Nordfriese
Joined: 2017-01-17, 18:07
Posts: 2082
OS: Debian Testing
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2019-08-21, 12:57
First half of coding changes is uploaded to the branch.
Syntax for water gatherer:
"findspace=size:swim radius:…",
...
Syntax for terraforming:
"findspace=size:terraform radius:…",
"walk=coords",
"animate=…",
"terraform",
"return"
There are no terraformable terrains yet. This can be set in the terrains/init.lua by setting
enhancement = "terrain_name",
Will work on the treetop sentry next
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GunChleoc
Joined: 2013-10-07, 15:56
Posts: 3317
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Location: RenderedRect
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Posted at: 2019-08-21, 19:01
For the C++ changes, maybe have a minimal tribe in a separate branch? That will keep the diff smaller.
Busy indexing nil values
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Nordfriese
Joined: 2017-01-17, 18:07
Posts: 2082
OS: Debian Testing
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2019-08-21, 19:46
For the C++ changes, maybe have a minimal tribe in a separate branch? That will keep the diff smaller.
Good idea It´ll also make playtesting easier, will do this…
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hessenfarmer
Joined: 2014-12-11, 23:16
Posts: 2758
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Location: Bavaria
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Posted at: 2019-08-21, 19:48
I stumbled over the massive diff as well. However how should I work now? Pull the branch in current state or wait for an update?
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Nordfriese
Joined: 2017-01-17, 18:07
Posts: 2082
OS: Debian Testing
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2019-08-21, 20:00
I plead guilty
Please pull it like this. I´ll copy the code changes to a new branch, and when it´s merged, I´ll take care of the merge conflicts.
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hessenfarmer
Joined: 2014-12-11, 23:16
Posts: 2758
One Elder of Players
Location: Bavaria
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Posted at: 2019-08-21, 20:05
@ Nordfriese
I decided to work outside the branch tonight and fill in the work after you tell me I am save to do so. Ok?
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Nordfriese
Joined: 2017-01-17, 18:07
Posts: 2082
OS: Debian Testing
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2019-08-21, 20:21
I already copied my changes to a new branch. So, just do a bzr pull on your local amazons branch copy to get the latest revs and then use commit and push for your changes as normal.
I won´t upload any further coding changes there, they´ll all go to the new branch.
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hessenfarmer
Joined: 2014-12-11, 23:16
Posts: 2758
One Elder of Players
Location: Bavaria
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Posted at: 2019-08-21, 21:51
While doing wares workers I gave the golddigger and the gold smelter a stonebowl to wash and smelt gold. seems to be reasonable they should use a tool.
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king_of_nowhere
Topic Opener
Joined: 2014-09-15, 18:35
Posts: 1668
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Posted at: 2019-08-22, 17:00
Nordfriese wrote:
Till then, I´ll implement the coding changes needed for treetop sentry and gardening center.
Regarding the latter – @king please provide a list of all terrains that can be transformed and for each one the terrain it should become after transformation.
for all biomes, mountain 1 and 2 to forested mountain 1, mountain 3 and 4 to forested mountain 2
for greenland:
- barren steppe to steppe
- steppe to mountain meadow
- mountain meadow to meadow 1
wasteland:
- ashes 1 to hard ground 3
- ashes 2 to hard ground 1
- igneous rock to [desert]dry soil
winter:
- tundra taiga to tundra 2
- taiga to tundra taiga
- snow to taiga
desert:
- desert 4 to dry soil
- dry soil to high mountain meadow
- high mountain meadow to mountain meadow
- mountain meadow to steppe
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king_of_nowhere
Topic Opener
Joined: 2014-09-15, 18:35
Posts: 1668
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Posted at: 2019-08-22, 17:20
hessenfarmer wrote:
While doing wares workers I gave the golddigger and the gold smelter a stonebowl to wash and smelt gold. seems to be reasonable they should use a tool.
no problem
I'm also updating the soldier and promotion costs
soldier stats and levels:
starting stats attack 12-16, healt 130, defence 5, evade 30.
top promotions attack 2 healt 3 defence 2 evade 3
bonus for promotion 8 - 23 - 10 - 15
soldier wares:
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spear: costs 1 ironwood. needed to make new soldiers (note: someone would like bows better, but I think it would look stupid to have warriors equipped with bows doing nothing but melee)
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stone-tipped spear: costs 1 ironwood and 1 stone. Needed to train attack from 0 to 1 with 1 meat/fish and 1 chocolate
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hardened spear: costs 2 ironwood and 1 stone. needed to train attack from 1 to 2 with 1 meat/fish and 1 bread and 1 chocolate
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tunic: costs 1 rope and 1 rubber. needed to make new soldiers. Since soldiers would be very cheap, they also cost some food
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light wooden armor: costs 2 balsa and one rope. needed to train healt from 0 to 1 with 1 meat/fish and 1 chocolate
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wooden helmet: costs 1 ironwood and 1 rubber. Needed to train healt from 1 to 2 with 1 bread and 1 chocolate
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warrior's coat: costs 1 ironwood 2 balsa 1 rubber and 1 gold. Needed to train healt from 2 to 3 with 1 meat/fish, 1 bread and 1 chocolate
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sturdy boots: good boots make you faster on your feet. Costs 1 rubber 1 balsa and is needed to train evade from 0 to 1 with 1 meat/fish and 1 chocolate
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swift boots: costs 3 rubber. needed to train evade from 1 to 2 with 1 bread and 1 chocolate
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hero's boots: cost 3 rubber and 1 gold. needed to train evade from 2 to 3 with 2 meat/fish and 2 bread and 2 chocolate
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padded vest: costs 2 rubber 2 ropes. needed to train defence from 0 to 1 with 1 bread and 1 chocolate
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padded protector: costs 2 rubber 2 ropes 1 balsa 1 gold. Needed to train defence from 1 to 2 with 1 meat/fish, 1 bread and 1 chocolate
a basic soldier is made from a spear and tunic and a papaya and a meat/fish.
Edited: 2019-08-22, 17:21
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