Topic: Couple of suggestions
WorldSavior |
Posted at: 2017-12-04, 17:07
Yes, for example.
Yes. I don't know any good solution for that yet. By the way, if you click on an attackable building, your own buildings become sorted somehow: If you let only one soldier attack, he will be from building #1, the next one also and so on. Maybe it would be helpful if one could influence this sorting (or is it already possible? I don't know. Is here anyone who would like to explain how the buildings become sorted?).
Yes, it could be very helpful if there wouldn't only be the modes "prefer heroes" and "prefer rookies" but also a mode "do not exchange soldiers". Maybe by implementing the stop button at military buildings or something like this?
One could argue that water triangles which are next to standart land triangles are shallow water. So shallow that one can build a road there. I mean, even if there is no road, workers can walk through that water. So make small bridges sense at all?
I've already constructed shallow water just with the normal editor: https://wl.widelands.org/maps/resource-moon/ But it has got some disadvantages. In this water are land triangles (well, it can also be an advantage, as you can clearly see that this water is shallow, otherwise this could be difficult to figure out). And it's not really logic that this shallow water can be much better for fishing than normal water
Yes, it could probably be good. I think in general I like most of the suggestions which would increase the cleverness of the tribes. This is one of those suggestions. But maybe it's possible to find some big disadvantages?
Yes. First of all notice that it is already possible to cancel attacks, but one has to enhance/dismantle/destroy the buildings of the attackers, and of course this is different to a case where you don't have to loose your territory control... If one could cancel attacks, one could annoy the opponents a lot with attacks which are canceled right before the fights begin. Or one could attack a building so soldiers will leave buildings and then one can make a second attack on the buildings which are almost empty, and one can cancel the first attack or something like this... But I don't know if this are arguments which are strong enough.
But it can also be an advantage if all soldiers swarm out. I think it's a bigger problem that heavily wounded soldiers swarm out to help, they should better stay inside. I mean, if they would be attackers, they would try to retreat...
Somehow all three cases have their advantages and their disadvantages. I wonder if it would be better if one could control the soldiers more directly like in other strategie games... Wanted to save the world, then I got widetracked Top Quote |
WorldSavior |
Posted at: 2017-12-17, 15:09
I'd also like to suggest some stuff: I suggest to replace "soldiers conquer building" by "building becomes destroyed". First of all, this would help the AI to play less pathetic, and it would also be good for the players. In most cases one avoids the conquering anyway as a defender, and it can be very annoying if one forgets to do it.... And now some suggestions for better ware transport: If carrier and carrier animal idle at the same time , the carrier could wait at one of the flags and the animal at the other flag. This could make the transport of many wares 50% faster. It could be good if one could forbid carrier animals to go to some streets, and also to request them If there are several warehouses which prefer a ware X and which have got the same amount of the ware X in stock, the wares X shouldn't go all to one warehouse (which is the case right now), but they should be distributed to all of these warehouses, maybe by random. Sometimes it can be annoying if there exist several routes which are of the same value, but the wares uses all the same route. Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2017-12-18, 09:38
I guess you have a point for multiplayer, but for single player it will then take a lot longer to mop up the AI when you know you've already won and have to wait additional time until you have constructed extra buildings and the soldiers have arrived - I find this already a bit boring as it is. This can become annoying in scenarios too. IMO it would be better to forbid dismantling buildings that are under attack.
Because a flag can have up to 6 roads attached to it, you would then have 6 carriers waiting on top of each other. That would look really ugly.
This has been discussed before: https://bugs.launchpad.net/widelands/+bug/1451973
I think at the moment, the closest warehouse is preferred, unless you select "preferably store this ware here" in multiple warehouses - wares should be distributed evenly then. Can you try if that works as expected? Because it would be better not to change things then, because storing in the nearest warehouse is more efficient unless you really need the wares somewhere else.
Those would need some pathfinder tweaks I guess - maybe a random selection if 2 paths of equal length have been found. I'm not familiar with the path finding code though. Busy indexing nil values Top Quote |
teppo |
Posted at: 2017-12-18, 17:55
That would be easy to do. Would you prevent burning them down, too? EDIT: And upgrading? Edited: 2017-12-18, 18:01
Top Quote |
GunChleoc |
Posted at: 2017-12-19, 09:28
Yes, I'd prevent burning them down too. I think enhancing might be OK, because it means that the defending player will have to invest some resources for it. This can certainly be discussed though. Busy indexing nil values Top Quote |
hessenfarmer |
Posted at: 2017-12-19, 09:46
How is being under attack defined for a building Top Quote |
GunChleoc |
Posted at: 2017-12-19, 10:00
I don't know, would have to look at the code. The messages get triggered by vision range or something, so this probably isn't implemented at all yet. The information is there though for the enemy player and gets created once you hit the attack button. Busy indexing nil values Top Quote |
WorldSavior |
Posted at: 2017-12-19, 14:06
But letting conquer everything is nothing which an experienced player would do, so the matches against the AI are very far from reality. Can't you increase the speed of the match?
In every scenario except for trident of fire and hessenfarmer's scenarios, you can play at super high speed anyway
I think that it's really necessary for a good Widelands that there are no restrictions at dismantling/destroying/enhancing buildings.
Wouldn't they stand exactly at the same point, so you can see only one animal and one carrier? Right now, the carriers are standing in the animals anyway. And unlimited hordes of humans and animals can walk through each other anyway... I think the graphical argument is not so important if the non-graphical aspect becomes improved
Okay...
True
Then the wares go always to the warehouse with the lowest stock number instead of beeing evenly distributed. And if you have a big number of warehouses which are like this - let's say they have zero stock - not the closest warehouses are preferred, but exactly one, as I said. Possibly the oldest, which is a suboptimal solution...
I did it now (see above)
I didn't talk about warehouses which are not preferring any wares...
Okay... Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2017-12-19, 18:44
Well, that is exactly the definition of evenly distributed - try to have the same stock in all warehouses. Of course, 0 wares is an edge case - maybe we should go with random selection when stocks are even. At the moment, there is no memory of which wares got transported where in the past, so current stock levels is all that an algorithm can have has access to.. Busy indexing nil values Top Quote |
teppo |
Posted at: 2017-12-20, 05:38
Why? This is a honest question. Another possibility, which requires somewhat more coding, would be not to prevent the player from dismantling, but to keep the site an active (=conquerable) military site until the construction worker has arrived on site and started working. This would show up as a delay between requesting a dismantle/upgrade, and the actual threat going away. This does not work with burning things. A different kind of delay would be needed there. Top Quote |