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Topic: Trees and Terrains

Tibor

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Posted at: 2015-07-19, 22:05

No need to hurry, the problem is already old so it can wait bit longer....

Or maybe somebody else will try it...


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kaputtnik
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Posted at: 2015-07-20, 08:15

Heres the modified init.lua file from king_of_nowhere. This file works with widelands version 7480:

I have shortly tried a game and at first sight it seems that some trees do grow very slow on some terrains.

@king_of_nowhere: Try to open this file with Notepad (shipped with windows) if you want to change some values. Notepad should be able to display it correct.


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king_of_nowhere
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Posted at: 2015-07-25, 21:52

kaputtnik wrote:

Heres the modified init.lua file from king_of_nowhere. This file works with widelands version 7480:

I have shortly tried a game and at first sight it seems that some trees do grow very slow on some terrains.

@king_of_nowhere: Try to open this file with Notepad (shipped with windows) if you want to change some values. Notepad should be able to display it correct.

I tried this file with 7485, and it gives the same error message.


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Tibor

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Posted at: 2015-07-25, 22:11

I downloaded it as world/terrains/init.lua and the game started properly

Your error message says:

"tribe barbarians: [c:/data/bzr/widelands/working/src/scripting/lua_errors.cc:22] [string "world/init.lua"]:2: attempt to index global 'world' (a nil value)

so perhpas "world/init.lua" is a problem - wrong location


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king_of_nowhere
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Posted at: 2015-07-26, 20:25

silly me, i had put the modified init in "world" instead of "world/terrains".

Now it works properly. I will give feedback soon.

EDIT: I made a simple map with all the terrain tipes in a small area, and put some foresters in it to see where the trees would grow. after it was full of trees, i stopped the foresters to see where they would remain.I feel quite satisfied. All the climatic areas are ok.

In winterland there are mostly coniferous trees, with the occasional birch (birch is a common tree in finland, so I made it somewhat adaptable to cold terrains). "snow" is almost treeless, all the other terrains can grow trees well enough. After stopping, I see that trees can survive in some terrains better than in others, but i cannot tell the various winter terrains at glance, so i have no idea which they are.

In summer there are mostly palms, with a surprising amount of rowans (which I made adaptable to hot climates. I have no idea how appropriate that is, since i know nothing about rowans). Trees won't grow in desert, as it is supposed, they will grow with difficulty on hard ground, they grow well enough on other terrains. High mountain meadow is also difficult, again as intended. After long time, haard ground is treeless and high mountian meadow is almost treeless.

In greenland I'm seeing only greenland trees, except one single twine. barren steppe can support some trees with difficulty, in steppe they are difficult to grow but they can, same for mountain meadow, grasslands grow trees easy. again, as intended. I see one or two coniferous trees in mountain meadow, beause it is colder.

In wasteland, there are wasteland trees. I can see a few greenland trees i do not recongize in boundary regions. trees grew quickly with foresters, but once i stopped the foresters, it is the terrain where most trees died. igneous rocks is mostly barren, and after i stopeed the forester it gradually lost tree cover. as intended. ashes are somwhat difficult, but some trees are surviving on them. other terrain types, i cannot recognize at a glance, but i see trees grow better on some.

In greenland and wasteland i see many different types of trees represented, which is good. there are only two types of coniferous trees, and both are present in winter, again good. I am not good at recognizing palms, but i have the impression that only one or two types are represented. Bad. Although someone with better knowledge of palms should check it.

I also cannot guarantee that every single tree is represented. there are many greenland and wasteland trees, and it is possible some of them are not being planted.

Things to work on: - rowan must be made a bit worse on hot climates because it competes with palms too much. - palms should be modified so that more different kinds are planted. - someone with better tree knowledge should check if all tree types are represented. Also, someone with tree knowledge should check my notes to see if my choice in assigning the ideal climates have been correct.

Good things: - now the trees growing in places look like the trees actually belonging to those places. - terrains that are supposed to be barren or mostly barren now are actually barren or mostly barren, and they are not randomly growing trees from another climatic zone.

All things considered, I would implement my numbers in the next build, because I think they do a better job.

They could be refined to take into account the problems I listed.

Also, I arbitrarily made all mountains and beaches completely sterile. I don't know if that is considered good or if I should give trees a small chance to grow there.

Edited: 2015-07-26, 21:14

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DragonAtma
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Posted at: 2015-07-26, 21:53

"The rowans or mountain-ashes are shrubs or trees in genus Sorbus of family Rosaceae. They are native throughout the cool temperate regions of the Northern Hemisphere, with the highest species diversity in the mountains of western China and the Himalaya, where numerous apomictic microspecies occur. "
--https://en.wikipedia.org/wiki/Rowan

So they probably should be moved to cooler areas.

Palm grow on beach areas enough that when I think "tropical vacation" I get a mental image of someone relaxing in a coastal hammock tied to two palm trees. Also https://en.wikipedia.org/wiki/File:Puka_beach.jpg
Coincidentally, a google search on "tropical vacation" shows a lot of palm trees growing out of beaches, and often shows hammocks!

As for mountains, keep in mind that trees can grow in surprisingly cold places. Even Northwest Territories, Canada is mostly south of the tree line -- and it's in no way warm! So my advice is to make every area one temperature cooler (greenland trees grow in summerland mountains, winterland trees grow in greenland mountains, and winterland trees grow somewhat in greenland mountains, but poorly). As for ashlands mountains, I guess they'd be ashland 'trees', but poorly.

