Topic: tree planting locations

GunChleoc
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Posted at: 2016-04-24, 13:20 UTC+2.0

teppo wrote:

This change should not be too difficult to implement. It would, of course, add one more arbitrarary threshold.

The coding is probably pretty easy, finding a threshold that works for all maps might not be as easy. So, I think this is something we should consider for Build 20, but not for Build 19.

I have not had time for WL recently, but older builds had some mountain types that were able to sustain trees.

We have a new terrain "Forested Mountain" that does exactly that.


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kaputtnik
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Posted at: 2016-04-24, 16:03 UTC+2.0

GunChleoc wrote:

The coding is probably pretty easy, finding a threshold that works for all maps might not be as easy.

The help for the editor says that on all mountains trees does not grow at all, except wasteland mountains where some trees do grow with a probability up to 2.6%. I think a probability of 2.6% isn't really a nice value for tree growing and most of the planted trees will die. So i don't understand your point here that it wouldn't be easy to find a value which fit for all maps.

The main reason for introducing such a threshold is in my opinion that the foresters waste their time if they plant trees on terrains where trees does not grow whereas they could plant trees on better terrains.

So, I think this is something we should consider for Build 20, but not for Build 19.

As you mentioned here the solution is easy and a branch is proposed. So why not having this in build19? Because we have some bugs which are very hard to fix and therefor it may take some time to get buidl19, i think we could give this a try face-smile.png


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GunChleoc
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Posted at: 2016-04-24, 17:53 UTC+2.0

My proposal was sort of shot down in this thread.... but since the threshold can be very low, I don't see a problem. Let's set it to 10%?


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GunChleoc
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Posted at: 2016-04-24, 18:59 UTC+2.0

Well, not as trivial as I thought. The threshold keeps the worker from planting a tree, but he will still walk to the spot and play all animations. So, we will need to modify the findspace command.

The question is, would we be happy for the worker to be wasting work cycles on planting nothing? Is that better than having moribound trees on the mountains?


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kaputtnik
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Posted at: 2016-04-24, 19:10 UTC+2.0

When the worker just walks around doing nothing it is not good. Lets reschedule this for build20 as you mentioned face-smile.png

I create a bug report for this.


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Tibor

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Posted at: 2016-04-24, 19:56 UTC+2.0

I dont like the idea of a lot of empty space around ranger but ranger fails seeding with "out of space". But it is a matter of getting used to. Postpone after build19 is good idea


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king_of_nowhere
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Posted at: 2016-04-24, 20:23 UTC+2.0

I still say that I like the system as it is now. Sometimes I make a forester near a mountain and I have to fill the space with roads to force the forester to only plant where I want, and that's something I like. it's part of the strategy.


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teppo

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Posted at: 2016-04-24, 20:52 UTC+2.0

GunChleoc wrote:

The question is, would we be happy for the worker to be wasting work cycles on planting nothing? Is that better than having moribound trees on the mountains?

I would be happier that way.

In my opinion, the small trees blocking roads makes the learining curve steeper and does not really add anything to the gameplay. Just one random detail one has to keep in mind.

If we like trees that cannot be removed, then it should be possible to instruct a forester to plant unsuitable trees, for defensive purposes.

Edited: 2016-04-24, 21:11 UTC+2.0

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DragonAtma
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Posted at: 2016-04-24, 21:22 UTC+2.0

Technically, I've done that XD

Project Greenwall: A castle (or equivalent) is placed at the edge of my territory. Four or so foresters are at the edge of the castle's reach (and zero lumberjacks). The result? A nice thick forest that extends far enough my would-be-neighbor can't build military buildings close enough to attack my castle. XD

Obviously this wouldn't work on humans (they can just build lumberjacks!), but it keeps that AI from getting close enough for pointless battles!


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kaputtnik
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Posted at: 2016-04-25, 08:15 UTC+2.0

Corresponding bugreport: Forester plants trees where probality to grow is nearly zero

What about other types of terrain? On Mountains the problem is described because of planted trees restricts building of mines. But there are other terrains where the forester may plant trees which does not grow... Barren Steppe, Beaches or some of the Desert terrains. If we restrict the forester to not plant trees only on mountains, some one should may ask: "Why does a forester plant trees where the probability to grow is nearly zero?"

And for beginners it is maybe confusing if he places a forester but the forester did not start to work because he is surrounded by terrains where trees does not grow. Then we need a message "Forester: No good place for trees found!" or something like that.

The decision to implement this should be carefully considered.

There is also the problem with Tree growth overcomes port spaces (just mention)


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