Topic: Resource discovery and mine place-holders
Astuur |
Posted at: 2012-03-27, 08:14
Fuchur wrote:
Fuchur's idea of "fading" indicators seems the ideal answer to the question of "old info or new info?". Nasenbaer wrote:
I am not sure, Nasenbaer, where you see the problem. Nasenbaer also wrote:
Yes, exactly. It was discussed as part of the "named regions" blueprint, that was adopted.
Sigra did some preliminary work and Sirver wanted to implement the named regions. I don't think he got very far with this.
It's tempting, and I had myself initially thought in this direction, but gave it up.
I will have to read all of this a few more times, to understand everything that is in it, hinted at, and the rest of the implications that may come from it. Let me catch my breath please. However, one point at least, I fully understand right away:
I agree with the aim of preserving the cuteness, but my intention is not realism.
Those should not take long in case you need the same geologists elsewhere, but they'd help a lot for cuteness. 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. |
SirVer |
Posted at: 2012-03-27, 09:23
I am reading this thread but have no real opinion of my own at this point in time. I am quite happy with the way mines/resource finding work currently (as I stated before I think). I agree that making the geologist more efficient in their pathing is a reasonable idea. I also think something in the messaging of geologists could be improved. I find QCS idea of 'testing mines' intriguing - not as a general solution for all tribes, but for example for the atlanteans. They would make their research under the earth with a 'mine' that would produce resource indicators while working. This mine could then be expanded to a proper mine just as QCS has suggested. This would add a new distinction between the tribes and it has some intriguing strategic implications (imho): Barbarians/Empire can scout mountains before they fully conquered them and if they do, they know quickly where to build mines. Atlanteans have to think if they want to build the scouting mine as soon as possible (that is at the edge of the mountain) to get resources as fast as possible or wait till they conquered the whole mountain to place the mine right in the middle so it has the farthest reach. I really like this idea. Top Quote |
Nasenbaer |
Posted at: 2012-03-27, 12:04
This brings two questions for me:
Concering the fade of colors: I generally like the idea - the question is, how to get it work properly - fading white and fading black on a grey bottom will make the granite and coal markers look similiar, maybe even similiar to the "no resource" marker. - but I guess this is a question for the graphicians Top Quote |
simplypeachy Topic Opener |
Posted at: 2012-03-27, 12:42
I rarely use the watch window - but maybe we should be using it, instead of adding a feature. I find that watch windows are different from production site windows in that you tend to leave them to the side. If I sent out a geologist and a watch window opened in the corner of the screen it would not be too intrusive. It could be linked to the "resource found" messaging system logic. The window would not get in my way but would sit in the corner as a reminder that I need to check the results of the geologists.
You're correct on this point. It does seem that it would be adding complexity to mining rather than elegantly solving the problems I mentioned.
There has been discussion of different marks representing age. Changing colour to show age, rather than decaying completely, could be the answer. The marks remain - so it doesn't matter I forgot about the mountain - but I can see they're aged so I must be aware that the mine will have used up some resource. Maybe a geologist would always give priority to "updating" existing marks.
It depends on where the geologist is used. I think most of them are used in two ways:
This is a great idea. It should be simple to make it automatically "stick" or select an area which has resource marks on it. My geologist uncovers iron ore and coal. I click on "Mark area", and click on one of the coal marks. An area is marked covering the whole coal area. I click on an iron ore mark, and the same happens. This would be very quick for the player
Of course! The best solution is one that works for all players WARNING: New-style view packet not found. There may be strange effects regarding unseen areas. |
simplypeachy Topic Opener |
Posted at: 2012-03-27, 12:49
That's normal? You folks must really know those maps well Am I not playing enough Widelands? Maybe the Atlantean scout mine would upgrade to a "normal" mine without any wares or construction. They already have picks and food for mining, they know how to do the job. I do like the idea of the Atlantean mining being more refined. I think I should start playing them more often. WARNING: New-style view packet not found. There may be strange effects regarding unseen areas. |
QCS |
Posted at: 2012-03-27, 13:04
About SirVer's thinking to change only the Atlanteans: The 'hole in the ground' (testing gallery) should be built quickly and quite cheap (say, a little trunk here and there). Atlantean mines don't need to be upgraded, which is a good advantage in longer games. Upgrading the testing galleries to a mine should then take the normal time and maybe a little less resources, maybe the original cost minus the little trunks here and there. And it should be possible to build the Atlantean mines without first building Testing gallery mines. Downgrading normal mines to testing mines would probably be overkill, then... it was just an idea This way, players with map knowledge aren't handicapped against players with map knowledge of different tribes. CMake is evil. Top Quote |
SirVer |
Posted at: 2012-03-28, 09:41
I see it differently: the other tribes can just check the ground for resources and start digging immediately. If it shows that there are more resources than they first thought, they just dig deeper -> enhance their mines. The atlanteans are sophisticated and make a perfect mine in all cases (maximum deepness) so they already need to know how deep the soil goes. Therefore there is a need to explore the ground more throughoutly beforehand.
Yes, the atlanteans are at an disadvantage then. But later on, when they do not have to deepen their mines and they reap the benefit of the huge working area of their mines they are at an advantage over the other tribes who need to repeatedly enhance their mines and build much more of them because the working radius is only 50% of the ones of the atlanteans. I can't fathom the balance implications on small maps though - maybe the disadvantage is too strong then. I think it would be nice to try it out though. Top Quote |
Felix_Atagong |
Posted at: 2013-01-01, 15:14
I asked for simple markers (or signs) on another thread (http://wl.widelands.org/forum/topic/1120/?page=1#post-8534) and was pointed to this discussion here. Although interesting some of the solutions posted in this thread are way-off the KISS principle (in my opinion). My suggestion is to have the possibility to add a Signs (with free text) in the action menu. Another possibility would be to make a geologist sign permanent if you click on it or to have the the possibility to add a caption to a flag you place... Top Quote |
doublep |
Posted at: 2013-03-08, 23:56
I always hated all this geologist stuff. Sure there are ways to improve, but I'd rather like it radically scrapped altogether and have mountains (at least on your territory) always show their resources. Unrealistic? Sure, but it's a game. Geologist, no matter how improved, will always give unfair advantage to players with map knowledge. Top Quote |