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Topic: New resource indicators

einstein13
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Posted at: 2016-01-13, 17:11

I agree that some of the players can never see the algorithm working, but for some players it will differ on the games (I mean for example tournaments, where we have to think twice before acting).

I like the idea where wells near water will be efficient for 100%. That will bring my The Nile map(s) better approach for water.

Edited: 2016-01-13, 17:12

einstein13
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Tibor

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Posted at: 2016-01-13, 20:29

This is indeed complicated topic. Therefore I think there will be no changes before next release


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einstein13
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Posted at: 2016-01-13, 20:37

Tibor wrote:

no changes before next release

I vote for that! face-smile.png

Is someone noting topics "to do" for build 20? Can we do that on Launchpad?


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Tibor

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Posted at: 2016-01-13, 20:56

einstein13 wrote:

Is someone noting topics "to do" for build 20? Can we do that on Launchpad?

Well, our bugs tracker should be used for this. It would not be good to have parallel list elsewhere.


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wl-zocker

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Posted at: 2016-01-13, 20:57

I like the idea that the productivity of wells depends on the terrain next to it. But we have to be careful not to break old maps (e.g. wasteland maps, where wells will produce little water). And this requires some coding, and I am unsure whether this task is worth the time.

Is someone noting topics "to do" for build 20? Can we do that on Launchpad?

I guess the easiest way to to target a bug report to a milestone "build20-rc1", which has yet to be created.


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king_of_nowhere
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Posted at: 2016-01-14, 03:26

Another possibility to make water resources meaningful without breaking older maps would be the introduction of a new building, the deep well. The well remains the same, but will only dig the water resources, then it won't find water anymore - or will have a very small chance of it. The deep well is an enhancement of the well, and it digs out water most of the times even without resources - like the actual well. We can make it expensive enough that people would want to send geologist for cheap water at first, but it won't be a big deal to upgrade it later.

It may even be the easiest thing to code, depending on how easy is to add a new upgrade to a building; but the coding for the normal well would not be touched, except to lower its percentage when water is exhausted.

I suggest good values may be: well productivity without water, (30 * average humidity of surrounding terrain in a range of 2)%. cost of enhancement to deep well, twice the cost of the well. Deep well productivity in absence of water resources, (50 - (10 * number of deep wells within a radius of 4) + (100 * average humidity of surrounding terrain in a range of 2) / 2 )%.

The penalty for other nearby wells is something I just came up with, for added realism many wells tapping the same water source would get less water. We may or may not want to introduce it. For the rest the productivity formmula will entail at least a 50% production even in desert, so it won't break older maps, but it will make it meaningful to make wells in wetter terrains. For the cost, I figured twice the cost of the well is a cost one will not want to pay while his economy is still developing, but will be trivial once one has run out of space.

By the way, speaking of build 19 - and hoping not to go too off-topic - what are the critical bugs still to be fixed before it? I suppose the one with the editor not saving properly, anything else?

Edited: 2016-01-14, 03:33

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einstein13
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Posted at: 2016-01-14, 07:31

Hmmm... I like the idea of deep well face-smile.png But Atlanteans can't upgrade any building- they always have "upgraded" one (except military buildings). They are high-tech tribe. Their well should be a bit more expensive than now, but not so much (to fit to early game for them). And the well should work like deep one face-smile.png


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kaputtnik
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Posted at: 2016-01-14, 07:38

Everyone could filter the bug search for bugs targeted to build 19

There are a lot of incomplete bugs and i a don't know if all of them needs fixing for build19.


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king_of_nowhere
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Posted at: 2016-01-14, 12:31

so it seems the only things that really need to be fixed are the editor crash and no resource crash. i'd say build 19 is due any time now, but the editor bug has been opened for several months now...

Hmmm... I like the idea of deep well face-smile.png But Atlanteans can't upgrade any building- they always have "upgraded" one (except military buildings). They are high-tech tribe.

I don't see why an exception could not be made. balance-wise, atlanteans suffer from a slow early game, and have huge problems with getting enough wood - they start with less wood than anyone, and they consume it in the smokeries. So making their early game even slower with the need to make expensive wells would be a huge kick in the balls on a small map. Either that, or the extra cost would be minimal, making it a kick in the balls for the other tribes, who would need to upgrade wells instead. Or maybe I'm thinking it is a bigger issue than it is. Anyway, if atlanteans are the high tech tribe, their regular wells could have better efficiency than everybody elses, but still not as good as deep wells.


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einstein13
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Posted at: 2016-01-14, 13:33

king_of_nowhere wrote:

Anyway, if atlanteans are the high tech tribe, their regular wells could have better efficiency than everybody elses, but still not as good as deep wells.

That is acceptable for me. But still it is not the best solution. I know that Atlanteans are a bit "hard to play", but remember that their soldiers are much better than anyone else (lvl 0 and lvl 10 soldiers). Balance is very hard thing here.

Maybe making wells only a bit more expensive? As I understand idea of costs:

  • Barbarians normal well cost 4 logs. Deep well will cost another 4?
  • Simplier: deep well cost 8 logs.

My proposal:

  • Atlanteans well cost 1 stone, 2 logs and 1 plank.
  • Maybe we should add a bit more expensive with stones: 3 stones, 2 logs and 1 plank

But it is also a bit "hard": 6 resources for small building? Anyone with better idea? face-smile.png

If I made a mistake, please correct me here face-wink.png


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

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