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Topic: Sumatrans Tribe

Nick222

Joined: 2010-05-06, 07:51
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Posted at: 2024-12-16, 15:25

Excuse me, I cannot see any dressmaker... How I can produce it?


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OIPUN
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Posted at: 2024-12-16, 17:46

Dressmaker is an experienced weaver . The weaver has to produce 25 cloths then she become a dressmaker. Then you can send her away from your weaving mill and she will go into an unoccupied sewing workshop, if there is any. I see in Encyclopedia, the info is not directly under dressmaker but under weaver. Usually, if there is an upgraded worker, you can find him in the stock table right beneath the basic one.

Edited: 2024-12-16, 17:51

Attachment:
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mxb2001
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Posted at: 2024-12-17, 05:00

SandJ wrote:

mxb2001 wrote:

Hahaha the crocs are frolicing in the snow indeed. I have a ton of the buggers...

I wonder... if two crocs meet... do they breed too?

Snow crocodiles. The new breed. ; )

Sadly, it may not be a sustainable population. Although your snow crocodiles must have an adaptation that allows them to gambol in frozen Antarctica, the sex of baby crocodiles is determined by the temperature while the embryo is forming. I fear all the later generations would all be the same sex, most likely all females.

Unless they are warm-blooded, of course.

Perhaps they are actually a form of wolf, similar to the legendary short-legged, long tailed, long nosed, hairless terrier?

Ah but we are forgetting the Thermal Springs.

Hehe funny joke, never heard it before.


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mxb2001
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Posted at: 2024-12-17, 05:11

Yeah in my third game now (they froze in Antartica, surrendered) in the more hospitable Borneo (regular version this time) and basically you need to watch 3 buildings for training: Hunter's Tent for Hunter -> Chief Hunter, Weaving Mill for Weaver -> Dressmaker & Basic Workshop for Craftsman -> Experienced Craftsman. You don't start with the levelled up ones (or not enough) so you gotta train these 3. Ooops. 4. Also the Coppersmith's for the Coppersmith -> Armoursmith.

Not sure I remember right but are the level ups help files supposed to have a link to the lower version so that you don't have to guess which it is? They seem to be there the other way which is useless. If I need a Dressmaker and I look it up how do I find the name of the Weaver? It's not in the Dressmaker help file. But the Weaver file tells me all about the Dressmaker which is pointless. If I knew it was the Weaver the Dressmaker came from...... Catch 22. Ditto for Armoursmith although that one's not hard to guess.


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SandJ
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Posted at: 2024-12-17, 07:59

mxb2001 wrote:

Ah but we are forgetting the Thermal Springs.

Oh yeah, silly me. But it does suggest:


Notice: Emergency Closure

Dear visitors,

We regret to inform you we cannot accept customers today. The facilities are closed for deep cleansing.

This time, it is not because of earthquakes or volcanic lava. We have had yet another infestation of Snow Crocodiles.

We apologise for any inconvenience.

The Blue Lagoon geothermal spa, Iceland.

P.S. If you are looking for lost relatives or friends, rest assured our specialists are keeping safe any body parts they find.


Now here's an idea: a thermal spring spa. A training site that provides really fast healing and increases Health? Or a mineral salt extraction site that provides the component for the toughest armour or weapons? face-grin.png


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OIPUN
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Posted at: 2024-12-17, 11:25

mxb2001 wrote:

If I need a Dressmaker and I look it up how do I find the name of the Weaver? It's not in the Dressmaker help file. But the Weaver file tells me all about the Dressmaker which is pointless. If I knew it was the Weaver the Dressmaker came from...... Catch 22. Ditto for Armoursmith although that one's not hard to guess.

I will update help and add the info about worker upgrades in the next version. Coming tomorrow.


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OIPUN
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Posted at: 2024-12-17, 12:00

SandJ wrote:

Now here's an idea: a thermal spring spa. A training site that provides really fast healing and increases Health? Or a mineral salt extraction site that provides the component for the toughest armour or weapons? face-grin.png

I like that idea too. My former Sumerians tribe actually had 2 levels of military bathhouses and soldiers were able to upgrade health up to level 5. It is a very good idea for the middle eastern cultures. The bathhouses needed just two sorts of linen (or towels), water and food. I even posted the first draw of the tribe here. I had this tribe as a fully working add-on but I've lost it.


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OIPUN
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Posted at: 2024-12-18, 15:57

New version 2.0.0 for both add-ons uploaded. In the world add-on, terraform of 4 terrain types was changed to make it more efficient.

summer steppe – before: no enhancement – now: desert steppe

barren steppe – before: summer steppe – now: desert meadow

dry soil – before: summer steppe – now: desert meadow

winter tundra – before: summer steppe – now: desert steppe

As for the tribe add-on, some renaming was done, which makes the new version incompatible. And some other changes were made, mainly for better AI.

Leaf gatherers are collecting palm leaves only when economy needs them and leaves stay on the ground for 4 min now. Jungle marsh produces one crocodile out of 4 animals (not 3) but the production of crocodiles didn't change (so produces more animals). Other tribes can hunt crocodiles too and have a special building for that (there can be really a lot of animals when the AI's economy is slow, but according to my opinion, it seems to be fine, it is a tribe for wild tropical forest). Starting conditions changed a little bit too.

