Topic: New resource indicators
kaputtnik![]() Topic Opener |
Posted at:
2016-01-15, 10:58 UTC+1.0
I want to summarize what i have now understand:
That's right? So my statement for removing these options was bad, sorry. Could someone summarize the usage of resource water and humidity regarding to wells/deep wells in the same way? It's hard for me to read through whole sentences ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2016-01-15, 11:18 UTC+1.0
Ok, let's try: Proposals about wells and humidity:
Proposals about deep wells
edited several times in an attempt at better clarity
Edited:
2016-01-15, 11:26 UTC+1.0
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kaputtnik![]() Topic Opener |
Posted at:
2016-01-15, 11:51 UTC+1.0
Hmm, i don't understand one thing: The whole story comes up, because the default resource isn't shown in the editor, so a map designer couldn't see that there is such resource. This was considered as a problem, wasn't it? To solve this problem consesus is to have the default resource visible in the editor. If humidity is used for wells, we have water resource which isn't shown in the editor. Or should humidity and water be combined to show it? ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2016-01-15, 12:20 UTC+1.0
humidity should be used only after water resource is exhausted. The whole thing about humidity and deep wells came up because it was noted that the presence or absence of water resource was meaningless, since wells worked fine without, so alternatives were looked to the flat 65% after water is run out. And a corner showing humidity would be somewhat difficult to make, because it depends on the aveerage of the 6 nearby triangles. If we give wells a radius of 2, it means 13 corners, each with six triangles. ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2016-01-15, 13:59 UTC+1.0
Ah, thanks So setting resource water on dry soil in editor would lead in game to the situation
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king_of_nowhere![]() |
Posted at:
2016-01-15, 14:24 UTC+1.0
Fixed. The equation I proposed for deep well guarantees at least 50% productivity. A wet soil will simply get a better production, but 50% is guaranteed on any soil. In the specific case, dry soil has a humidity of 0.2, so the yield of a deep well would be (50 + 50 * 0.2)% = 60%
Edited:
2016-01-15, 14:27 UTC+1.0
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einstein13![]() |
Posted at:
2016-01-15, 15:51 UTC+1.0
I like the solutions described in summaries. But as it was mentioned before, we can't forget about old maps. Also not every map maker set water resources. Also equations given by king_of_nowhere are good to me. Only possibility of "0%" for well is not the best in my opinion. Another question about small/deep wells: should we consider sending a message when the water resource is depleted with small well? Like for mines? einstein13 ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2016-01-15, 16:14 UTC+1.0
And what is the difference to:
50% to 65%? As i understand GunChleoc 50% could also be set right now. I believe i still haven't understand the whole story For me it seems that the idea of humidity and deep wells brings huge complications to the engine and game play. I am not sure if this is worth the effort. Making a deep well needs also some new graphics, and there is currently no one who could do this
Edited:
2016-01-15, 16:15 UTC+1.0
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king_of_nowhere![]() |
Posted at:
2016-01-15, 19:24 UTC+1.0
deep wells would produce roughly the same as wells right now, so old maps would not be affected too much, except that one would need to spend some more resources to make deep wells from the start.
0% is only theoretical. any buildable terrain has humidity of at least 0.1. But if you think a better equation, propose it. Just keep in mind the conditions it must satisfy: wells without water resources should have poor productivity even with high humidity; deep wells without water resources should have passable productivity even with low humidity; and deep wells with high humidity still should not work at 100%.
Of course. An exhausted well will at most work at 30%, one would definitely want to upgrade it.
I proposed the equation (50 + 50 * (average humidity in a range of 2))%. Consider that equation. If humidity all around is 0 (limit, impossible case because no buildable terrain has a humidity of 0) then the productivity is 50%. If humidity all around is 1 (limit, impossible case because no buildable terrain has a humidity of 1, so it still satisfy the condition I gave to einstein) then the productivity is 100%. Real productivity will vary between 60% and 90% depending on humidity. Really, that equation seem very straightforward to me; I don't understand what is it that you're not understanding. There is a fixed component of 50%, plus another component depending on humidity, so the productivity of the well is 50% + something depending on humidity. If you can't see that by the equation, you have to take my word for it. The fact that it brings complications to programming and that we don't have a graphic to do it is a valid complaint. but hey, we were making a wishlist. we thought it would be pretty if wells didn't produce that much without water resources, so that people would have an actual reason to send geologists looking for water. We thought it would be cool if the production was somewhat dependent on terrain humidity. We thought that even if no water resources are set and the land is very dry the wells should still work to a reasonable extent. my idea of deep wells is one way to satisfy all those conditions. We don't have to do it. We don't have to satisfy any of those conditions. We can leave wells the way they are, of course. I think deep wells with humidity-dependent productivity would be the coolest idea, but be free to propose something else. ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2016-01-15, 19:58 UTC+1.0
I am sorry that i have annoy you. ![]() ![]() |