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Topic: Making wild animals reproducible

JanO
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Posted at: 2020-04-01, 09:54

GunChleoc wrote:

Why would a gamekeeper want to breed a carnivore, ever? If you need to keep the herbivore population down because they are damaging your fields, hunt them and eat them like we do in real life.

Consider this: You build gamekeepers in the middle of your land which breed herbivores and hunt them. Then you build some more gamekeepers on the borderline and let them breed carnivores to make 'your' animals not feed the enemy.

Regarding kaputtniks point of player/programmer point of view: If a gamekeeper is just a gamekeeper, a player would not spend much thinking about it. If there is such a weird option (carnivore and/or herbivore), players would start thinking what this is good for and maybe (hopefully) recognize the complexity of the system.


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hessenfarmer
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Posted at: 2020-04-01, 10:03

JanO wrote:

GunChleoc wrote:

Why would a gamekeeper want to breed a carnivore, ever? If you need to keep the herbivore population down because they are damaging your fields, hunt them and eat them like we do in real life.

Consider this: You build gamekeepers in the middle of your land which breed herbivores and hunt them. Then you build some more gamekeepers on the borderline and let them breed carnivores to make 'your' animals not feed the enemy.

even in this case I would build hunters at the border, as the carnivore eating herbivores effect is relatively small. as well as is the effect on fields with much game population.


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WorldSavior
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Posted at: 2020-04-01, 10:32

kaputtnik wrote:

simplypeachy wrote:

but how does it benefit the game or its enjoyability?

I don't think it benefits both. Probably it makes more problems than benefits face-sad.png

You might be right about that


Wanted to save the world, then I got widetracked

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GunChleoc
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Posted at: 2020-04-01, 13:17

JanO wrote:

GunChleoc wrote:

Why would a gamekeeper want to breed a carnivore, ever? If you need to keep the herbivore population down because they are damaging your fields, hunt them and eat them like we do in real life.

Consider this: You build gamekeepers in the middle of your land which breed herbivores and hunt them. Then you build some more gamekeepers on the borderline and let them breed carnivores to make 'your' animals not feed the enemy.

Regarding kaputtniks point of player/programmer point of view: If a gamekeeper is just a gamekeeper, a player would not spend much thinking about it. If there is such a weird option (carnivore and/or herbivore), players would start thinking what this is good for and maybe (hopefully) recognize the complexity of the system.

This would add an additional strategy for Barbarian players for obstructing the enemy.

One downside to this idea is that it will need additional engine + UI changes. So, we need to be sure it's worth it before spending the time.


Busy indexing nil values

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JanO
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Posted at: 2020-04-01, 13:41

Nordfriese mentioned that a few pages earlier. I don't know if it is worth it - maybe this codework can be used elsewhere, too? For example to control other productionsites with more than one output or force foresters to plant specific types of trees.


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hessenfarmer
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Posted at: 2020-04-01, 14:12

GunChleoc wrote:

JanO wrote:

GunChleoc wrote:

Why would a gamekeeper want to breed a carnivore, ever? If you need to keep the herbivore population down because they are damaging your fields, hunt them and eat them like we do in real life.

Consider this: You build gamekeepers in the middle of your land which breed herbivores and hunt them. Then you build some more gamekeepers on the borderline and let them breed carnivores to make 'your' animals not feed the enemy.

Regarding kaputtniks point of player/programmer point of view: If a gamekeeper is just a gamekeeper, a player would not spend much thinking about it. If there is such a weird option (carnivore and/or herbivore), players would start thinking what this is good for and maybe (hopefully) recognize the complexity of the system.

This would add an additional strategy for Barbarian players for obstructing the enemy.

effect is so little that this won't suit for a strategy
if it would be that high to offer a strategy we might have even more balancing issues.

So we basically might end where kaputtnik said. either we have balancing issues to solve for this feature or we have code and processes running for delivering an effect that is nearly not recognizable.

One downside to this idea is that it will need additional engine + UI changes. So, we need to be sure it's worth it before spending the time.


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JanO
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Posted at: 2020-04-01, 20:37

But we can use this one to get a the basis in the code and adjust the numbers to a very small effect until we find corresponding ideas for the other tribes. Once every tribe has a theoretical concept like this, we change the numbers so we get a considerable alternative to military warfare. Just my two cents, Nordfriese already put quite some efford into this and seemingly it works not too bad.


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hessenfarmer
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Posted at: 2020-07-23, 21:45

Ok now that this is in it definitly does help the empire a lot. To see the effect try empire mission 3 in b21. It will give you about max 20 meat on the starting island. after this change when you finally are able to build a hunter it gives you around 80 to 90 with 2 hunters and nearly infinite meat with only one hunter. So reproduction seems to be to high for at least some of the animals.


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stdh
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Posted at: 2020-07-28, 16:53

Indeed, this seems to be a boon to the Empire. Also, I noticed (at least on the main island in emp03 and in emp04) that after a while most of the animal population consists of foxes. I think it's a nice change, but the current numbers don't bring an ecological balance...


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Nordfriese
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Posted at: 2020-07-28, 20:40

I have also noticed that on many maps, foxes tend to be overrepresented after a while. They have a reproduction_rate of 80% and an appetite of 70% – both of which is pretty high, let's reduce those to perhaps 50% and 50%?

Edited: 2020-07-28, 20:41

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