Topic: wood is too hard too produce

megalive

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Joined: 2010-04-12, 22:16 UTC+2.0
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Pry about Widelands
Posted at: 2010-04-12, 22:21 UTC+2.0

Hi,

In settlers 2 the wood was kinda easy too produce (ie a few woodcutters one or two foresters and at least 2 wood processing plants)

in that way you had some nice amount of wood too build your empire.

here you need too build a lot more woodcutters and it stays going kinda slowly .... mayeb add a multiplie'er plant so it uses planks instead of whole trees ;-). I like the idea about the different types of wood (hardend and normal) :).


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SirVer

Joined: 2009-02-19, 15:18 UTC+1.0
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Posted at: 2010-04-13, 10:35 UTC+2.0

welcome to the forums. this is not s2, if you want to play it, take a look at the s25rttr project. we do things differently.


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megalive

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Joined: 2010-04-12, 22:16 UTC+2.0
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Pry about Widelands
Posted at: 2010-04-13, 16:32 UTC+2.0

What i was trying too explain here is the fact that a woodcutter even with a single forester next too it is not producing a lot of wood. So you need too build many of them.

In the other case the food chain is working a lot quicker. with mines in the end. So with my metalworker while expending my territory had plenty metal and no wood at all.

Maybe it is intended but balancing the wood production part will help in the beginning.

This just what i noticed from it. Maybe i had the complete wrong balance ...


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ixprefect

Joined: 2009-02-27, 14:28 UTC+1.0
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Posted at: 2010-04-13, 17:13 UTC+2.0

I think it depends on the tribe you're playing. As barbarians, I try to get at least 8 woodcutters + rangers up and running as quickly as possible, if possible even more than that (though then also metalworks are required to create more axes). On the other hand, one or two wood hardeners are usually enough. So yes, if you're coming from S2, that's unusual. That doesn't mean it's bad, though.

The food chain for barbarians only feels fast to me as long as you don't need bread and beer. Once you need bread and beer, it's starting to suck up a lot of resources.


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king_of_nowhere
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Posted at: 2016-07-08, 13:35 UTC+2.0

evelynguerrero wrote:

I have no ideas about this topic so i cannot give complete and good information.I am a student and now i am planning to complete my academic work with the help of (EDIT: snipped out link, i don't want to give visibility to a spambot) because i have not deep knowledge in the topic so i refer the genuine resources for my work.If you have ideas and information please share with me.That will helpful my writing.

this feels like a spambot. delete please.

Edited: 2016-07-10, 03:38 UTC+2.0

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einstein13
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Posted at: 2016-07-09, 01:05 UTC+2.0

As I remember, in old Settlers2 the balance was (about) 2 woodcutters for 1 ranger. Here is opposite: 2 rangers for 1 woodcutter. Of course there are many other factors (type of terrain, buildings density nearby, ...), but it works well in most of cases.

An no- the balance is not wrong. It's just different face-wink.png


einstein13
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toptopple
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Joined: 2013-10-30, 08:11 UTC+1.0
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Posted at: 2016-07-09, 09:00 UTC+2.0

What I fully agree with is that Wideland's Forester is not the pride of the game! face-wink.png He clearly lacks of wit, is building in a confused strategy and makes no discrimination at all about the soil he is planting into. Outside of any balancing question, this isn't what the developers really have been looking for (if you allow me this capture for a moment). So I think an amendment is desirable and would aid in improving efficiency of this worker as well. It would also aid variance of possible map scenarios when forest planting is executed more targeted than it is now.

If someone can point me to the C code package where "find location" is located for the Forester, I would venture to have a look at it. Perhaps I can work with somebody to implement an improve worker behaviour. Might require a separate script command implementation for the Forester.


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kaputtnik
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Posted at: 2016-07-09, 10:17 UTC+2.0

king_of_nowhere wrote:

this feels like a spambot. delete please.

Done.

To the others: There is no need to excavate a 6 years old thread face-wink.png Please open another thread if you want to have a more up to date debate.


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Tibor

Joined: 2009-03-23, 23:24 UTC+1.0
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Posted at: 2016-07-09, 13:56 UTC+2.0

toptopple wrote:

What I fully agree with is that Wideland's Forester is not the pride of the game! face-wink.png He clearly lacks of wit, is building in a confused strategy and makes no discrimination at all about the soil he is planting into. Outside of any balancing question, this isn't what the developers really have been looking for (if you allow me this capture for a moment). So I think an amendment is desirable and would aid in improving efficiency of this worker as well. It would also aid variance of possible map scenarios when forest planting is executed more targeted than it is now.

If someone can point me to the C code package where "find location" is located for the Forester, I would venture to have a look at it. Perhaps I can work with somebody to implement an improve worker behaviour. Might require a separate script command implementation for the Forester.

Well I am not familiar with this parts of code, but you can start with function Worker::run_findspace() ....


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toptopple
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Posted at: 2016-07-10, 10:00 UTC+2.0

@Tibor: Can you name me the file path?


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