Topic: Production buildings statistics

GunChleoc
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Posted at: 2014-05-30, 19:43 UTC+2.0

Yes, the color is a good idea.

If people don't like the blue, how about adding some brightness to the green and desaturating it a bit?


Busy indexing nil values

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Tibor

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Posted at: 2014-05-30, 20:07 UTC+2.0

If you or anybody wants to experiment with various colors, get my branch, find file src/constants.h and line

#define UI_FONT_CLR_IDLE_HEX "0090ff"

change and recompile.

The color must be easily distinguishable from green color for good %:

#define UI_FONT_CLR_GOOD_HEX "00bb00"

I will be recompiling the game sometimes in near future, so you can just suggest some specific color and I will test it and post a screenshot


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SirVer

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Posted at: 2014-05-31, 12:30 UTC+2.0

I like the UI with the color - though color alone is not enough. Every 10th person has trouble with recognizing color, so we should also add a small icon in the statistics string (easy now with the font renderer).


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Tibor

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Posted at: 2014-05-31, 21:53 UTC+2.0

icon? Perhaps you meant a character?

Now, it appends -,+ and =, perhpas we could introduce another character here to be appended, I would like @.

But in relation to my AI, this is only cosmetical issue....


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SirVer

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Posted at: 2014-06-01, 11:35 UTC+2.0

icon? Perhaps you meant a character?

No, I meant icon. The renderer understands the <img src="/pics/file.png"> syntax. Making some small (5x5 pixels?) images and using them as indicators was something I had on my list for a while now.


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hulagutten

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Posted at: 2014-06-15, 21:47 UTC+2.0

I have created a new post here: https://wl.widelands.org/forum/topic/1520/?page=1#post-11028 I hope you find it relevant when creating an AI. The way I would program the AI is to make rules saying something like for every Lumberjack's hut, build 2 ranger's huts, and that these buildings should be in immediate proximity. This way you could ensure that the economy is always balanced so the feeder buildings produce enough to keep the productivity of the consumers high. It also gets you away form looking at the productivity statistics, because these could be affected by things that transportation problems, events, etc.


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Tibor

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Posted at: 2014-06-15, 22:41 UTC+2.0

hulagutten,

couple of points:

  • type of soil matters a lot
  • initial amount of trees in vicinity or the entire map matters a lot as well.
  • sometimes AI just needs to clear the ground from trees - so no use to built rangers nearby
  • amount of wood in warehouses must be taken into account

So strict proportion is not the best way to go.

In fact I am considering new feature to AI - counting trees around cutter huts and adjust number of rangers accordingly. This would take (indirectly) into account also fertility of ground and amount of initial trees.


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hulagutten

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Posted at: 2014-06-15, 23:26 UTC+2.0

I agree that if soil matters a lot, then my approach cannot be used. Sure, your other points can optimize any algorithm a lot.


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SirVer

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Posted at: 2014-06-16, 07:09 UTC+2.0
  • type of soil matters a lot

right now, soil only matters for trees - crop, wine and everything else does not care about soil at all and grows the same everywhere. Also, the soil differences for trees will go away with the one_world merge that is happening soon. I want to bring that back, but I need help designing an easier (i.e. less numbers involved) model for terrain affinity. If somebody can help out here, please do so: https://bugs.launchpad.net/widelands/+bug/1328635


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