Snowy mountaintops are presumed to be above the tree line, so no trees would survive there.

Finally, someone needs to draw mangrove trees and bald cypress trees, as they've been adapted for swamps. https://en.wikipedia.org/wiki/File:Semporna_Sabah_Mangroves-between-Kg-Bubul-and-Kg-Air-Sri-Jaya-01.jpg https://en.wikipedia.org/wiki/File:Taxodium_distichum_NRCSMS01010.jpg


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kaputtnik
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Posted at: 2015-07-26, 21:58

king_of_nowhere wrote:

Also, I arbitrarily made all mountains and beaches completely sterile. I don't know if that is considered good or if I should give trees a small chance to grow there.

I think some sort of trees should grow on mountains and some should grow on beach. f.e. conifers should grow on mountains and palms should grow on beach.

And the main problem exist furthermore: How we should show the growing of trees related to each terrain in the editor?


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einstein13
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Posted at: 2015-07-26, 22:45

I would like to see "greenland" barren steppe as barren. There should be such a "barren" terrain.

Also can you check ashes again? If I understand, they are hard to grow any tree. I think that ashes should be very fertile. Ashes are used as "almost natural" fertilizer. Also around old volcanos there are woods full of different tree types. Because we have some volcanic trees (umbrellas & lianas), we should let them grow like before (before merging the worlds).


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king_of_nowhere
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Posted at: 2015-07-27, 00:01

DragonAtma wrote:

So my advice is to make every area one temperature cooler (greenland trees grow in summerland mountains, winterland trees grow in greenland mountains, and winterland trees grow somewhat in greenland mountains, but poorly). As for ashlands mountains, I guess they'd be ashland 'trees', but poorly.

Snowy mountaintops are presumed to be above the tree line, so no trees would survive there.

I think some sort of trees should grow on mountains and some should grow on beach. f.e. conifers should grow on mountains and palms should grow on beach.

Temperature is already set like that. desert mountain meadow has intermediate temperature with greenland, and greenland mountain meadow is intermediate with winter. But for rocky moubtains, I set humidity and fertility at 0.001, so too dry and sterile for trees. I suppose putting it to 0.1 would enable some trees to grow there ocasionally - barren steppe is 0.2, and some trees manage to grow. Or I could make it wetter, conifers like cold, wet and barren (like real cold regions) and it should be possible to tweak those values so that they can grow there suboptimally.

And the main problem exist furthermore: How we should show the growing of trees related to each terrain in the editor?

That I have no idea, aside from adding a guide in the game. BUt at least it is fairly intuitive which kid of trees will ggrow in which terrain. You can expect barren steppe to be barren, and in fact trees grow there very hardly. but true, one cannot know which one is the greenland tree specialized for dry ground (i choose beech, which I have no idea what kind of tree it is). Anyway, this problem existed with older version too. At least you won't see a forest of wasteland trees spawn where it should be barren terrain.

I would like to see "greenland" barren steppe as barren. There should be such a "barren" terrain.

Very few trees grow on barren steppe, and unless foresters are actively planting there, the terrain will become barren with time. But I imagine a barren steppe as a terrain where still some sparse trees can grow. I gave it 0.2 for both humidity and fertility, while no grassland tree likes less than 0.4 humidity - wasteland trees are fine with that, but they require very high fertility instead. I could drop it to 0.15, but not less. it is a steppe, not a desert.

Also can you check ashes again? If I understand, they are hard to grow any tree. I think that ashes should be very fertile. Ashes are used as "almost natural" fertilizer. Also around old volcanos there are woods full of different tree types. Because we have some volcanic trees (umbrellas & lianas), we should let them grow like before (before merging the worlds).

I gave ashes the highest fertility, but a low huidity even for wasteland. The point is that while ashes are excellent fertilizer, a terrain made entirely of ashes would be far from ideal. Anyway, I made one kind of wasteland tree that is specialized to grow on ashes, but probably not enough - it likes 0.15 humidity, while ashes has 0.1, and with a pickyness of 0.8 it makes a difference. My idea was that pure ash would not be the best terrain, but the boundary of other terrain with ash would be very fertile.


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einstein13
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Posted at: 2015-07-27, 09:53

Very few trees grow on barren steppe, and unless foresters are actively planting there, the terrain will become barren with time.

I don't like the situation where foresters can plant on every type of terrain and trees will grow there. Is there any type of terrain* where trees planted by forester have possibility to grow to the max size less than 2%? (So you need few hours to get some wood for building up forester and woodcutter with barbarians, for example)

*-buildable terrain! I don't need beaches, deserts and mountains. Also lava is excluded face-wink.png

I gave ashes the highest fertility, but a low huidity even for wasteland. (...) Anyway, I made one kind of wasteland tree that is specialized to grow on ashes,(...)

We can argue if the ashes should be treefull or treeless. But the main reason why I started my words for that is that basicly old wasteland was as fertile as greenland. You can compare it with wasteland maps in Build-18. If it is as tree-like as it was before, I will not argue anymore. (But this don't mean that it has to be like before, we can change everything, but only a little!)

Edited: 2015-07-27, 09:54

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