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Topic: Way to identify terrain

mxb2001
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Joined: 2019-05-20, 18:49
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Posted at: 2025-01-10, 20:12

A mouse click on a terrain should have the option to look up exactly what terrain type is there for soil analysis purposes. Or maybe let the geologists do it? Currently you need to memorize the colour/pattern.


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OIPUN
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Posted at: 2025-01-10, 22:16

Good idea. Could be part of this action table. By clicking on a new icon in this table, new table could open up with terrain type and info about tree growth. Only problem is that every node has 6 fields around. But maybe it has some solution. Maybe info about all 6 terrain types should be involved and tree growth should be calculated not for terrain type but for this particular node. Not sure how difficult this might be to realise.


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mxb2001
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Posted at: Yesterday 19:04

OIPUN wrote:

Only problem is that every node has 6 fields around.

I was afraid of that. I'm still pretty clueless about how WL works and that's one of the things I can't seem to grok. A map where you use the lines between the spaces isn't something I'm used to. IIRC some ancient board games used that technique but as a long time wargamer I'm 100% in the mindset of a field that your troops occupy. Hex or square or even triangular isn't a concern but that they're in the field is just hardwired into me. : )

But yeah, that does seem to be a fatal problem...

Wait... aren't trees planted at these 6 way intersections also? How do they know what soil to use???


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Nordfriese
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Posted at: Today 09:13

In the editor you can use the info tool for this purpose. But I don't see what advantage a player would gain from adding this information to the in-game menus.

Wait... aren't trees planted at these 6 way intersections also? How do they know what soil to use???

The terrain parameters at a node used for growth of trees and bushes are the average of the six surrounding terrains.

Note that each species of tree has a different preferred terrain, so that each terrain has a different quality for different species of trees. Again, the editor tells you what terrains are good for a given tree and what kind of growth you can expect on a given terrain, both in the encyclopedia and via a tooltip in the tool window.

Edited: Today 09:16

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BoeseKaiser
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Joined: 2019-02-21, 11:03
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Posted at: Today 15:09

Nordfriese wrote:

In the editor you can use the info tool for this purpose. But I don't see what advantage a player would gain from adding this information to the in-game menus.

It can be usefull for instance on 3 Warriors or other maps that have soil with 1:2 ratio tree growth. it could avoid building foresters/... on the worse soil.

Wait... aren't trees planted at these 6 way intersections also? How do they know what soil to use???

The terrain parameters at a node used for growth of trees and bushes are the average of the six surrounding terrains.

That's a good info ! I don't see the problem with the trees planted at the intersection, if tree growth is the average of the 6 fields, clicking on the node could give you this average.

Note that each species of tree has a different preferred terrain, so that each terrain has a different quality for different species of trees. Again, the editor tells you what terrains are good for a given tree and what kind of growth you can expect on a given terrain, both in the encyclopedia and via a tooltip in the tool window.

If I understood this correctly, foresters/... plant the best possible tree for this terrain anyways, right? different types of trees are more of an aestetic thing? in this case, the info we are looking for is just the tree growth for the best type of tree at this node?

The information is avilable through the encyclopediabut still requires to identify terrain from colour pattern (and apparenly also calculating an average). The info in 1 or 2 clics would be a great quality of life change.


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