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Topic: Making wild animals reproducible

Nordfriese
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Joined: 2017-01-17, 18:07
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Posted at: 2020-02-24, 23:25

Pushed the improved hunting algorithm to the branch. The birth control parameters also work better now (using a 1/x function where x is weighted from the number of individuals within 2, 5 and 9 fields). New walking algorithm will come tomorrow face-smile.png


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JanO
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Posted at: 2020-02-25, 00:33

I guess.... we need more hunters. Or ageing with natural death, as king of nowhere suggested.
Some eyecandy idea: Do you think it might be possible to count all animals on a node and if there are more than one give their graphics some nice, random offset values?

Edited: 2020-02-25, 00:35

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Nordfriese
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Posted at: 2020-02-25, 09:56

Natural death is also already implemented, though the values are much too high so far (suggestions?)

Some eyecandy idea: Do you think it might be possible to count all animals on a node and if there are more than one give their graphics some nice, random offset values?

Good idea, will do so


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Nordfriese
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Posted at: 2020-02-25, 13:29

PR is up: https://github.com/widelands/widelands/pull/3718

Testing appreciated


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hessenfarmer
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Posted at: 2020-03-30, 21:20

after some tests Nordfriese created an algorithm which is not running away but delivers a decent increase in critters available.
I did some tests on crater with the following setup:
barbarians, 6 hunters, 3 farms, 1 quarry, 1 woodcutter, 1 metalworkshop.
this delivered 81 meat after 1 hour in trunk with only little game left
in the branch of the PR it delivered 98 meat after 1 hour with still a good amount of game left.

Question is whether this affects balancing too much. I am unsure about this but tend to believe it to be ok. Opinions?


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JanO
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Posted at: 2020-03-31, 09:34

We have to figure a way out how to make the gamekeepers not obsolete. Otherwise we have created a disadvantage for barbarians here.
My proposal: Let players choose, if gamekeepers breed herbivores, carnivores or both.


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GunChleoc
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Posted at: 2020-03-31, 09:52

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.


Busy indexing nil values

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the-x
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Posted at: 2020-03-31, 14:06

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.

Yes : -D seems intresting mathematical game, but i still think it will tend to the extremum. Also I thik its important to solve the big questions, like how we keep multiplayer at a level where beginners can play with pros same as balancing heroes

Edited: 2020-03-31, 14:07

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hessenfarmer
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Posted at: 2020-03-31, 15:25

the-x wrote:

Also I thik its important to solve the big questions, like how we keep multiplayer at a level where beginners can play with pros same as balancing heroes

It won't help your point if you still keep hijacking every thread with always the same stuff.


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hessenfarmer
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Posted at: 2020-03-31, 15:31

back on topic:
if we further reduce the reproduction rate we have a lot of additional code running for nearly no real effect. if we keep it like it is, it is an advantage for all tribes except barbarians, cause if you wait some time to get the population growing to the max before hunting you could have an endless supply of food for all tribes, if enough critters are placed on the map. (my tests above started directly after beginning of the game, I will rerun them starting hunting at 0.5 hours and see what happens after 1.5 hours)


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