Topic: tree planting locations
king_of_nowhere![]() |
Posted at:
2016-05-02, 18:46 UTC+2.0
the way tree growth works, this is basically impossible. if the odds are good, the tree will grow. if the odds are bad, the tree will die. if they are average, the tree has equal chances of growing or dieing. i haven't seen any case where a terrain encouraged trees to stay with middle growth, and i think it does not happen with the probabilities; simply, the chance of a tree neither growing nor dieing isn't that high. sure, you can plant many foresters and still get a good cover, but nothing that a smart human cannot fix by planting flags as sooon as a spot is free. then you start connecting the flags with roads, and soon you have freed enough space to build what you want. EDIT: I also think it's good that the "green wall" cannot be used as anything more than a delaying tactic. it wouldn't be good if there was a way to avoid attacks no matter how powerful one was. speaking of which, someone should teach the ai to make scouts when it cannot see the enemy military buildings.
Edited:
2016-05-02, 18:47 UTC+2.0
![]() ![]() |
teppo |
Posted at:
2016-05-04, 18:40 UTC+2.0
Sure. However, I have a feeling that a tree that has a poor change of growing, tends to spend a large amount of time in the phase where it both blocks flags/roads and is overlooked by lumberjacks. If I am wrong, then just correct more clearly. I know that you pay lots of attention to details like this. All trees eventually grow (or die). The defensive forester would just give a tougher challenge, but a determined neighbour would get through. Eternal walls would be bad in my opinion, too.
Edited:
2016-05-04, 20:05 UTC+2.0
![]() ![]() |
king_of_nowhere![]() |
Posted at:
2016-05-04, 21:57 UTC+2.0
Actually, that's something i don't know well. i never made any effort to calculate the time. what i have experience in is planting trees on terrains with suboptimal growth chances, as part of some of my challenges. and i know that in those cases i may need 2 or 3 foresters for each woodcutter, but I can still put them relatively close. so, while trees will spend more time in the process of growth than in a fertile terrain, it can be surmised that it can't be that much more time. maye twice the time, but certainly not tenfold the time. ![]() ![]() |
DragonAtma![]() |
Posted at:
2016-05-05, 02:31 UTC+2.0
Permanent walls would not be good. If someone had enough resources, they could just completely wall themselves in, and then nobody would be able to wipe them out.
![]() ![]() |
kaputtnik![]() |
Posted at:
2018-01-14, 10:44 UTC+1.0
Teppo has taken care of it and asks for testing. Windows users can can take one of this executables: Please report any issues either here in this thread or on the merge proposal Thanks ![]() ![]() |
teppo |
Posted at:
2018-01-14, 13:01 UTC+1.0
In those builds, the foresters prefer good soil but occasionally plant on poor one, too. The amount of preference varies (Atlantean foresters are pickiest, barbarians laxest). ![]() ![]() |
kaputtnik![]() |
Posted at:
2018-01-26, 09:46 UTC+1.0
Bump New files available: ![]() ![]() |