Topic: Bugs
einstein13 |
Posted at: 2017-02-16, 14:30
Capturing wares is a big problem: there are wares and workers (also soldiers) that shouldn't get to the enemy's economy (strange wares, limitless storage of low value ware, all workers and soldiers). Also the problem is with the real building: what should be done with it? Change into other building? (ex. small tent), or change to another tribe's warehouse? I can see one option: after conquering warehouse (territory where that warehouse existed), you can build a flag immediately and select up to 8 wares you want. All of them will be stored on that flag. Not selecting anything will cause full destruction of the building, as it is now. This idea is whole new logic, but can be done without (almost) any graphic development. einstein13 |
king_of_nowhere |
Posted at: 2017-02-16, 18:47
for the pproductivity treshold, I already suggested to add a button to "shut down" the building; no "out of work" messages will be generated by it. It applies to woodcutters with little wood and exhausted mines you keep because you have no other resources. the part about capturing wares I don't like. First, warehouses are not military buildings, nor they should be. we already have ports and headquarters. Second, the smart thing is to burn down a building about to be captured anyway, so it wouldn't add much. but in case one forgets, or in case one is a noob and doesn't realize it (or in case, despite all my protestations that it is a fundamental part of defensive balance, someone writes a code that prevents buildings under attack to be destroied), then it is overly penalizing for the defender. Edited: 2017-02-16, 18:51
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WorldSavior Topic Opener |
Posted at: 2017-02-16, 23:11
For me it is even harder
I had already understood what you mean...
Thanks. But I don't understand how to do that...
Thanks. Unfortunately, "a)" didn't work. And I don't understand how to do "b)"...
If that should be really logic, ports shouldn't conquer fields if they don't have some soldiers. But they do so...
Again, you're welcome
Now I'm sure about one misfunction of them. They produce everything if at least one of their three wares is needed. But I think that they should produce diamonds only if diamonds are needed, and so on.
Concerning the Barbarian Trainings camp: I found out that it does two unnecessary breaks per soldier if only warhelmets are missing. If it would just skip these breaks, it would work at 100%. I think that the Empirial Trainings Camp behaves like that. But I also think, that the Labyrinth makes mistakes, similar to the barbarian Trainings Camp. And yes, it would be great, if productivity statistics would show the actual productivity
That would be really important. Especially for exhausted mines... The lack of such a button makes it very uncomfortable to play with them. Edited: 2017-02-16, 23:12
Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2017-02-17, 15:29
I had a look at the Crystalmine. I has 3 programs:
All 3 programs are run if economy needs granite or economy needs quartz or economy needs diamond We could remove the quartz/diamond check where those wares aren't produced, but I don't know what that does for balancing. Busy indexing nil values Top Quote |
JanO |
Posted at: 2017-02-17, 16:36
One weird idea: What about giving different programs to the mine depending on the experience of the deployed workers there? What I'm thinking of is that a very experienced miner would find the desired material (let it be diamond, stone or whatever) with much less "searching" for it and therefore not digging out 20 quartz before one diamond comes out of the earth. Like: Level1 miner: Only 1 program: x stones - y diamond - x stones - z quartz Level2 miner: 2 programs: x stones - 1 diamond OR x stones 1 quartz Level3 miner: 3 programs: 1 stone OR 1 diamond OR 1 quartz (maybe with the restriction to run the same program more than two times in a row) In general I like the idea of developing the skills of my workers and gaining more opportunities by that. That's the main reason I like Barbarians most Edited: 2017-02-17, 16:37
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WorldSavior Topic Opener |
Posted at: 2017-02-17, 18:30
I'm sorry, I don't understand that. Could you please explain it?
Which kind of balancing?
Atlantean miners don't gain experience...
Why shouldn't the crystal mine run only the programs which are needed? Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2017-02-17, 19:43
We have now:
The change would be:
This make the Atlantean Crystalmines more efficient and thus the Atlantean economy stronger than before. They are already reported to be quite strong in late-game in comparison to the other tribes, which is where the precious resources are used.
This would need coding changes as well. At the moment, it's not possible, as production is determined by building type alone. Busy indexing nil values Top Quote |
king_of_nowhere |
Posted at: 2017-02-18, 17:09
I don't think it would afffect the balance. atlanteans need very little diamonds or quartz anyway. making it slightly more or less expensive is negligible on the game. Top Quote |
JanO |
Posted at: 2017-02-18, 18:30
I see - and I expected something like this answer. That's why I called my idea "weird" But your redesign of the conditions for the three programs should do very well, I guess. Top Quote |
GunChleoc |
Posted at: 2017-02-19, 00:10
Merge request for crystal mines is up: https://code.launchpad.net/~widelands-dev/widelands/crystal_mine_economy_needs/+merge/317708 Busy indexing nil values Top Quote |