Topic: Frisian Balancing
GunChleoc Topic Opener |
Posted at: 2018-05-16, 07:43
Thanks for your input! Let's continue the renaming discussion in https://wl.widelands.org/forum/topic/4234/?page=1#post-24944, it's a bit less off-topic there. Busy indexing nil values Top Quote |
hessenfarmer |
Posted at: 2018-05-16, 08:22
@WorldSavior: Thanks for your inputs. I will answer them this evening in more detail. For the moment being just a quick demand. Please consider to do a short round with the barbnarians on the particular map and tell me how long you neeeded to train a hero, if your time allows to do so. If possible you could upload a replay to the bug on launchpad as well but I would be very thankful for just the number. When considering cost of bricks and production it is important to see how much of them is used it is the main building material of the frisians. The empire does not need columns for small buildings for example. Top Quote |
hessenfarmer |
Posted at: 2018-05-16, 22:35
is this a yes interesting or no interesting? I really would like to know if you could provide me some numbers or not. They don't need to be very exact just your educated guesses, as I plan to have another cycle after b20 anyway to reevaluate the whole thing based on more experince and testing in the community.
I admit this approach would be much more exact. However this would need a lot of work ro extract the working times of different buildings and growing times for immovables and so on. As my capacity is currently somewhat limited I would propose to keep the current cost estimation knowing it is rather coarse. Actually I did not discover much anomalies anyhow. Question: how are your plans regarding your mine project? Would you like to incorporate some changes in the yellow marked areas in your branch? (For me the most important issues are normalizing wares per ressource to 1 for all tribes, have a look in the very fast coal production of the Atlanteans, the barbarians dep iron mine seems to be faulty, and increase frisian coal production per second a bit.)
Ok I understand it now. Although taking especially production time into account is really a lot of work. I am not sure whether I could deliver this in reasonable time without some help. So probably this needs to wait for the next step. (see my proposal of a stepped Approach below)
this was due to a false understanding of recycling. I thought related the return of the training cycle to a weapon but this was wrong. After the inputs in this thread I understood the recycling better and now it is reflected correctly in the code and in the excel as well. Sorry for the confusion.
Already in the branch.
Already incorporated in the branch. Thanks again.
I agree on this.
This won't fit to the description of barley as a slow growing but robust grain.
Done already has the nice side effect that the beekeeper has more flowering fields.
Might be an idea worth thinking about. If done so we could definitly reduce the fur cycle of the hunter. On the other hand that would return nearly all of the used fur within recycling. as we can't have comma numbers in there, I suggest to leave it like it is and help the seamstresses with a fur every 3rd hunter cycle.
No I didn't see this yet. However I deem this to be just a little advantage as the reindeer farm produces a fur every 65 seconds and the hunter currently does it in every 3rd cycle which results to 105 seconds plus walking times of the hunter. So yes this could be used in a team match but only at the border and it isn't that effective in the current implementation, while it still does the trick to provide some fur in the early game to get the seamstress working.
brick is definitly a shortage over the whole game. I normally increase the target quanttity to have kind of a buffer. But the frisians really need a lot of bricks so I still believe the value of 3 is ok. All other tribes do not use that much refined log or other precious materials for building. the most compareable building material is the barbarian grout which is used in largely les numbers than bricks. Please look at the relevant excel to see it.
All names are possible except of two handed sword cause the other hand holds another one so a 2 handed sword could not be used
I Know now and did so to achieve my best times although the cycle had been changed already. But in the later game the frisians still need more than 2 times more iron than gold so the cycle would be no problem. At least I did not discover any negative effects in the later game.
already did this change it is in the branch and turned out to be better but not perfect. Currently too much old garments are accumulated so probably I will add another fur cycle. old garments should be fully recycled cause fur costs barley and is not produced every cycle of the reindeer farm. So it is expensive in my opinion. While recycling does not cost anything at all. which is cheap then
In the encyclopedia there is already the hint that an aqua farm needs a working claypit to run properly. Reason is that clayholes vanish after a long but finite time. This is necessary to enable to run the claypit in the same spot infinitly. When there isn't enough building activity there are several possibilities to ensure a constant clay demand. One very reasonable solution is to burn logpiles and use the extra coal whis is slowly produced but cheap.
I have thought about lowering this Value already. However I think 50% is too much maybe 25 to 30% would be ok. I will look into this and make a proposal. As I wrote this morning if you could afford having an hour or so you could do me favor in delivering a benchmark on the map. I would rate it ok if I would need 120 to 125 % of the benchmark with the frisians. (the additiional percentage would be to cover for my still bad gameplay)
I understand this. Hope you will regain some leisure time though. Anyhow just some regular pings in this thread whether you are still interested in the topic would give me a good feeling.
