Topic: Barbarian Trainingscamp and no warmill
Adamant |
Posted at: 2013-05-27, 18:59
I figured out multiple Problems resp like to have more/different Controls about Training and Military Units - generic said. I did work around by blocking Goods/Soldiers in WareHouses EVERYWHERE but those neigbored to a/the TrainingsSite. Thus all Militrary Stuff and Soldiers went there centrally. If all Military Sites are occupied like set additional Soldiers remain in that WareHouse and went out into a TrainingSite if it offer a possible Advancement to that Unit - no Matter what Stuff gets produced. I can avoid to train a Solider to Elite by avoid producing necessary Stuff but thos PreElitary Soldiers cram the TrainSites and I have to kick them out manually. Another Point is that I don't want a Freshie to get expensive Steel by advanced Gear but to archive basic Training first which costs just cheap Food. Last State of Training-Process I archived anytime but just with a Lot Assitance resp Reliability and with full Traning to TopGun. What I want to do is .. may be different resp is different from Player to Player. What I miss is a better Control what means all Kind of new Controls are welcome to me as there are just those via driving the Production. What Controls can I imagine? EG a generic Carreer-Path for Soldiers explaining what Way Soldiers train up, a Definition of aimed Quantities (eg 100 Leet-Warior) or a TrainingsPlan what to train next similar like a ProductionPlan with Items what to produce. Think simple and like a General: you need Gear and Units. What Gear and what Units do you need? Where do you need them? You don't want to handle them always one by one or as Group or as Garnision of a Site - but all that Time by Time. I did several Time rather disappointed that I was not able to specify a Site (selecting it), selecting the Units I want for an Attack and attack with those an EnemySite (or EnemyUnit). Let's assume my best Horse, a medium trained Unit moves out - the other 4 Units move out from other Sites more distant. My best Fighter arrive alone .. well they do Duells anyway .. but due to Calculation the other Soldiers comes to late and my best Soldier did continue as SuicideMission and fight with 33% HP and die tightly at last. Matter of Calculation was that he beat two while other takes the Remain .. failed due to the wrong Units attacked from wrong Sites. Even if I get aware of that right after Instruction of Attack I can not do anything but watch like my Attack starts with the wrong Leg - no Way to retreat, abort or anything. I can't select a Unit or Group but just an empty MilitarySite. Lost of Control if there ever any Control was over the Soldiers aside of Ware-Handling via the Eco-Conrol and specifc Site-Management for Amount of Soldiers. Aside of all Control-Matters there is something I miss extremely in WideLands Military Dimension to support Diversity in Strategies: * XP for Soldiers (like for Worker) eg Recrutee, Corporal, Sergeant, Lieutanant, Captain (0..3 Strives) with better LeaderShip a Soldier * Diversity of Soldier-Type - at least a BowMan as MissileWeapon eg Range 2..3 Fields Imagine that: there is Castle from me and an opponents Castle and my Site takes Territory first. I plant there a Lot of Trees. Now I can observe, that the Opponent can send his Lumberer into my Forest to lumber my Wood and my Soldiers don't do anything to hold him up. The don't protect Borders or Territory but only friendly/own military Sites. They can't patrol, they can't do Recon similar to a Scout, they can't guard a specific other Site (and ignore another Attack). It sounds surely rather hard if I say I did try to ignore the military Dimension of WideLands by a minor Share of Pacifism but the mayor Share about Unsatisfaction about the military Options inside the Game. Nevertheless I like the Game and I like that there are rather many different military Sites which are in my Eyes visually (->Perception!) the BackBone of military Dimension even the TrainLevel of Soldiers is not lesser important than the Site-Size. I won't tell somebody else Soldiers in WideLands can have 16 different TrainStates but in WideLands is per Tribe just a single Type of Soldier but each Tribe have many different Types of MilitarySites - so that's the BackBone. The TrainingSites looks fine but do visually litte aside of consuming Goods and due to the Impact of Training their Meaning is perhaps larger than that of Site-Size. From Aspect of Strategy and Tactic it's rather poor to have as only Option to apply plain