Topic: Making wild animals reproducible
simplypeachy |
Posted at: 2020-03-31, 16:26
Perhaps it's worth reconsidering this feature, now that these issues are coming to light. It's a cool idea but how does it benefit the game or its enjoyability? WARNING: New-style view packet not found. There may be strange effects regarding unseen areas. |
kaputtnik |
Posted at: 2020-03-31, 17:14
Yes
I don't think it benefits both. Probably it makes more problems than benefits Fight simulator for Widelands: |
Nordfriese |
Posted at: 2020-03-31, 19:28
The only problem it makes is balancing it well
In my opinion these testing results are pretty well balanced. A small advantage for all tribes, but not a big one. If barbarians are found to be underpowered now, how about making their hunters faster than other tribes' in recompense so they also benefit more from maps with much game? Top Quote |
hessenfarmer |
Posted at: 2020-03-31, 20:11
+1 from my side I think we could reduce sleep from 35s to 30s for barbarian hunters Top Quote |
the-x |
Posted at: 2020-03-31, 20:38
yes, but 5 seconds in the sleeping time is not really equivalent ;-D we should not reduce to much sleeping times cause streets get more and more overloaded -> rather the other way around to longer sleeping times or of course balance it my military Top Quote |
simplypeachy |
Posted at: 2020-03-31, 21:30
Will the Gamekeepers need to also have their sleep time reduced, for instances where wild game is not abundant? With the Barbarians then having a faster food production chain, should this also affect the speed of Empire piggeries, hunters and fishers, and Atlantean equivalents? The complex economy of the Frisians may need more complex considerations to ensure balance. WARNING: New-style view packet not found. There may be strange effects regarding unseen areas. |
kaputtnik |
Posted at: 2020-03-31, 23:14
No The point is: It is absolutely interesting from a programmer perspective. But for a player this is out of scope. I think most new players didn't realize that reproducible animals are there, whereas most new players understand that hunting animals will stop if all animals are hunted. Please keep in mind that mostly programmer perspective != player perspective. The game is made for the players, not the programmers If a new feature satisfies the programmer but the player does not notice the new feature, the feature is meaningless, imho. Edit: A meaningless feature just blows up the code without a reason. Edited: 2020-03-31, 23:25
Fight simulator for Widelands: |
blind3rdeye |
Posted at: 2020-04-01, 00:04
On a somewhat related note, would it be possible to make fish spread a small number to adjacent plots when the population is very high? The reason I ask, is that I was playing a game on build 20, and I had 2 fish-breaders directly next to each other, one said "no more fish" and the other said "the breading ground is full". To me that seems a bit silly Surely if the breading ground is full, or close to full, then it could spill a couple of fish to adjacent plots. I'm thinking something like this:
Edited: 2020-04-01, 00:05
Top Quote |
hessenfarmer |
Posted at: 2020-04-01, 09:15
I think this wouldn't be needed, but could be done. you could always build one additional keeper as they are cheap and by this make use of the breeding.
No the other tribes will have already an advantage on maps where this effect takes place, due to the supply of cheap food. Top Quote |
hessenfarmer |
Posted at: 2020-04-01, 09:33
That should not happen anymore and even in b20 should have been an absolute cornercase. However as far as I know in current trunk we can breed on empty grounds where once fish has been, And breeeding is picking a random field around a node already. Top Quote |