Topic: Training sites
einstein13![]() |
Posted at:
2015-03-15, 21:00 UTC+1.0
I'm not sure if there is given on game start for Empire I'm not sure if all tribes needs a helmet. I know that it was set that a soldier = a trainer (tools of course!) So if you need a helmet for barbarian, it will be needed for a trainer too. If not - no.
For sure in most cases it will be the best! I usually set up to 1 soldier to upgrade only him with whole economy power. Then if everything is ok* OR training site is very far I use 2 soldiers.
Few times I used full colloseum status - only for seafaring maps with low water transport efficiency. But basicly 2 soldiers is the best number for my strategies Reducint the number is always better! If the capacity for training site (armors, weapons) is X the biggest number of soldiers inside should be X (I would implement in that way). -> * full of resources AND half upgraded soldier einstein13 ![]() ![]() |
Tibor Topic Opener |
Posted at:
2015-03-15, 21:11 UTC+1.0
So It would be OK if I set capacity 2 soldiers for all training sites... Also how many training sites are needed? In dependency to number of militarysites f.e.... ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-03-15, 21:26 UTC+1.0
The tools a trainer need are defined in their config files: Atlanteans
Barbarians
Empirehttps://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/head:/tribes/empire/trainer/conf
How many trainers a player gets at the beginning of the game depends on the starting conditions, e.g. Busy indexing nil values ![]() ![]() |
wl-zocker |
Posted at:
2015-03-15, 21:43 UTC+1.0
No tribe has a trainer at the beginning. I did not change that when I modified the build costs of trainers (see https://bugs.launchpad.net/widelands/+bug/669699) - I think I forgot/did not think of that. You should also have a look at https://bugs.launchpad.net/widelands/+bug/1422158. A trainer needs exactly the tools/weapons a soldier needs. That is: Barbarians: an axe. Empire: wooden lance + helmet. Atlanteans: light trident + tabard. I always build new training sites when the existing once are full of soldiers, weapons, and food. Maybe you could use the statistics (the official or your own one) for that. "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg ![]() ![]() |
Tibor Topic Opener |
Posted at:
2015-03-15, 22:51 UTC+1.0
That is quite complicated. I think I will just implement a policy - do not built next trainingsite if there is one unoccupied (by trainer). Second policy would be one pair of trainingsites per 100 military sites ... And third rule would be - set number of soldiers to 2 per a training site ... Of course not smartest way, but easy to implement..
Edited:
2015-03-15, 23:29 UTC+1.0
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king_of_nowhere![]() |
Posted at:
2015-03-16, 00:01 UTC+1.0
Wrong to set number of training sites per nummber of military sites. having more barracks around the map does not imply in any way a need for more training sites, nor does it allow to support them. new military sites should be built when there are enough resources for them. say, if your weapon smiths skips work because there are unused weapons, then it is good time to make new military site. I'd say a good time to make second site is when you make second weapon smith, but ai is fully capable of making two weapon smmiths when it doesn't have the resources to use one. ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-03-16, 10:38 UTC+1.0
I think the availability of trainers before soldiers should be fixed in the warehouse code and not in the AI code, because it affects human players too. I added a comment to the bug. Busy indexing nil values ![]() ![]() |
fk![]() |
Posted at:
2015-03-17, 08:48 UTC+1.0
That rule already exists (or existed?). ![]() ![]() |
fk![]() |
Posted at:
2015-03-17, 08:54 UTC+1.0
Actually, deciding not to build whatever building if one is unoccupied is a wrong approach. Imagine that one building is still unoccupied, and another player manages to isolate that building from the rest of its economy. This would be even worse for military sites. Hard rules are therefore always wrong. Better is the positive rule: yes, we have a trainer, build! ![]() ![]() |
einstein13![]() |
Posted at:
2015-03-17, 09:33 UTC+1.0
I have N trainingscamps and N+1 armour and weapon smiths. It is enough if working for 100%. Also I reduce the number of creating soldiers by setting spears to one warehouse and helmets to the other one. But I'm not sure if it is possible to implement in current model, plus if it is worth doing that.
On huge map I can easily have 4 trainingscamps working for 100%. But the capacity for soldiers there is always set to "1". einstein13 ![]() ![]() |