Force against Force. I miss any Scissor-Paper-Stone-Matter and other Things which enable more Option to utilize special Attributes and Abilities. Eg Sword-Man is heavier and thus slower but have better protection while BowMan is liter and faster and lesser armored and Advantage by RangedAttack but DisAdvantage by CloseCombat. As 3rd I like SpearMan which get its most Value by Mounted Units. I would like to see the Scout to habe a small Soldier-Ability even he is weak but have a good Recon/SightRange. If he get a Horse as Mount he may scout with doubled Speed resp doubled Range. Also for Patrol-Matters in MilitarySites he is useful if he have an increased Sight and Speed to alert the Site and return with Enforcement - he is Recon and not Commando. I don't understand that Players can't attack civilian Sites and Units. I would donate HP to Sites and make them attackable and close Military Sites may send out Troops to defend attacked Sites no Matter if Military or Civilian. Fazit: there exist a Lot of Things where an Improvement can access. At present the Military can't do a Lot and there are just few Methods to control it. If there is a Control for Troops it could serve fine for Fleets as well as we have to deal there same or similar Matter. I don't like the Idea of Military as Crown of Economy but as long as there is no other I want the Military Matter with better Control and Features and Diversity to have more Fun with. Btw: the Icons for Unit-Stats are not really well descriptive to my Eyes (I try to guess the Pixel-Area of the Enemy-Units their Icons as Gauge to guess the Opponents Strength - I can still ever NOT map an Stat-Icon to a Stat-Value. I could train it, yes... but I can't use it well in Battle: I can use it to check my Forces but I can hardly selct them. If an Enemy attack I can't do aLot but wait for Reinforcement resp change Settings to increase Forces. I can not call immediately additional Defenders. Effectively these Icons means to me (only) I can see what Power the Attacker have and compare with own Forces resp guess how or understand why my Forces bashes or get bashed. Brief Point is I would prefer if that Stats are represented different or those of Attacker are invisible as the present Way means to me the Screen is covered by Stat-Icons and I can see almost nothing else. Ivan the Terrible is dead .. Genghis Khan is dead .. and I do not feel well, too. Top Quote |
teppo |
Posted at: 2013-05-27, 19:54
Adament, why do you put karlrune's words to my mouth? I asked Astuur (and Horatio and others) to playtest and give feedback, which is very different from what you just wrote. Top Quote |
Adamant |
Posted at: 2013-05-29, 14:31
Another Try... You Teppo asked that I put Karlrunes Words into your Mouth. I don't know why exactly but if I read the Thread now that Words origin from Karlrunes. I'm not sure but may be you expect an good Answer and not just a Sorry resp Thanks for Clarification. Sorry and Thanks for Clarification. I did answer a Question of Karlrune - that Question you did identify to origin from Karlrune. Miracle solved? Edited: 2013-05-29, 15:39
Ivan the Terrible is dead .. Genghis Khan is dead .. and I do not feel well, too. Top Quote |
Astuur Topic Opener |
Posted at: 2013-06-02, 22:11
Teppo: >Astuur: Windows build bzr 6573 contains the feature we discuss. Please try it, and share your findings. Sorry I missed that. I have been away some time. I am testing bzr 6576 now. I suppose that also should be okay for testing? I am not quite there yet to understand what else happens, but I can see soldiers coming out of the trainingscamp when they have no chance for further training (high level arms and armour missing). So far so good. I have a graphical problem in the line immediately under "Trainingscamp". That is an awkward testing as WL lacks all capability to show soldier's training levels when they are inside the warehouses.... I'll do more testing tomorrow and see whether there are other implications... just wanted to let you know that I am at it! Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
teppo |
Posted at: 2013-06-03, 06:29
Thanks for the quick response. Quite right. I could, of course, require that the replacement must be less trained than the kicked-out guy. That would
I was feeling that at least the loudest guys here did not want that. I personally like making it even harder to get fully trained soldiers, and surely would not oppose changes towards that direction. I do not see the graphical thing you refer to. Maybe it is a windows related issue?
