Topic: Widelands tournament Easter 2018
teppo |
Posted at: 2018-04-02, 18:58
Was this a temporary thing? I have done something similar, and a jam like you describe appeared for a short while. I suspect that the router found a busy path and empty path, and started assigning all new stuff to the not busy new way. Since there were no carrier animals on the new road segmants, the road got badly stuck. When the new road stopped being significantly better, the situation stabilized. I wrote this from memory, did not check code, could be wrong. ![]() ![]() |
einstein13![]() Topic Opener |
Posted at: 2018-04-02, 20:22
I can confirm that, also from memory. einstein13 ![]() ![]() |
einstein13![]() Topic Opener |
Posted at: 2018-04-02, 21:37
I have received several e-mails last 48 hours. I am glad to see that there are many people interested on that tournament!!! So far: hessenfarmer
tando
Carsten
einstein13 ![]() ![]() |
king_of_nowhere![]() |
Posted at: 2018-04-03, 19:43
I found out after 8 hours that my labirinths weren't working! I had a warehouse set for storing metals, and I was producing soldiers there. Another warehouse set for storing food, and i built the labirinths there. when the labirinth cycled new soldiers in, it only got them from the closer warehouse, so there was a handful of trained soldiers that kept going in and out of the labirinth. The mass of the soldiers wasn't touched. GAAHHHHHH!!! Only happens with atlantean labirinth, because it can tecnically give 5 promotions even if in most cases you onlly want the evade. I wonder if it would be too much to ask for an option "only train soldiers in evade" that automatically kicks out soldiers with evade 2 and ignores them when calling for more. Meh, probably too specific, and too difficult to code. Atlanteans are not ideal in this map anyway because wood is a limiting factor, but I don't want to spend 12 hours rebuilding mines. I'm just too comfortable in the lazyness of building one mine and forgetting about it. Edited: 2018-04-03, 19:44
![]() ![]() |
einstein13![]() Topic Opener |
Posted at: 2018-04-03, 19:54
@king einstein13 ![]() ![]() |
teppo |
Posted at: 2018-04-03, 19:59
I have thought of changing the training sites so that they occasionally recruit "as good (in overall) soldier as possible that still can be trained here" and "as weak as possible soldier, that can be trained here". This is not a direct answer to your request, but would still fulfill it at low efficiency. Such modification would be rather easy to implement. Of course, you can always build a huge pile of castles that vacuum the evade-trained soldiers away. ![]() ![]() |
king_of_nowhere![]() |
Posted at: 2018-04-03, 22:55
Oh, I fixed it just by kicking soldiers out of the incriminated warehouse. without soldiers in a closer warehouse, the program called them from a more distant building, the one i wanted. It's just that I lost whatever promotion i could have gotten in 4 hours. Edited: 2018-04-03, 22:55
![]() ![]() |
einstein13![]() Topic Opener |
Posted at: 2018-04-04, 21:04
Finally we have king_of_nowhere in the list: He was not going for fully promoted soldiers, so he exists only on two lists. Who will beat him? einstein13 ![]() ![]() |
teppo |
Posted at: 2018-04-05, 06:12
All fine? No need to work on labyrinths? Edited: 2018-04-05, 06:12
![]() ![]() |
GunChleoc![]() |
Posted at: 2018-04-05, 09:18
I could imagine the following buttons on trainingsites:
Busy indexing nil values ![]() ![]() |