Topic: New experimental tribe: Europeans
MarkMcWire Topic Opener |
Posted at: 2020-12-04, 17:49
I'll open this thread for all users who don't look into the German player forum. A year ago I wrote about a new tribe that I am developing. See also https://www.widelands.org/forum/topic/4732/
Edited: 2020-12-04, 17:57
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MarkMcWire Topic Opener |
Posted at: 2020-12-04, 22:07
The workers are now all adjusted and are upgraded by experience points.
Edited: 2020-12-04, 22:07
My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing Top Quote |
MarkMcWire Topic Opener |
Posted at: 2020-12-05, 22:54
I have now incorporated the Amazons' ability to terraform land into the Advanced Europeans Forester. Waited for the Terraform code to be finished. However, terraforming is much slower than that of the Amazons, so that the Europeans have only a minimal advantage. Costs 2 units of water per field segment to terraform. My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing Top Quote |
MarkMcWire Topic Opener |
Posted at: 2020-12-13, 06:32
I revised the economy of the Europeans. I removed the bakery and the smokery and replaced them with a tavern/inn. The tavern produces rations and snacks, the inn produces meals from flour, water, fish and meat. The smoked fish, smoked meat and european bread are omitted as wares. Since the Europeans already have more building types and larger space requirements than the other tribes, this change makes sense to me. The mill is preserved, even without bakery. The European economy is very sluggish. It takes a long time until it starts up and you need a relatively large number of initial wares. However, the productivity is clearly superior to the other tribe. Once all building types exist and there are enough primary wares such as logs, ore, corn and water, many soldiers can be fully trained in a relatively short time. Edited: 2020-12-13, 06:33
My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing Top Quote |
MarkMcWire Topic Opener |
Posted at: 2021-01-17, 14:20
My tribe are now complete with scouts house. And I have integrated a recruitement center (used the intermin headquarter graphics of barbarians for this), in which the workers are created. My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing Top Quote |
MarkMcWire Topic Opener |
Posted at: 2021-01-24, 16:22
I've introduced a new feature for the European tribe. The time-dependent and more important ware-dependent activation of buildings. I've incorporated and tested it in the "Headquarters" starting condition and it works pretty well.
Edited: 2021-01-24, 19:50
My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing Top Quote |
hessenfarmer |
Posted at: 2021-01-24, 19:50
the idea is nice however it increases the potential for deadlocks. Eg when there is no coal but you don't have more then 8 logs but lets say 7 you might want to have a charcoal kiln just to get that one coal for the next tool urgently needed. Further more if a human player is to play with this SC the games get pretty linear and monotonic. Additionally this might be very map dependent. on some maps it is pretty good on others it might be a deadock. Top Quote |
MarkMcWire Topic Opener |
Posted at: 2021-01-24, 19:58
The SC ist only for AI use and recommend not to used to play by human player. I've remove all "prohibited_till" AI Hints for my trainings- and productionssites. Edited: 2021-01-24, 20:01
My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing Top Quote |
hessenfarmer |
Posted at: 2021-01-24, 20:03
I believe the problem for you is that the upgrade code in the AI is not that advanced then the rest and your tribe uses upgraded building very heavily. so this might be an interim fix for your tribe but I really would vote for improving the Ai Code to deal with upgradeable buildings. In general lua is much to slow to implement to much functionality Top Quote |
MarkMcWire Topic Opener |
Posted at: 2021-01-24, 20:14
The problem is, that the AI is completely drowning and everytime loses the game. The AI consumes the wares in an almost uncontrolled manner and upgrades its building at random, which means that there is a very strong shortage of building materials at the beginning. In addition, it takes at least 6-8 hours of play until the AI has the necessary structures and wares to train its soldiers. That's why, compared to the other tribes, I start with huge amounts of building materials. However, a human player can be totally superior due to the large amount of starting wares required for the AI. Edited: 2021-01-24, 20:20
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