Topic: Frisian Balancing
hessenfarmer |
Posted at: 2019-12-11, 20:04
maybe. but not far enough I believe. especially on blackland there are vitually no bushes with a chance to survive. If you could provide me with a list of preferred world for each berry I can figure out proper values for our algorithm. we should have at least 2 bushes for every world with good probability (>90%) Top Quote |
WorldSavior |
Posted at: 2019-12-11, 20:18
Additional idea: What about letting the berry farmer plant always the best possible berry, at least for the place which he chooses? Wanted to save the world, then I got widetracked Top Quote |
hessenfarmer |
Posted at: 2019-12-11, 20:26
According to the code that should be the case. However there is a crux in the code. for each node the 6 best bushes are identified and then based on a weighted randomness one is chosen. so with one bush at 70% other around 1% we have a 25% chance of planting the wrong bush. And that is the good case. on a lot of terrains it is even worse then that. reason is the affinity values and the small number of different berry bushes. I learned that by myself just today. Top Quote |
hessenfarmer |
Posted at: 2019-12-11, 22:48
ok done most of it
only 5 sec slower then normal bread
same sleep time as for beer 5 secs longer working time
canceled
added sm all building only using logs and clay ponds (got the idea while implementing)
not using any space but ponds
5 water 2 fruit now
not done needs investigation of growth prob first. however removed additional removes from work program
done. removed mainly bricks. sometimes added granite in exchange.
only small speed up for iron. found barbarian to slow while doing and sped up as well.
Top Quote |
Nordfriese |
Posted at: 2019-12-12, 09:42
How about implementing that the number of bush types is not hardcoded but only bushes with growth chances above a threshold are considered? like Which terrains exactly needs significant berry growth improvements? If it´s only blackland, I could make another (fictional) shrub (most blackland trees are also fictional) with values optimized for those terrains by hessenfarmer Top Quote |
hessenfarmer |
Posted at: 2019-12-12, 10:04
needs to be thought carefully, as we are using code here that is also used for trees. However if we get to have 2 bushes suitable for each terrain, chances are very high that these get planted most of the time.
at least following terrains don't have berry bushes with high growth prob (>80%):
I also had this in mind and I have a candidate "Boscia foetida" Top Quote |
JanO |
Posted at: 2019-12-12, 11:49
If the growth-conditions are checked 3 times before the bush is adult, just reduce the pickiness for each later check. Plants have their hardest time when they are small, especially bushes. Maybe you could even give them a fifth or sixth growth-state, which makes it possible that the bushes plant their own offspring. Top Quote |
hessenfarmer |
Posted at: 2019-12-12, 13:03
that is not how things are implemented. if we use the terrain affinity mechanism we have always the same values for each state change. what could be done as well is an intermediate between "grow" program which uses terrain affinity and transform program where we could set a probability for surviving at each state manually. However I'd vote for the terrain affinity. Top Quote |
Nordfriese |
Posted at: 2019-12-12, 13:08
Each growth stage has it´s own terrain affinity with 4 different values. They are currently unified for all 4 stages but this can easily be changed to have lower pickiness for older bushes. Top Quote |
hessenfarmer |
Posted at: 2019-12-12, 13:20
you are right of course. I forgot that we could do so but this would change the values only slightly and won't fix the issue of the bushes. Top Quote |