Topic: Limit number of wares per warehouse
Nordfriese |
Posted at: 2020-09-07, 10:46
If there are no warehouses you have lost and no longer need to care what happens to your economy because the other players will burn it down soon. Top Quote |
niektory |
Posted at: 2020-09-07, 15:20
Including all wares in the economy settings would solve that issue I think. And it would work even better together with Configure economy for each warehouse separately. Edited: 2020-09-07, 15:23
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Nordfriese |
Posted at: 2020-09-07, 15:57
It would. But I still don't see any reason why this change would be desirable, except as a mod. Top Quote |
GunChleoc |
Posted at: 2020-09-07, 18:50
What happens if you missed it and all your warehouses and flags are full? You then need to build a new warehouse, and if you're missing some building material, that's it, permanently deadlocked. Things were different in Siedler III where wares would remain at the productionsite until a carrier came to fetch them and there were no flags or roads to manage. Can some of what you desire for the Europeans be achieved by setting target ware quantities for wares that normally don't have them, e.g. logs, plus "return skipped unless economy needs log" in the productionsite program? Busy indexing nil values Top Quote |
Nordfriese |
Posted at: 2020-09-07, 18:53
A starting condition that frequently deletes all wares above a certain threshold in warehouses would do the trick wouldn't it? Like Trading Outpost in reverse Edited: 2020-09-07, 18:54
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JanO |
Posted at: 2020-09-07, 19:49
Maybe it would be enough if economy target quantities would be limited to values like 128*n where n==number of warehouses? Top Quote |
MarkMcWire Topic Opener |
Posted at: 2020-09-07, 20:52
No, that was actually intended to solve the problem. I originally gave all ware a target_quantity and then designed the production programs in such a way that production is stopped immediately as soon as these values are exceeded. However, this then led to the problem that my woodcutters and stonemasons stopped their work as soon as wood and stone had reached their target value and I could not "clean up" the map any further for new buildings. That's why I then gave all of my production buildings an idle program, which completely ignores the economy status. So even when the target_quantity is reached, the buildings continue to produce, but only with long breaks in between. But the basic problem is different. I like to play maps with seafaring. As soon as I have conquered a new island, I will set up my own industry there with all the necessary buildings. However, this means that the warehouse are filled very unevenly. Certain wares such as wood accumulate on island A, but the sawmills and charcoal burners on island B are running empty. Even if there are sawmills and charcoal burners on island A and woodcutters on island B. I tested this once: 5 lumberjacks, 2 sawmills and 2 charcoal burners on both islands Nevertheless, wood runs empty on one island and accumulates on the other island. My goal is to force the game to balance wares between islands. As soon as the warehouses on island A are full, the goods should be transported directly to island B. My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad Top Quote |
MarkMcWire Topic Opener |
Posted at: 2020-09-07, 20:55
Yes, basically. Every warehouse has functions such as outsourcing, preferential storage and no storage. This can be activated manually via the user interface. I would like the storage lock to be set automatically when a warehouse is "full". Either only for the ware that have exceeded their target value or for the entire warehouse if the sum of the wares has exceeded its target value. My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad Top Quote |
JanO |
Posted at: 2020-09-08, 22:35
But that would not be solved by my proposal. Top Quote |