Other changes in notifications (leaf gatherers and winemakers have notifications now). Empty mines made more efficient. Hunter's house is one stone cheaper. From build costs of training sites one gold removed and replaced.

And the biggest change is the improved AI. It is still rather weak but can train warriors easily. As for the AI, the biggest problems are that the AI does not dismantle inefficient woodcutters and leaf gatherers and then there are no woodcutters to clear borders and leaf gatherers do not cover cassava fields. The condition for stopping barracks seems to be too strict. And the road system is not good. There are some other issues but this ones seems to be the biggest ones based on my AI testing.

The economy seems to work fine now, so I will try to do something with the graphics again. But this is probably the last update in this year.


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mxb2001
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Posted at: 2024-12-19, 17:43

OIPUN wrote: summer steppe – before: no enhancement – now: desert steppe barren steppe – before: summer steppe – now: desert meadow dry soil – before: summer steppe – now: desert meadow winter tundra – before: summer steppe – now: desert steppe

Makes sense since the spring would be mostly for palm trees.

As for the tribe add-on, some renaming was done, which makes the new version incompatible. And some other changes were made, mainly for better AI.

Ooof, I guess there goes my Borneo game. : ) It was fun but also sort of a test. I noticed that the Barbs ruled (they do best in small space I guess & low resources (did NOT use trading post for AI)) and the Amazons/Sumatrans tanked. My neighbouring (green player) Sumatran's AI was also rather weak. It failed to expand to the south past a narrow bit of land. The Amazon AI also lagged in taking all its allocated land but it did eventually break through and manage it. Oddly the Amazon AI was able to build ships before I did (while stuck in only part of its land!) but then completely failed to build more ships.

One of the AI even managed to reach Borneo (yellow player/Barbs natch) and had a much stronger army than mine so I wasn't even sure I could win (although I had 5 artifacts to 0 for all the rest) if they fought me. I did sink two of their warships defending the port. Had a ship with 30 somewhat trained warriors - Sumatrans not only have weaker soldiers (graph rates them 30 vs 45 for others (except one that's 40 Empire? Atlantean?)) but they were difficult to train, I think because of meal shortages (hard to rectify with little space!) although I was starting to build food on my Borneo colonies.

Leaf gatherers are collecting palm leaves only when economy needs them and leaves stay on the ground for 4 min now. Jungle marsh produces one crocodile out of 4 animals (not 3) but the production of crocodiles didn't change (so produces more animals). Other tribes can hunt crocodiles too and have a special building for that (there can be really a lot of animals when the AI's economy is slow, but according to my opinion, it seems to be fine, it is a tribe for wild tropical forest). Starting conditions changed a little bit too.

Ah hah yes I had observed that the palm leaves decay away after a while. Palm leaves are only short at the very start but if properly anticipated it can easily be handled. After a while you have too many.

More animals are needed, yes, meat shortage is pretty crippling.

Other changes in notifications (leaf gatherers and winemakers have notifications now). Empty mines made more efficient. Hunter's house is one stone cheaper. From build costs of training sites one gold removed and replaced.

Oh I was gonna mention the leaf gatherer lack of notification, cool.

Empty mines as in depleted veins? Yep, I think that's needed too for maps with very limited mineral resources. Sumatrans are stunningly dependent on minerals. Copper, Gold or Diamonds lack will annihilate them.

The economy seems to work fine now, so I will try to do something with the graphics again. But this is probably the last update in this year.

Merry Christmas and a Happy New Year!


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OIPUN
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Posted at: 2024-12-19, 19:36

mxb2001 wrote:

Sumatrans not only have weaker soldiers (graph rates them 30 vs 45 for others (except one that's 40 Empire? Atlantean?)) but they were difficult to train, I think because of meal shortages (hard to rectify with little space!) although I was starting to build food on my Borneo colonies.

Sumatrans soldiers are not weak. The weakest soldiers are Barbarians and then Empire. Sumatrans are somewhere in the middle. As for the graph, you probably saw 40 vs 45 not 30 vs 45 and that is because while playing HQ, Sumatrans were starting with 40 warriors only and most of the other tribes starts with 45. But that is newly changed in the 2.0.0 version. As I wrote that I had changed the starting conditions a little bit, this is one of the changes. Sumatran HQ has also 45 warriors at the beginning of a new game now.

And that the warriors are harder to train may be true. I didn't want a simple tribe. This is not a tribe to be played at higher speed. You need to do a lot of economy management. And the meal production and distribution makes it tricky. I still believe, this tribe can be equally strong as the other tribes, you just need a little bit of time and space at the beginning. The strongest tribe from my point of view is Amazons. And Sumatrans, should be somewhere in the pack behind the leader already. Sometimes stronger, sometimes weaker, depends on circumstances. And another thing is that I maybe made Amazons a little bit weaker through the world changes. So the statement about the leader may not be true while using this add-on already. But I didn't have time to test it properly.

Merry Christmas and a Happy New Year!

Merry Christmas and a Happy New Year! face-smile.png


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