Topic: Production Time
stonerl![]() Topic Opener |
Posted at:
2018-07-31, 14:54 UTC+2.0
I hope this is the appropriate part of the forum. I already asked about the proper calculations for production cycles here. As stated, for most tribes the correct times are missing and/or they are wrong. So my Idea was to calculate the correct times first and secondly update the Tribal Encyclopedia and add the missing ones. I would propose is that the results for the total time and average time are added in the respective init.lua files as comments. For the barbarian bakery:
For buildings with multiple products like the barbarian axe_shop it would look like this:
The 3,6 seconds it takes for the craftsman to transport every produced item to the flag is also included in this calculation. I think having the total and average time in the lua-files is a good starting point. It also would also simplify the second step, adding the correct values to the Encyclopedia. What do you guys think about this idea. ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2018-07-31, 15:13 UTC+2.0
yes, it's good if someone takes care of that. This project is developed by the users, so most of the times the only thing really needed to do something is someone willing to do it ![]() ![]() |
einstein13![]() |
Posted at:
2018-07-31, 15:33 UTC+2.0
I had an idea about testing the timing in real game, but I had no time to do so. And after some time I have spot that most of them can be taken directly from the lua code. So my experiment is useless now. einstein13 ![]() ![]() |
WorldSavior![]() |
Posted at:
2018-07-31, 15:38 UTC+2.0
Just take care of the fact that some production times are currently under development - for example the "+ enlarge" in the smithies are about to be removed again. Wanted to save the world, then I got widetracked ![]() ![]() |
stonerl![]() Topic Opener |
Posted at:
2018-07-31, 16:13 UTC+2.0
Is there a list of production times that are going to be changed? I assume the frisians times are still under development so I won't touch them. But what about the other tribes? ![]() ![]() |
WorldSavior![]() |
Posted at:
2018-07-31, 16:46 UTC+2.0
I can make such a list: Atlanteans Armor Smity Weapon Smithy Weaving Mill Barbareans Ax Workshop War Mill Helmsmithy Empire Weapon Smithy Armor smithy As far as I know that's all at the moment. Details are here: https://bazaar.launchpad.net/~widelands-dev/widelands/mines-worldsavior/revision/8765 Wanted to save the world, then I got widetracked ![]() ![]() |
GunChleoc![]() |
Posted at:
2018-07-31, 19:19 UTC+2.0
The best thing would be to parse the production programs in the C++ code and calculate everything there - we haven't found the time to do so yet though. Busy indexing nil values ![]() ![]() |
stonerl![]() Topic Opener |
Posted at:
2018-08-02, 18:59 UTC+2.0
I started with the Atlanteans' , but I ran into some problems. How should buildings that produce multiple wares be calculated? Here are the times for the crystal mine:
and these are the ones for the smelting_works:
This applies to all tribes and all buildings that produce multiple wares (I just chose those to as an example). The Atlanteans tool-smithy for example needs the same time and produces the same amount. I think it does not need to be as detailed, since it is unlikely that all 12 tools have to be produced constantly. So it is sufficient enough to say, that a new tool can be produced every 70.6 seconds. Without specifying the tool. But maybe I'm just overcomplicating things... ![]() ![]() |
WorldSavior![]() |
Posted at:
2018-08-02, 22:07 UTC+2.0
Maybe one could just write something like: The crystal mine performs three different kinds of actions. Action 1: Mine needs 27.9 seconds to produce granite and 139.4 seconds to produce quartz Action 2: Mine needs 38.6 seconds to produce granite and 38.6 seconds to produce quartz Action 3: Mine needs 115.8 seconds to produce granite and 57.9 seconds to produce diamond
A hint: The smelting works are about to be simplified (there will be no difference whether one ore is missing or not), so it will be (maybe) sufficient to say that they need 63.6 seconds for smelting a metal and that they prefer to smelt iron in 67% of all cases.
Yes
I'm not sure, because the crystal mine isn't a simple building indeed. Wanted to save the world, then I got widetracked ![]() ![]() |
stonerl![]() Topic Opener |
Posted at:
2018-08-04, 21:01 UTC+2.0
I did the first batch of calculations for Atlanteans, Barbarians & Empire. I only calculated the times for buildings that produce the wares without their workers having to leave the building itself. Also the shipyards and the buildings WorldSavior told me not to touch aren't calculated. I added the calculations to the init.lua files. The changes can be found here: https://bazaar.launchpad.net/~stonerl/widelands/production-times-calculation/revision/8773 Can anybody give me a hint on how to calculate the times for the shipyards. Also how do we calculated farmers/reed_yard etc? Since their working radius is limited it is easier to do. But where do i find the walking times for them to the fields? How are those with a much wider radius are calculated e.g. quarry? There I assume we cannot use the walking times, since they are different every time. ![]() ![]() |