names and the appearence, that they should be barren.

Most other terrains fall somewhat in the middle, although a few have trees that are specialized for them.


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einstein13
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Posted at: 2015-08-02, 13:36

king_of_nowhere wrote:

einstein13 wrote:

I don't understand everything, but I would like to know what is your logic: which terrains are good for which trees. Are there any barren terrains? Which are fertile? That are questions for your work when you will be done face-smile.png

Seems fairly intuitive to me. Which terrains are good for trees: the main sequence. (...)

Which terrains are barren: one for every biome (...)

ok, that is very good idea face-smile.png Intuitive and easy to remember!


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

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kaputtnik
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Posted at: 2015-08-03, 21:31

What about beach terrains? They are formerly described as treeless and not buildable. If we make them buildable but treeless, may they would be a good place for placing ports?


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einstein13
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Posted at: 2015-08-03, 21:39

kaputtnik wrote:

What about beach terrains? They are formerly described as treeless and not buildable. If we make them buildable but treeless, may they would be a good place for placing ports?

Noone builds on sand face-smile.png

Also it shouldn't be treeless at all: coconuts are growing well on sand with some salt water


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

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Tibor

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Posted at: 2015-08-03, 21:49

There should be at least some good for-port terrain - buildable and no trees. Not necessarily sand, but should look naturaly on a coast...


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