Topic: Sumatrans Tribe

mxb2001
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Posted at: 2025-01-10, 20:05

OIPUN wrote: It really needs experience. I learned by myself while testing too. I usually build three jungle marshes for one hunting camp when the HC should work on 100%. If I want one additional hunter's house , I count one JM more.

Wow, that's a brutal requirement. JM's are "cheap" (BTW how are jungle ghosts trained? doesn't seem a problem but it is very mysterious) but the green space can be a major problem in certain maps. (Definitely on Borneo's starting isles)


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OIPUN
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Posted at: 2025-01-10, 21:57

mxb2001 wrote:

BTW how are jungle ghosts trained? doesn't seem a problem but it is very mysterious

Not sure about this. I've never been to a jungle on my own to meet the ghost. Probably the place itself is shaping it. By building a marsh you shape the ghost. Every place has its own maybe spirit would be better word. You can feel it while travelling. In Norway for example, you have some kind of Nordic ghosts. I little bit rough but playful, wanna play with you that is because not many people are living there probably. In Italy, the ghosts are crazy. Maybe because of the long history the ghosts seem to be overstimulated. I was so happy to be at home when I returned form Italy. We have kind of mild and kind ghosts here in Czech Republic. But I simplify that for sure. How can one describe a ghost.

the green space can be a major problem in certain maps. (Definitely on Borneo's starting isles)

Do not understand why should?


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mxb2001
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Posted at: 2025-01-11, 19:10

OIPUN wrote: Not sure about this. I've never been to a jungle on my own to meet the ghost. Probably the place itself is shaping it. By building a marsh you shape the ghost. Every place has its own maybe spirit would be better word. You can feel it while travelling. In Norway for example, you have some kind of Nordic ghosts. I little bit rough but playful, wanna play with you that is because not many people are living there probably. In Italy, the ghosts are crazy. Maybe because of the long history the ghosts seem to be overstimulated. I was so happy to be at home when I returned form Italy. We have kind of mild and kind ghosts here in Czech Republic. But I simplify that for sure. How can one describe a ghost.

Hehehe, very nice. I was though wondering what resources built a ghost in technical terms!

the green space can be a major problem in certain maps. (Definitely on Borneo's starting isles) Do not understand why should?

Oh I just meant that on those small starting areas on Borneo map there aren't enough green plots for enough jungle marshes. Hmmm maybe I can put them on Borneo proper and then SHIP the CROCODILES back to where they are needed? ;- )

Of course it would be even better to build a Crocodile Training Centre to teach them to swim through the ocean waters to where they are needed!!!


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OIPUN
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Posted at: 2025-01-14, 08:28

New version 2.0.2 of world add-on is uploaded. There was a problem with editor in 2.0.1. Dead tree 7 was removed. I am posting this info just because I want all new versions to be reported here. All versions 2.x.x should be compatible.


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Teayo
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Posted at: 2025-01-17, 23:57

Change Suggestion :

current   folder    name : water_carriers_hut
current   technical name : sumatran_water_carriers_hut
current   display   name : Water Carrier’s Hut

suggested folder    name : water_gatherers_hut
suggested technical name : sumatran_water_gatherers_hut
suggested display   name : Water Gatherer’s Hut

Reason :
Alignment and unification with other tribes . In this case with the Amazons .

Positions :
...widelands\addons\sumatran_tribe.wad\productionsites\water_carriers_hut\init.lua , register.lua
...widelands\addons\sumatran_tribe.wad\tribes\sumatran_tribe\units.lua

Same for Worker "water_carrier"

Edited: 2025-01-17, 23:57

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OIPUN
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Posted at: 2025-01-18, 22:15

Teayo wrote:

Change Suggestion : ~~~~ current folder name : water_carriers_hut current technical name : sumatran_water_carriers_hut current display name : Water Carrier’s Hut

suggested folder name : water_gatherers_hut suggested technical name : sumatran_water_gatherers_hut suggested display name : Water Gatherer’s Hut ~~~~ Reason :
Alignment and unification with other tribes . In this case with the Amazons .

Positions :
...widelands\addons\sumatran_tribe.wad\productionsites\water_carriers_hut\init.lua , register.lua
...widelands\addons\sumatran_tribe.wad\tribes\sumatran_tribe\units.lua

Same for Worker "water_carrier"

I really don't understand why you are asking this. You already have smelting works and furnaces, lumberjacks and woodcutter and similar inconsistencies in the game. I really don't understand why should this even matter.


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OIPUN
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Posted at: 2025-02-02, 19:07

New 2.0.1 version of the tribe add-on is uploaded. It contains new graphics for warehouse and port. It is still very simple, some more details may be added later. Few string corrections were made.

Edited: 2025-02-02, 19:22

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mxb2001
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Posted at: 2025-02-26, 19:29

I strongly suspect that the croc hunters added to the other tribes is causing this:

[00:02:33.637 real] WARNING: The AI needs the tribe 'atlanteans' to define 1 type of hunter's building at the most. Hunters are buildings that collect any bob from the map.

[00:02:33.650 real] WARNING: The AI needs the tribe 'amazons' to define 1 type of hunter's building at the most. Hunters are buildings that collect any bob from the map.

[00:02:33.662 real] WARNING: The AI needs the tribe 'empire' to define 1 type of hunter's building at the most. Hunters are buildings that collect any bob from the map.

I fear it may bung up the AI? Something worth investigating anyways.

Edited: 2025-02-26, 19:29

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MarkMcWire
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Posted at: 2025-02-27, 10:42

mxb2001 wrote:

I strongly suspect that the croc hunters added to the other tribes is causing this:

[00:02:33.637 real] WARNING: The AI needs the tribe 'atlanteans' to define 1 type of hunter's building at the most. Hunters are buildings that collect any bob from the map.

[00:02:33.650 real] WARNING: The AI needs the tribe 'amazons' to define 1 type of hunter's building at the most. Hunters are buildings that collect any bob from the map.

[00:02:33.662 real] WARNING: The AI needs the tribe 'empire' to define 1 type of hunter's building at the most. Hunters are buildings that collect any bob from the map.

I fear it may bung up the AI? Something worth investigating anyways.

The AI ​​is designed to only accept one type of building whose workers can hunt animals (bob) on the map. However, from my experience with the Europeans, the AI ​​does not malfunction if there are several such building types. It's just a simple warning.


My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing

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OIPUN
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Posted at: 2025-02-27, 10:48

mxb2001 wrote:

I fear it may bung up the AI? Something worth investigating anyways.

I saw your previous post. It's the same case as the Nordfriese's wells. Don't worry about AI. I watched it and the AI is too busy building foresters, trying to find out the best way how to connect them to the road system. It even didn't notice.


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