Topic: for improvements (hopefully/needs review/community poll)

usingUser
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Posted at: Today 17:42 UTC+2.0

There are some minor issues itching me while playing. Some of them may need to be discussed by a broader (?) audience. Imho, the following points improve the gaming experience (except for the webpage section).
(Something could be understood better in German, so I also wrote that. And it seems to me that at least two developers are Germans. face-angel.png ) (Did I forget translating or explaining something? Honestly, I lost the track face-upset.png )

streets, workers, soldiers (Wegführung, Arbeiter, Soldaten)

  1. When setting a street (from A to B without any point in between specified by the user), the flags may be placed so that the street goes straight as long as possible, when the street suggested here is as steep as the fastest street. (Isn't the algorithm searching for the fastest (flattest) way to go?) Gives several support with optimising the economy, esp. in flat areas.
    (Die Flaggen, sofern die Gesamtlänge und -anstrengung des Wegs gleich bleibt, möglichst lang gerade, also mit möglichst wenig Kurven/Ecken automatisch legen.)
  2. Putting the flags with Ctrl + click automatically (state of the art (?)), beginning with the first flag out of the two selected ones. Gives several support with optimising the economy, esp. in flat areas.
    (Die Flaggen bei Strg + Klick vom Startpunkt her automatisch setzen. Denn es macht keinen Unterschied, wenn man im Gebietsaufbau und der -erweiterung ist, ist aber schon relevant, wenn man seine Logistik optimieren will, sobald man den Platz dafür hat.)
  3. When a street is connected to the road network, the next carrier (maybe only of the free or returning ones) goes to the new line section. If suitable, he can also take a ware on his way.
    (Wird ein Weg angelegt, geht der näheste freie Träger hin, sofern einer auf dem Rückweg und näher wie das nächste Lagerhaus bzw. Hauptquartier ist oder die Trägerkette rückt ggf. mit einer Ware um so viel Plätze weiter wie der Neubau lang ist.)
  4. The naerest walking soldiers regarding a military site are sent to it when it's fully built. If none's walking, choose from the next warehouse/headquarter.
    (Die jeweils nächstgelegenen freien Soldaten statt den zum Fertigstellungszeitpunkt ausgewählten Soldaten zum entsprechenden Militärgebäude schicken.)

buildings (Gebäude)

  1. Could the window for deconstructing a building also show the name of the former building (like when building it)? This palpably helps (I'm convinced) with moving a supply chain.
    (Beim Abriß bitte anzeigen, welches Gebäude abgerissen wird. Das könnte im Fenstertitel geschehen und hilft bei der Versetzung einer Lieferkette schon deutlich.)

webpage (Webseite)

  1. Forum: a user can give a thumb up (or a supporting smiley perhaps?) or down for any post (except his own?).
    (Forum: Man kann einen Daumen hoch oder runter für jeden Beitrag geben.)
  2. Profile: a user can not only specify his favourite tribe, but also a sequence for them. Let's say ”1. Barbarians; 2. Empire“ or ”1. Atlanteans; 2. Frisians; 3. Amazons", e. g. (Profil: Man kann eine Reihenfolge der Lieblingsstämme angeben. Z. B.: „1. Barbaren; 2. Imperium“ oder „1. Atlanter; 2. Friesen; 3. Amazonen“.)
  3. Server: setting up a page for non-existing URLs (”Error 404“) without the server's version, type and OS.
  4. Forum: a user can reply to a post (like in the maps section). Maybe this would also make the quotes expendable? (I sometimes find the quoting system here confusing with the need for searching the original post altough it's linked.)
Edited: Today 17:55 UTC+2.0

Currently (fitfully) working on a new idea for a new set of tribes: the Alliance in different shades.

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kaputtnik
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Posted at: Today 18:30 UTC+2.0

usingUser wrote

There are some minor issues itching me while playing. Some of them may need to be discussed by a broader (?) audience. Imho, the following points improve the gaming experience (except for the webpage section).
(Something could be understood better in German, so I also wrote that. And it seems to me that at least two developers are Germans. face-angel.png ) (Did I forget translating or explaining something? Honestly, I lost the track face-upset.png )

streets, workers, soldiers (Wegführung, Arbeiter, Soldaten)

  1. Putting the flags with Ctrl + click automatically (state of the art (?)), beginning with the first flag out of the two selected ones. Gives several support with optimising the economy, esp. in flat areas.
    (Die Flaggen bei Strg + Klick vom Startpunkt her automatisch setzen. Denn es macht keinen Unterschied, wenn man im Gebietsaufbau und der -erweiterung ist, ist aber schon relevant, wenn man seine Logistik optimieren will, sobald man den Platz dafür hat.)

Could you explain? Yes, CTRL+Click is the state of the art. But i don't know how this can be improved?

The only thing which bothers me is that the automatic setting of flags does not consider the building spaces, e.g. sometimes (often) the flags are set at a position and no building can be placed. Shifting the flag(s) a bit would suddenly show building spaces. On the other side: Watching how the AI build roads the AI player plays nevertheless more or less good. And in past tournaments some players build illogical roads and the economy is working well nevertheless. So the road network may have only a small impact on the overall economy (except congestoions).

  1. When a street is connected to the road network, the next carrier (maybe only of the free or returning ones) goes to the new line section. If suitable, he can also take a ware on his way.
    (Wird ein Weg angelegt, geht der näheste freie Träger hin, sofern einer auf dem Rückweg und näher wie das nächste Lagerhaus bzw. Hauptquartier ist oder die Trägerkette rückt ggf. mit einer Ware um so viel Plätze weiter wie der Neubau lang ist.)
  2. The naerest walking soldiers regarding a military site are sent to it when it's fully built. If none's walking, choose from the next warehouse/headquarter.
    (Die jeweils nächstgelegenen freien Soldaten statt den zum Fertigstellungszeitpunkt ausgewählten Soldaten zum entsprechenden Militärgebäude schicken.)

Well the game is working like that: All requests are going to a warehouse. So each request of a worker/soldier is send to a warehouse. I think it will not be possible to change this, without a big codechange and massive memory consumption.

webpage (Webseite)

Please use one topic for one topic face-smile.png

  1. Forum: a user can give a thumb up (or a supporting smiley perhaps?) or down for any post (except his own?).
    (Forum: Man kann einen Daumen hoch oder runter für jeden Beitrag geben.)

I am already working on this. Because of summer (my main working time) it is not ready yet. Probably in wintertime.

For the rest please open another topic in Homepage


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usingUser
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Posted at: Today 20:02 UTC+2.0

kaputtnik wrote

usingUser wrote

  1. Putting the flags with Ctrl + click automatically (state of the art (?)), beginning with the first flag out of the two selected ones. Gives several support with optimising the economy, esp. in flat areas.

Could you explain? Yes, CTRL+Click is the state of the art. But i don't know how this can be improved?

Let's assume we have the coordinates used in the map editor, a totally plain area we're looking at and my most eastern flag is at (11, 11). My territory includes (14, 4), (17, 11) and (15, 15). I click on the flag mentioned before during the game. My next click is at (16, 11), while holding Ctrl. The street is built and another flag is set at (14, 11). I desire the flag being placed at (13, 11). (I could expand the example up to an arbitrary map size, but I hope I could clarify the principle already.)

kaputtnik wrote

So the road network may have only a small impact on the overall economy (except congestoions).

kaputtnik wrote

  1. When a street is connected to the road network, the next carrier (maybe only of the free or returning ones) goes to the new line section. If suitable, he can also take a ware on his way.
  2. The naerest walking soldiers regarding a military site are sent to it when it's fully built. If none's walking, choose from the next warehouse/headquarter.

Well the game is working like that: All requests are going to a warehouse. So each request of a worker/soldier is send to a warehouse. I think it will not be possible to change this, without a big codechange and massive memory consumption.

I thought of an signal being emitted (, an event or equivalent) when the building is completed (or a street is set). But I don't really like the idea of significant memory consumption…
The idea behind this point was that it doesn't take that long when reorganising the street network or defense strategy. Well, I tried face-wink.png


Currently (fitfully) working on a new idea for a new set of tribes: the Alliance in different shades.

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hessenfarmer
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Posted at: Today 21:39 UTC+2.0

ctrl click with streets tries to place all flags in a distance of 2 nodes, which is the shortest distance between 2 flags that is possible. If an uneven number of nodes is between start and end it puts a 3 step road at one end of the road (i believe at then beginning of the road, but are not sure anymore). We may discuss whether the 3 step should be at the end and inverse the placing logic.
However this can be avoided by starting the road at the destination, or starting at the beginning and keeping ctrl pressed to show the forecast of flags.


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Nordfriese
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Posted at: Today 21:53 UTC+2.0

When using Ctrl-click to place flags you can additionally hold down the Shift key to toggle whether flags are placed from the start or end of the road. Since the flags are previewed while holding Ctrl you can also see whether they will end up in the places where you want them.


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