The training matrix is four dimensional, which is difficult to visualize neatly. Maybe that's why. It might be rather straightforward to make the soldier count vs time graph a stacked one, showing own soldiers' general levels as different color shades. Maybe you should make another feature request on that? Top Quote |
Astuur Topic Opener |
Posted at: 2013-06-03, 12:57
Okay Teppo - let's see. Trying to follow your thoughts: Genrally speaking, I would have liked to know some more details about how you achieved the new logic. I am currently playing bzr 6576, Empire and got 2 traingscamps and one Colosseum running. Questions: With the current logic, I am a bit worried about the slots in the trainingscamp and the time spent idle, when very many well, this stuff is complicated Addition: There is also still the problem with the sequential training of unrelated skills. Would it not make sense to clear up such irrational interdependencies? PS: the graphical glitches seem indeed independent... Edited: 2013-06-03, 17:04
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
teppo |
Posted at: 2013-06-03, 19:18
The whole kick-out thing is now training site -driven. If the soldier is at levels that have repeatedly failed, the soldier is a kick-out candidate. If training works, the relevant counters are reset. There is a logical and between types of training: If any of a soldier's level is one that is considered to work, he is safe.
The history of the training site is important. The soldier's history is irrelevant. A single success in training clears away old sins. Also time makes them bleach, though slowly. When a certain level has already been declared as non-working, the kick out happens rapidly.
You are right. However, I disagree with your conclusions. Especially in case of evade, where only foodstuff is needed. If weapons are supposed to be difficult to get and food easy to get, then lack of food should not be a reason for repeated training failures. From the player's perspective, the whole kick-out thing is not always beneficial. However, it doublessly reduces the benefits of micromanagement, and emphasis the benefits of a fluent economy. Map size permitting, I usually build a warehouse and providers of relevant food items in the proximity of the trainingsite, to smoothen the flow of precious wares.
In my mind, requesting a less-than would make more sense, but nothing prevents us from making a not-equal request. At least the code looks as if it was possible, I have not tried. I will think about it. If everybody else likes your idea, I might think even harder!
Yes -- there is more training with this patch, but on the other hand, fully trained soldiers are harder to get than they were previously. I see that a good thing. It also makes micromanagement less profitable. I see this to be a good thing.
I would guess that the sites are less idle now than they were previously. A road system must be damn lousy, if the site kicks off all its tranees before the replacements arrive. Of course, if the economy consumes soldiers faster than new ones are made, then the soldiers end up into half-full military sites and trainingsites are more likely to be empty. I do not see a problem there either: If all soldiers are at battle field, then are probably needed there for a reason. Else the player would retreat, wouldn't he?
No -- you speak clearly. I just disagree. This is a question of taste. One reason why I would not like to discard kick-off because of lack of food is that I would like to introduce one or two additional evade training steps, which would be very expensive in terms of amount of food (bread meat fish beer whatever) and increase the evade skill only marginally. The motivation being that those steps would be so expensive and the gain so small, that those training steps might not be what the player wants. Foodstuff has some value elsewhere (like in empty mines) too, even if there is no real shortage. The motivation would be to make the "golden path" less clear, which would add some salt to the playing experience. One thing that I have not thought too much is the eagerness of the sites to kick out. Each site type has a configurable parameter saying how many times the training must fail in a row before the whole kick-out starts. That number could be tuned up -- or down. Currently barbarian training sites are least patient. If you wish, you could try looking at [widelands installation directory]/tribes/empire/trainingscamp/conf file (and similar files for other sites) with notepad, and find a line saying trainer_patience=[number] and then changing that number.
I have tried with barbarians and atlanteans, and that did not happen. I have not tried with Empire. Did you really try, or were you speculating? If you really tried, I could take a look. Thanks for the long feedback, I value it also when we disagree with some details. Edited: 2013-06-03, 19:22
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Astuur Topic Opener |
Posted at: 2013-06-04, 14:02
Wow .. that has become quite long....
Ah .. thanks for the explanation! Sounds very good. Can it be that you have factored into it the training at the respective "other" training site? I am asking this because I have made the observation that soldiers inside the Empire trainingscamp stay there (seemingly for ever) when they still lack the Evade training at the Arena or Colosseum -- even when there is no more training for them at the site they are currently in. Could this be a consequence of that last statement of yours?
I won't pretend that I fully understand how it works, but I can see that you have clearly put a lot of thought into the optimization.
