Topic: Improving default economy settings
stonerl |
Posted at: 2019-02-20, 19:38
@ WorldSavior: Are you gone propose some changes for the default settings? Top Quote |
Goofy |
Posted at: 2019-02-21, 07:54
Hello dear hessenfarmer and GunChleoc, finally I have done these tutorial missions! YaY! ...And I want tell you, it was very helpful! It reminds just to some relationships in an easy way, and it takes not much time!... Very, very good! Now I could understand what hessenfarmer meant about some flags... Because I haven't expected to find it there... hm... yes, I agree, maybe it is better to find it at a button in the warehouses... ...on the other hand, if you know, where it is, it is just easier to get it... For that special case to exploit maybe only one mine (close to the border of an enemy for example), I would need to set the number of the stored ore (or mineral, or marble) to a high number ...is there a maximum?... And in addition to be sure it is focused to only one mine, it would need to set the lights at that special mine to green? Or would it be needed to stop better all other mines, which are using the same products? ...At the moment I'm not sure, if an additional button at each mine would be helpful...? Maybe a button, which ignores the settings of the storing materials temporarily and switching the lights to green as to say: "Pillage only this spot at first", so other mines of that kind would stop automatically, because the limit of the storing material would exceeded by only exploiting that special mine and you had not think about a fictional number in the store-settings...
Top Quote |
GunChleoc |
Posted at: 2019-02-21, 09:31
In order to prioritize a mine, this this what you can do:
Busy indexing nil values Top Quote |
WorldSavior Topic Opener |
Posted at: 2019-02-24, 13:01
So it's not a big problem.
Why is it easier? Iterating with piggeries is harder than iterating with fishers. You just need to know how fast those buildings are when it's time to replace fishers with piggeries. A fisher produces around 90 wares per hour, somethimes more, a piggerie 60, a farm between 45 and 50...
For me, the drawbacks look not small but the benefits do. The drawbacks would be that expensive pork would be preferred over cheap fish, which weakens the empire.
Would it be okay if I would send someone the lua files for this? I don't know if it will be fun for me to discuss everything in detail, including to write everything twice down (one time in the files, one time here). At the other hand we have feature freeze now, so probably i should wait.
You are welcome
I think that 10 is not too low... When I play Frisians, I lower that most of the times.
I'd rather lower it Frisians should build their brick kilns very early, so often the coal is already reduced before the coal mines can start to work.
Yes
The new default settings should help the AI and all players. It's helpful when the settings are lower.
But it would make the game better because of bigger comfort. What's the point of limiting good players? Aren't they advantaged anyway?
Why not both? Flags are everywhere, so they lead to easy access. I see no point in removing the settings from the flags...
To be honest: No. But at the other hand, Widelands discussions often develop into discussions with several topics at once anyway.
I don't know. I've already setted settings to several thousands once, which took a long time. That's why I suggested that infinity should be possible as a setting, I consider this as an important point on the to-do-list of the developers. (Or at least buttons which increase settings not by one but by fifty at once or something like this).
Setting (priority?) lights to green just makes sure that the mine will get twice as much food as yellow (concerning the statistically distribution), afaik.
Yes
No. If you change the percentage in the building statistics, all buildings whose productivity are below that number are considered as "unproductive". By the way, don't take "productivity" too serious, it's bugged and wrong anyway Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2019-02-24, 19:05
We will keep the economy settings at the flags too when we implement them into the warehouses. Feel free to submit Lua files if you want, we can create a branch already and then wait with merging until after Build 20. Busy indexing nil values Top Quote |
WorldSavior Topic Opener |
Posted at: 2019-03-04, 20:19
Okay, maybe I will send soon something Wanted to save the world, then I got widetracked Top Quote |
WorldSavior Topic Opener |
Posted at: 2019-05-04, 11:51
Oh thanks
Interesting...
Setting all to 0 wouldn't be so good. But setting some to 0 could teach new players that it also works this way (especially with tools) - which is an useful information.
Yes, that would be the best.
On small maps, this is the best way. In most cases one has to wait until the building has gotten its input anyway. On big maps I sometimes don't set economy settings of f.e. scythes to 0, because buildings like farms don't need input.
Really? I thought that it goes rather like this: First only the first segment of the road gets promoted, the others don't because there is logically no overloading yet. Then this segment gets an animal, so it will take some more time until the second segment gets overloaded and so on. Looks like there is plenty of time to create new animals.
That the setting is "1" doesn't mean that there will be less than two animals in stock, because roads also get often demoted, or because the animals are still on their way while there are less than 2 in stock. My proposed setting is good for small maps, because aiming for a stock of 10 animals is a waste of resources there. (especially important for Frisians)
They shouldn't be in stock, they should be turned into something higher
Not if the trainingsite is completed before they smiths are ready to work. And anyway: If the economy settings of weapons are bigger than 0, it's much harder to begin with training some soldiers to the highest level.
For me it's not a joke, but having 30 basic weapons in stock is one. My proposed settings favor training of soldiers, which helps against being overrun. And anyway, by default barracks store enough wares for the quick creation of 8 soldiers, this has also to be taken into consideration.
Implementing this blueprint would be even more useful than my work on this But why not making my proposals the default and the old economy settings the alternative ones? For example, why should barbarians have five felling axes in stock rather than zero?
Why?
Because the mill will not shred all corn and because the weaving mill will not produce tons of tabards? Interesting And by the way I more or less only changed settings of barbarians and atlanteans yet, and settings of Frisian and imperial wares which are also barbarian and/or atlantean. So the impact on a marble economy is really low. By the way, the settings of marble columns are not that low (10), which favors the marble deadlock because much marble becomes columns.
Why do you think that my suggestion is supposed to be a challenge, or even a challenge for experienced players? Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2019-06-21, 07:44
How would everybody expect the loading of the profiles with our new dropdowns to behave when some wares/workers have been selected?
We had some disagreement there during ode review, so I'd like to hear from the community. Busy indexing nil values Top Quote |
kaputtnik |
Posted at: 2019-06-21, 08:14
A difficult question without doing testing... but since i have tested a little bit i would vote for 2. with the addition to unmark previously selected items. I think loading something should always load what 'something' contains at all. The problem with 1.: One has to know from memory which profile affects which ware. In the end i think it depends on the way one uses the economy profiles: E.g. one can make Profiles for 'Build up' and 'Military', another one may want to have more fine grained profiles, e.g. 'More logs/xy' and 'Lower logs/xy'. Maybe this can only be clarified during play testing. Fight simulator for Widelands: |
Nordfriese |
Posted at: 2019-06-21, 09:50
A profile is intended as an "all-inclusive" packet of settings. It always contains settings for all wares. If you want to make settings that apply specifically to one group of wares, that can only be done with option 1). E.g. if you want to have profiles "stockpile metals" and "don´t store metals", you don´t want to apply them to logs, rations etc as well. Just select the metals before choosing the profile. With option 2), it would change all other targets as well, which is undesired. When you wish to apply a profile to all items, you can do this by selecting all wares or none. All other buttons affect only the selected items; it would be inconsistent to ignore the selection for this one. I assume that you´ll usually apply a profile directly after opening the economy options window, when no wares are selected, so with 1) there would normally be no need to unselect anything to apply the profile to everything anyway. Top Quote |