Topic: "Northmen" Tribe Page
king_of_nowhere |
Posted at: 2017-07-24, 03:28
perfectly reasonable concern, but in this case for "weak heroes" I'm talking about a win chance of at least 35%. So, significantly weaker, and you can expect greater losses that you'll have to replensih with your lower costs, but nothing like one-sided fights.
let's see. for empiire, basic buildings are 4 woodcutters 4 foresters 1 stonecutter 1 wineyard 1 winery 1 tavern 1 fishery 1 marble mine. 14 buildings to get reasonable supplies of building materials. In a large map you want more, but in a small map that's what you make before you start making soldiers. For frisians as suggested above, I count 21. no, frisian economy is definitely more complex than empire. and then with empire you need 2 farms and 1 bakery and a colosseum and you can alrready start training soldiers in evade. for frisians, i don't even have any idea what you need to start training soldier.
two hours is too much, but if we can do it in two hours at the third or fourth try, we can certainly do it faster with more experience. say we can do it in 90-100 minutes, which would be a reasonable result compared to other tribes. we'd only need to start training soldiers in half an hour, as other tribes are capable of just that with evade, and evading soldiers against unpromoted soldiers is a one-sided fight.
II did play them, but was always horribly slow. that's why i suggested all the cheaper prices. Now that the prices are cheaper, I can give it a good try. Seems like this balancing falls upon me and worldsavior, we are the ones good enough to try it. Top Quote |
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GunChleoc |
Posted at: 2017-07-24, 09:54
If you don't want to mess up your clean trunk install, you can also copy Busy indexing nil values Top Quote |
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Ex-Member |
Posted at: 2017-07-24, 12:13
I played a game yesterday to test promoting soldiers, I perhaps chose the wrong may, together we're strong, as it took nearly four hours to get gold production running. While waiting for gold I had built a small arnour smithy, which produces recruit and level one weapons, as soon as the smith was reaind I built another one and upgraded to larghe armour smithy who produces the rest of the upgrade weapons, when the gold arrives. I upgraded the bakery and brewery once workers were trained so I also stockpiled mead and honey bread for training, I had also built a seamstress to make recuit clothes and upgraded her as soon as possible to stckpile upgrading clothes.. I needed to tweak the economy settings to get a large stock of everything. As soon as I started building the gold mines I started a small traing ground and prioretised the first gold bat to go to it. By the time the gold was flowing into the production sites for the last upgrade weapons and clothes I was building the large training site and about 15% of soldiers were trained to the maximum that the small site can. Within 45 minutes of the first gold bar being produced I had my first fully promoted soldier, others followed slowly, the delay being caused by the gold deliveries taking a long time, half an hour after the first full promotion about 10% were fully promoted and 80% had at least 3 levels. On a map where you can produce gold within half an hour it should be possible to fully promote at least one inside 2 hours, if you have supplies of meat, fish and fruit which is comparativly easy to do, then the ruling production is barley, I needed 12 farms to supply 2 sorts of brewery, 3 sorts of bakery and 2 reindeer farms, but I had 4 hours to build up stocks. Top Quote |
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king_of_nowhere |
Posted at: 2017-07-24, 18:11
I did some advanced tresting on crater, and I did manage to make fully promoted soldiers in two hours. I made some mistakes along the way, so I'm sure the time can be reduced by at least 20 minutes.
I will need more experiments with the attack 1 promotion to see how viable it is to give it early. Also, someone should make a list of how much it costs to give all the promotions, so that we can properly compare costs between different tribes. All in all, good work; in their current shape, frisians are not yet well balanced comparing to other tribes, but they can already be used reasonably. EDIT: I checked for attack 1 soldiers, and they could be made reliably within 30 minutes. if they are passable in fight, then balance is mostly right. Edited: 2017-07-24, 19:02
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Nordfriese Topic Opener |
Posted at: 2017-07-25, 17:23
Which frisians version did you play with?
The current experience required is 23 for baker, 21 for brewer, 16 for seamstress. They could be lowered to about 16 for baker, 19 for brewer, 14 for seamstress.
Well, if the claypit stops working, then some holes remain. The aqua farm uses these holes, and when the fish are fished out, the holes fall dry again. The aqua farm can then put new fish in them. Dry holes take some time to vanish. So, I think this wouldn´t be a problem as long as there are some holes already when the aqua farm is built.
Actually, I intended for Defence 1 and Health 1 to be the first 2 promotions. Here are results for fri1 (attack only) and fri2 (1 defence, 1 health): Battles win:
So it seems that the first attack promotion is more useful than defence+health. This should be kept in mind when balancing training costs, which I didn´t do at all yet. Current food costs are:
(I will have very little time for 1-2 weeks now, and I can´t do any more discussion and scripting in that time.) Top Quote |
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king_of_nowhere |
Posted at: 2017-07-25, 18:37
Basic mathematics dictates so. Attack 1 increases attack by some 70%, while defence increases survivability by around 25%, and healt increases survivability by less than 20%. For the values we use, attack is always much more useful than healt and defence - though the two frisian defence promotions are fairly strong, more useful than the higher attack levels. And I think those values are good. Other tribes have a cheap and powerful promotion in evade, so frisians too need a cheap and powerful promotion to keep up in the early game. Attack 1 works fine for that. I have the feeling those level 1 soldiers may be too cheap, considering that mines are inexpensive to run with fruit and training only requires 1 barley, and it may be worth it to increase their training cost a bit, but I'd rather wait more playtesting for this decision. Level 0 soldiers are fairly expensive, so maybe the cost is balanced after all So my suggestion is to use the lowered values for promoting workers, and consider the tribe balanced afterwards. Minor corrections will be likely, but they would only be small changes to numerical values. I did this advanced playtesting with frisian version 8407 I would like for some of the stronger players to play with me with frisians against other tribes, so that we could better fine tune the balance. Especially for deciding if level 1 soldiers are too cheap. AI is no good for that. Top Quote |
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Ex-Member |
Posted at: 2017-07-29, 14:45
I noticed two problems today. The tavern does not seem to consume any bread when making rations and I get a fatal error crash when building a scouts hut. Fatal exception: [/home/r.../widelands-bzr/src/graphic/animation.cc:187] wrong size: (70, 101), should be (79, 93) like the first frame FATAL ERROR - game crashed. Attempting emergency save. Top Quote |
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GunChleoc |
Posted at: 2017-07-30, 11:41
All images in an animation (e.g. Busy indexing nil values Top Quote |
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Nordfriese Topic Opener |
Posted at: 2017-07-30, 12:52
As long as the tavern has fruit, it always prefers to use those because fruit are cheaper than bread. Not sure whether smoked meat/fish is preferred to bread or not. Bread should be considered less precious than these, I´ll check soon.
I guess you copy-pasted the newest data folder over the old one. I replaced the previous animation (consisting of many images) with a single new image. Go to data/tribes/buildings/productionsites/frisians/scouts_house and delete all files except:
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Ex-Member |
Posted at: 2017-07-30, 16:26
OK I missunderstood, I thought it was xxx AND bread, but smoked items are preferred to bread. The scout is now fixed, thanks. Top Quote |