Topic: Trees and Terrains
GunChleoc![]() |
Posted at:
2016-02-28, 09:48 UTC+1.0
This should give us a Windows build with the new values in a few hours Here's the new probabilities - I will only list the first few trees: Ashes 2:
Hard Ground
This is Hard Ground 2:
Igneous Rock
Meadow 3
Summer Mountain Meadow
Tundra
Once the Windows build is finished, you could play with the values directly - you will only need to restart the editor to get the new values. Terrains are in ETA: AppVeyor builds are ready.
Edited:
2016-02-28, 13:18 UTC+1.0
Busy indexing nil values ![]() ![]() |
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king_of_nowhere![]() |
Posted at:
2016-02-29, 15:32 UTC+1.0
A few things where I'm still not satisfied. ashes 2: 41% is still too low. try also lowering the temperature to 115. hard ground 2: I prefer main terrains to have at least 90% HGP. try with red umbrella preferred fertility at 0.825. By the way, I'd like to see how it does in hard ground 4 too. summer mountain meadow: I'd like those percentages to be 10% smaller. Try reducing its fertility to 0.45 tundra 00: needs some 10% better HGP. try fertility at 0.45. ![]() ![]() |
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GunChleoc![]() |
Posted at:
2016-02-29, 18:09 UTC+1.0
Ashes 2
Hard Ground 2
Hard Ground 4
Mountain Meadow
Tundra
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king_of_nowhere![]() |
Posted at:
2016-02-29, 19:27 UTC+1.0
huh, that's surprising. Sometimes changing a value by a 0.5 has almost no effect, and sometimes the cirrus tree willjump from 40 to 80%. I guess it depends on which part of the gaussian curve you're on. try a temperature of 118 on ashes 2. Values for mountain meadow are still higher than they should, but I don't know how to change them effectively. lowering the fertility further would prevent birch from growing on it, and birch is tipical of cold temperate climate. Lowering humidity would make birch and oak grow too well on it. Cooling it would favor spruce too much, and warming it would favor oak too much. Maybe leaving the fertility to 0.5 but increasing the humidity to 0.8 would lower spruce and oak enough? try that. If not, 78% HGP on mountain meadow is not a tragedy, we'll live with it. Everything else is good. ![]() ![]() |
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GunChleoc![]() |
Posted at:
2016-03-01, 07:49 UTC+1.0
Ashes 2
Mountain Meadow
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king_of_nowhere![]() |
Posted at:
2016-03-01, 18:12 UTC+1.0
wow, perfectly on target. ok, let's kkeep those values as final. as soon as they are implemented on a windows build, i will make the promised table. ![]() ![]() |
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GunChleoc![]() |
Posted at:
2016-03-02, 09:36 UTC+1.0
The change should hit trunk in about 20 minutes I am wondering whether we can't automate the table, so it will update itself automatically whenever something changes, e.g. a new terrain or tree gets added... All the values that you see in the editor help can also be exported and then read by the website - we will need to do some programming for this though, So, I'd target it for Build 20. I am already adapting the encyclopedia for the current Widelands builds, so I should be able to pull this off. You should make a start on the table in any case though, so I can see what you have in mind for the design. Busy indexing nil values ![]() ![]() |
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king_of_nowhere![]() |
Posted at:
2016-03-10, 20:43 UTC+1.0
I have no idea how to make an auto-updating table, so I made do with an hour of typing. Here is the link. https://bugs.launchpad.net/widelands/+bug/1555785 ![]() ![]() |
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GunChleoc![]() |
Posted at:
2016-03-11, 09:05 UTC+1.0
You can't - that would require both C++ and Python/Django programming
Thanks! Busy indexing nil values ![]() ![]() |