Yep I do likewise - and I agree an the effects that you mention. It's one of the strong benefits of your addtion. Again about the "No food -> kick out" rule and my opinion that it should not happen:
True, but still it happens often enough. The demand for bread and meat/fish rises considerably when you run Training sites, and many players run into food shortages once the map's fish/game resources are gone. The Empire cannot replenish any of it. All said, it does happen - so we had better take this situation into consideration and figure out how to react. Nothing of what you say speaks in favour of making the "no food" condition a reason for shifting solders. If it is painful to distinguish between "no weapon/no armour" on one hand and "No food" on the other, then it does not do much harm to let it stand as it is. But if you easily can take out the "no food" condition, I think you should do it. The reason is simple: It serves no purpose und is not benefitial. Every training step for each and every soldier needs food. No training can happen without. So if this is the only reason for kicking out, there is no cure for the situation by calling other soldiers in. You may just as well keep the soldier you have. Okay, there is an exception: Sometimes you need double rations. So exchanging such a soldier for one that needs less food for his level may be a benefit. But even there, I think it may be easier and more effective to wait a moment.(i.e. keep him in and retry later) About the "send soldier with different training level"
I have no idea if or when any of the regulars will jump in here.
I can't really see why fully trained soldier will be harder to get. Can you please explain a bit? About overall efficiency of the training sites.I said: With the current logic, I am a bit worried about the slots in the trainingscamp and the time spent idle
In a situation where something is missing (gold, cloth, ...) they will be more efficiant - no doubt! About introducing training levels that are expensive but not very effective.
Hehe, are you forgetting that we are not alone here, Teppo ? Setting "trainerpatience"_
Cleverly done; but all in all it seems to be quite good "as is". About the forced consecutive training of unrelated skills and its consequencesI wrote: "In the example above, if an economy had no gold, the training of soldiers even with your code would stop after attack level 1(advanced lance needed), because attack levels 2 and 3 each need weapons including gold."
The moment I wrote this I was merely speculating, well not really "speculating", but deducting from former experience. But your experience has puzzled me that much, that I have meanwhile created that exact situation described and found my "speculations" were wrong! The training for every soldier skill stops where it needs to (for lack of gold in this case) -- so you have managed to solve that? I could swear it always was like that, wasn' it? Or does my memory totally fool me? Wonderful! Great work! About the Empire Trainingscamp (endlessly?) retaining soldiers that need to go to the Colosseum.Please take look
here
Marked in red you find the relevant things.
Disagreeing is the essence of any discussion. Edit: corrected lots of misspelled and mistyped text. Doesn't pay to type things in haste Edited: 2013-06-05, 05:43
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
teppo |
Posted at: 2013-06-05, 14:13
Hi again.
The piece of code handling the training site knows that it need wares 7,10/11, and 16 for one step. It does not know which of those were done at bakery, which at helmsmith. It would, of course, be possible to add such knowledge. That might be a maintenance issue later, when there is one more place that needs to be adjusted if somebody altered the economies (or introduced a fourth tribe into the game, for example). In short, currently foostuff-wares are not different from other wares. Making a distinction might lead to ugly code somewhere, but is of course doable. Maybe my view is biased since we still disagree on this. Somebody else, cut in and comment.
I remember seeing a poll here at widelands.org some time ago. I suppose that the webmasters know how to make polls. Would that be an overkill? What should the poll options be?
On the other hand, we might also get complains that soldiers are not exchanged fast enough. I have been doing another micromanagement related modification -- namely allowing the military sites to exchange soldiers automatically when a more trained (or less trained, depending on what the player prefers) becomes available. It actually plays quite nicely together with this kickout code, in my opinion. This other modification is now stable enough for playtesting. Windows version not foreseen in the next few days. Anyway, if that is also taken into use, somebody might be irritated whenever a soldiers remains at training!
The screenshot was taken when the economy did not consume soldiers. Currently, when kickout happens, it is always the most trained, stalled solder that will go away. Also arts that are not taught in that school count. In your case, lack of Evade levels makes the marked soldiers to be "less trained" than the others. Since your economy does not consume soldiers, the more trained ones go back and forth, which causes the standstill. Thanks for the remark. I will do something. In general, I got the feeling that you are not suggesting that we should remove this kick-out thing from the development branch? Top Quote |
Astuur Topic Opener |
Posted at: 2013-06-05, 15:49
OKay, This time I understoood your explainations As for polls Also Sirver had initiated regular polls at a time, but he's not so fond of them now.
Heaven forbid! I hope I have already asked most of the silly question, so that others need not bother you again I must stay away from WL (not totally, I hope) for some days soon, but will try to play the other tribes ASAP. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |