Topic: Frisian Balancing
Ex-Member![]() |
Posted at:
2018-09-16, 10:30 UTC+2.0
Sewing rooms and tailors shops should stay as they are at least, or perhaps the tailors shop could have another enhancement, and advanced worker, so the tailors shop produced iron/fur and the enhanced one gold/fur as well. I am against having any advanced workers in the starting condition of any tribe, what is the point of having worker experience and upgrading if you give the player the advanced workers to start with? Training workers is already so easy it is getting pointless. Fur from hunters is an obviously logical thing, the level of production is the problem. As we cannot tell what animal the hunter has caught we have to use ratios to simulate different animals being caught, 1 in 5 seems to be the best approximation, well 1 in 5.5 is more accurate, so once every 5 or 6 cycles works best. ![]() ![]() |
hessenfarmer![]() |
Posted at:
2018-09-16, 14:30 UTC+2.0
@ Tinker:
I fully understand and appreciat your style and interest in playing widelands in singleplayer modus. I never played multiplayer myself as well. (that was the reason why I started to create missions for the campaigns to add more value for singleplayer). ![]() ![]() |
Nordfriese![]() |
Posted at:
2018-09-16, 18:35 UTC+2.0
On the one hand, the hunter´s fur output for furry animals is logical and I could try to implement the needed code next week. On the other hand, I dislike greater map-specific advantages, so the hunter should produce only on every 5th cycle at most imho. Perhaps I could implement that fur will be produced for each caught furry animal with a chance of ~15%, and never for non-furry ones.
+1 ![]() ![]() |
GunChleoc![]() Topic Opener |
Posted at:
2018-09-17, 14:36 UTC+2.0
No, it is not. This kind of thing can happen in software development. The work is still not useless, because it might profit a future tribe. I have in fact implemented a complete dead-end feature this cycle, which is the animation scaling. It will be replaced with mipmaps before ever having been used, because mipmaps will give us so much better graphic quality... So, do whatever is best for the tribe now!
Edited:
2018-09-17, 14:37 UTC+2.0
Busy indexing nil values ![]() ![]() |
hessenfarmer![]() |
Posted at:
2018-09-17, 20:03 UTC+2.0
Ok in my current branch I have set the cycle to 5 for the fur production but I still have to test this. ![]() ![]() |
GunChleoc![]() Topic Opener |
Posted at:
2018-09-18, 10:08 UTC+2.0
+1 Would you like to take the lead in managing the branches? Busy indexing nil values ![]() ![]() |
WorldSavior![]() |
Posted at:
2018-09-18, 21:48 UTC+2.0
Interesting that we fix that at the same time
The reason is in the "commit message": https://code.launchpad.net/~widelands-dev/widelands/balancing-worldsavior/+merge/355158
If that makes things easier this would be better Some more things about the balancing: What about reducing brewer experience to 10, like it's the case with barbarians? And I've discovered that the Frisian soldier attributes are not like they are supposed to be. The person who implemented them seems to have miscalculated and Frisian elite-soldiers are too much disadvantaged against Atlantean and imperial ones. I guess that they are miscalculated because it has been forgotten to take the new weapon-values of those two tribes into account. It would be correct if the person who miscalculated finds better values (without damaging the balance of level-0-soldiers) or if the codebase would be changed in order to implemented the values which I have proposed once. Edit: And I think that the experience of smiths should also be reduced, for example to 11.
Edited:
2018-09-18, 22:26 UTC+2.0
Wanted to save the world, then I got widetracked ![]() ![]() |
hessenfarmer![]() |
Posted at:
2018-09-19, 08:12 UTC+2.0
Ok got it. Thanks. I will do it this way then.
Ok so I will incorporate your solutions in my branch manually. Ok?
I will search for einsteins latest calulations and see what might be wrong.
I will have a look into experience as well. Any special observations why you are proposing these values? I didn't notice any need for having the smith or the brewer reduced in experience. Changes to the experience levels are somewhat only very ultima ratio, as Nordfriese explained this is kind of the character of the tribe. So I would only vote for such a change if there is no other solution at all. ![]() ![]() |
WorldSavior![]() |
Posted at:
2018-09-20, 15:07 UTC+2.0
You're welcome.
okay
Yes
That the smith needs 22 experience and that the brewer needs 18 (or something like this) increases the time for training top-soldiers (both buildings are much slower than the bakery). So Frisians are too slow imho. Wanted to save the world, then I got widetracked ![]() ![]() |
GunChleoc![]() Topic Opener |
Posted at:
2018-10-01, 11:18 UTC+2.0
New merge request for WorldSavior's changes: https://code.launchpad.net/~widelands-dev/widelands/frisian_balancing_worldsavior_201809/+merge/355907 Busy indexing nil values ![]() ![]() |