In fact the proposal is a speed up (the advanced weapons will be produced in only 75% of the original time, althought the short sword will take a little bit longer) details can be seen in my excel sheet. Wow that was a lot of text but I rate this a very fruitful discussion and so it is worth every letter. Top Quote |
GunChleoc Topic Opener |
Posted at: 2018-05-17, 08:09
I'd have time this weekend to review the code if you do a merge request I am in favor of merging your changes, because it will never be perfect anyway and you could fiddle with it forever. So, taking it in stages is definitely a good idea. Smaller branches are also easier to review than big branches. Edited: 2018-05-17, 08:10
Busy indexing nil values Top Quote |
Nordfriese |
Posted at: 2018-05-17, 09:30
What a lot of discussion to catch up with Aqua Farms: Another option might be to have clay pits produce clay if Brickmaker&Claydigger: @hessenfarmer Do you mind if I upload new graphics for the workers to your branch? Curved Sword: Broadsword sounds good to me; again may I upload the change (name+graphics) to your branch? Also, Reebaud´s explanation of frisian attack training (first scenario) should be rephrased. Will you do that or should I? Top Quote |
hessenfarmer |
Posted at: 2018-05-17, 11:12
I am on a short holiday and don't have access to my Computer. So please feel free to upload graphics and doing any change you want. As the change of production times of the swords isn't in the branch yet you could do this as well. Top Quote |
hessenfarmer |
Posted at: 2018-05-17, 11:18
Change of weapon production cycle isn't in the branch as well. If you are ok with this you could do this as well . Feel free to start a merge request as soon as you feel ready for it Top Quote |
hessenfarmer |
Posted at: 2018-05-22, 20:46
Ok merge request is done. I did some last changes this morning. Many thanks to Nordfriese for the changes and the graphics he added to the branch. Top Quote |
WorldSavior |
Posted at: 2018-05-24, 19:30
No, I can't...
Depends on further arguments. Right now I'm only convinced that the frisian coal mines could need a speedup.
Well, resources have different costs, and the numbers of wares could also stay like they are.
The Atlantean coal mine is slower than the Barbarian deepest, and the imperial deepest is not much slower. So I think that it's okay...
Well, it is very inefficient, but one can manage to skip it always, so I don't think that a change is necessary
I didn't plan to change frisian mines, but when I change other mines, i can maybe also change the frisian ones. I could tell first what I would change, and maybe I could also change other buildings.
No problem
Theoretically there can be comma numbers, for example if two wares are transferred into one.
But the reindeer farm needs also wells and barley farms.
If you think so...
Barbarians use a very high number of refined logs for their military buildings... And is it the case that the empire needs significantly less marble than frisians need bricks? (Marble in marble columns do also count)
Yes, grout is very similar. By the way, I don't have to look at the excel to know this stuff
If you think so...
Recycling costs recycling centers, so it's more expensive than water. But it may be cheap, yes.
But barbarians are slower than empire and atlanteans (in training their first perfect soldier). What about the fact that frisians are much slower than atlanteans? Maybe you should find out how fast you are at "Two frontiers"
Thanks. I hope the same. "The hope is the last one to die"
You would confuse everyone if you would make the economy settings of clay not working anymore - like that - instead of simply removing those settings. I think it would be better if stopping clay pits wouldn't stop the aqua farms. The economy settings of clay pits shouldn't be removed...
It sounds rather like a metaphor than a weapon... Short/long/broad swords have usually two edges as well, if I'm not mistaken. Edited: 2018-05-24, 19:30
Wanted to save the world, then I got widetracked Top Quote |
hessenfarmer |
Posted at: 2018-05-25, 00:50
Ok. that is a pity but ok.
What I meant is that one mining ressource in the map should only deliver one ware for each tribe which is currently not the case. I thought this was the starting point of your project to fix the mines. However I maybe wrong.
Ok I see your point. it is not that important. However as Atlanteans don't need to upgrade their mines they should be slightly slower than the fastest improved mines of the other tribes. Don't you think. But this is only a small change with possible neglegible effect.
compared to the deep goldmine it just seems to be faulty. i would have expected it to have comnparable if not slightly better values than the deep goldmine. At least this would fit the other tribes and other improvement stages. And the possibility to skip the mine is not a solution as most players are not aware of this fact.
my idea was that we shouldn't do changes in the same area in parallel. So in my opinion the mining topic fits better in your project than in mine as it is not a purely frisians problem.
what I meant was we can't have it in the current implementation of the fur recycle loop.
Why shouldn't I? Is there any other possibility? I am not that familiar with the options in online games.
Have a look in the build cost excel. And in the decomposition into basic material I missed coal for the frisians, so it is worse than the current values. However you are right for the barbarian military buildings they use a lot of blackwood but the frisians needs lots of bricks for the normal economy as well.
I didn't mean to have a look there to recognize that grout is the most comparable ware but to see the whole picture why bricks are neede so uch by the frisians. Sorry to bother you.
Any other opinion on this supported by some explanations would be highly appreciated.
Ok I will try this. For academical purposes I did all of my testing without opponent. Shall I do it with AI opponent? What would be a good result ( or you may call it a benchmark) there? Top Quote |