Topic: Bugs
Tibor |
Posted at:
2017-02-20, 22:43 UTC+1.0
So than actual time would be the best. Easiest to implement, no complicated estimations and could be used for all productionsites. Mixing values from lua files and estimations seems to be too complicated.... ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2017-02-21, 01:26 UTC+1.0
well, you are the one with programming experience, so you can judge this best. as far as i understand, it would be equivalent; iin one case you calculate the time of a working cycle from the lua files, in the other you find it experimentally. ![]() ![]() |
GunChleoc![]() |
Posted at:
2017-02-21, 09:52 UTC+1.0
For workers who do not leave the building, actual time from the Lua files will indeed do. For workers who leave the building, we could maybe disregard the time for now and fix it up later if the stats are way off? They have no economy requirements, so the production will only fail if there is no resource/free space available. Busy indexing nil values ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2017-02-21, 10:25 UTC+1.0
Yes, I agree that we could disregard them for the time being. Or we could just make a crude approximation by calculating time for half their radius - balancing the fact that there are more corners more distant from the center and that the worker preferrably works closer ![]() ![]() |
Tibor |
Posted at:
2017-02-21, 12:20 UTC+1.0
So you suggest new entry in lua files like "estimated working time"? My idea is a new variable for productionsite objects like:
This would provide accurate timing to the miliseconds. But it depends on how overall counting of statistics will look like.... ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2017-02-21, 12:37 UTC+1.0
I was concerned with increasing too much the use of cpu or RAM by adding new variables that need to be counted every millisecond. but if you can do it just by adding a single number that only has to be changed donce in a while, then good ![]() ![]() |
Tibor |
Posted at:
2017-02-21, 19:18 UTC+1.0
The variable would be updated only at the end of production cycle, or "skip" or "fail" cycle. I am not sure how long skip or fail cycle takes, but I presume it will be about 1 second... ![]() ![]() |
GunChleoc![]() |
Posted at:
2017-02-21, 20:07 UTC+1.0
We might do that as a second step, for the production sites where the workers do the work only. If we do this cleverly, we could use this for the helptexts too then. Busy indexing nil values ![]() ![]() |
WorldSavior![]() Topic Opener |
Posted at:
2017-02-23, 00:04 UTC+1.0
What do you mean?
I don't see that my suggestion brings the need for a lot of micromanagement...
Would be a possibility. And the workers could gain experience in that one other type of building (were they work) as well... Suggestion for the marble mine:
((-:
It's funny that the productivity statistics sometimes show a number which is too low (mill, wood cutters etc.) and sometimes a number which is much too high (mostly work-skipping buildings) @diskussion: I measured some of the speeds of some buildings. "Building: x times in an hour working" Atlanteans Very productive woodcutter: 84 Fisher: 85 Best forester ever: 92 Barbarians Fisher: 86 Hunter: 66 Good Gamekeeper: 52 Perfect Gamekeeper: 58 Empire Fisher: 96 (is that possible?) Wanted to save the world, then I got widetracked ![]() ![]() |
GunChleoc![]() |
Posted at:
2017-02-23, 18:01 UTC+1.0
Edited:
2017-02-23, 18:03 UTC+1.0
Busy indexing nil values ![]() ![]() |