Topic: making farmers consistent
hessenfarmer![]() Topic Opener |
Posted at:
2020-02-17, 17:29 UTC+1.0
that would be ok for a new tribe and as far as I have looked so far this tribe might be europeans. Unfortunately this !thread is only available in German yet. ![]() ![]() |
WorldSavior![]() |
Posted at:
2020-02-17, 18:06 UTC+1.0
Yes
For me too
Yes, that would be better
Exactly, so keeping the other tribes at 4 fields brings more variety. By the way, usually farms use more than 4 fields because they don't work perfectly intelligent.
On many maps they are not easy to place. Maps like Fjords and Archipelagosea could suddenly become even more unplayable And there are also visual reasons which are an argument for 4 fields: One can place farms in a nice grid and even place a small building next to them, looks very nice.
Exactly
Read the thread again and see Wanted to save the world, then I got widetracked ![]() ![]() |
Nordfriese![]() |
Posted at:
2020-02-17, 18:36 UTC+1.0
I also think that improving farms with food supplies could be interesting in a new tribe but is not for the existing tribes. The space requirement of all tribes' farms is also fine as it is imho.
Edited:
2020-02-17, 18:36 UTC+1.0
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hessenfarmer![]() Topic Opener |
Posted at:
2020-02-24, 11:16 UTC+1.0
So as this thread diverted from the original question. I propose to implement the solution that Nordfriese suggested. (using maxcaps allowing to plant between buildings but not at the shore) this would improve the current situation for all tribes except atlanteans and only worsen atlanteans capabilites as they can't plant at shores anymore. ![]() ![]() |
GunChleoc![]() |
Posted at:
2020-02-24, 11:26 UTC+1.0
Let's try it Busy indexing nil values ![]() ![]() |
WorldSavior![]() |
Posted at:
2020-02-24, 18:35 UTC+1.0
Yes, it's not fun if farmers cannot plant at the shores. How do you define shores, will 1 water triangle ruin a building spot? Maps like Archipelago Sea and Fjords could be suddenly unplayable. Wanted to save the world, then I got widetracked ![]() ![]() |
Nordfriese![]() |
Posted at:
2020-02-24, 18:44 UTC+1.0
A field is considered inland if the field and all six neighbouring nodes are touched by at least one walkable ("land") triangle each. Otherwise it is considered shore. So you can have up to five out of six triangles water and it may still be inland depending on the surrounding nodes. For frisians, empire and barbarians, this change will not make any currently usable nodes unusable.
Edited:
2020-02-24, 18:44 UTC+1.0
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WorldSavior![]() |
Posted at:
2020-02-24, 22:30 UTC+1.0
So the inner of the sea is defined as shore? This a complicated definition. Why not determining if a field can be planted only by the number of water triangles around it? I don't like compromises, but maybe we need one here. For example plants could be planted everywhere where at least 2 land triangles surround the node. After all water is good for plants and it's only a computer game, isn't it?
Because they cannot plant if there is one water triangle, right? This is frustrating. Wanted to save the world, then I got widetracked ![]() ![]() |
Nordfriese![]() |
Posted at:
2020-02-24, 22:47 UTC+1.0
This definition of "inland/shore" only applies to the And smaller plants (reed fields, berry bushes, grapes, …) have a more lenient definition: they can use any node the worker can reach at all.
because that is more restrictive than the current system and might make maps with many sparsely distributed water triangles unplayable
Yes they can, as long as all six surrounding nodes are walkable. Imagine these two situations: The left field is not usable, because the node southwest of it is water-only. The right field is usable because all six neighbours are walkable.
Edited:
2020-02-24, 22:47 UTC+1.0
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WorldSavior![]() |
Posted at:
2020-02-25, 21:47 UTC+1.0
Thanks for the example. Though the left spot looks to me like it should support all plants, and the right one as well Wanted to save the world, then I got widetracked ![]() ![]() |