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Topic: Geologist control

mxb2001
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Joined: 2019-05-20, 18:49
Posts: 102
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Posted at: 2020-10-21, 03:14

These guys are a pain. If you send them to the edge of a mountain they look for water on the plains. ARGH! If you send them deep in the road prevents them from searching those hexes (why???) where the road is.

I'm gonna try a new thing, send them to the edges of mountains where there is more than 50% of the hex mountain terrain. Maybe that determines what they consider it as...

One little trick I've found seems useful though. Send all of them to the same flag. They duplicate somewhat but the results come in fast and you can plan the mines and move on quickly. Reminds me that it looks like frisians start with 2 not 4 geos... Odd. Oddfriesen. :-)


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GunChleoc
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Joined: 2013-10-07, 15:56
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Posted at: 2020-10-21, 07:26

The check whether the flag is on a mountain is only done for 2 of the adjacent terrain triangles.

How about expanding this check to all 6 triangles, since we're more likely to want to search small mountain patches than small non-mountain patches?


Busy indexing nil values

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niektory
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Joined: 2019-06-03, 20:06
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Posted at: 2020-10-21, 09:09

GunChleoc wrote:

How about expanding this check to all 6 triangles, since we're more likely to want to search small mountain patches than small non-mountain patches?

Good idea.


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kaputtnik
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Joined: 2013-02-18, 20:48
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Posted at: 2020-10-21, 10:18

AFAIK a geologist distinguishes between normal land and mountain areas, depending where the flag is placed on: If the flag is on non mountain areas, he will search only for water and if the flag is on a mountain, he will search only for ores.

What about let the geologist search an area without distinguishing between land and mountain?


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einstein13
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Joined: 2013-07-29, 00:01
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Posted at: 2020-10-21, 11:32

kaputtnik wrote:

What about let the geologist search an area without distinguishing between land and mountain?

That would be a downgrade. In previous versions of Widelands geologists were looking for everything everywhere. Then somebody has changed that to have a "smarter" way of search. From my point of view better approach is to send geologist with a choice: looking for water and/or ores? But then the UI will be much more complex than it is now.


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Nordfriese
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Joined: 2017-01-17, 18:07
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Posted at: 2020-10-21, 11:57

Why not just change the behaviour so the geologist looks for ores if at least one of the six triangles next to the flag is mountain; otherwise for water


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hessenfarmer
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Posted at: 2020-10-21, 12:20

Well, as in the current design water is not really a ressource that matters. due to the 67 percent probability of the wells to produce water without ressource, we could skip the search for water until this gets changed which isn't probable As I got no consensus on it the last time discussed.


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Nordfriese
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Posted at: 2020-10-21, 12:23

That is going to be changed as soon as we have an add-on system because then I'll implement one of the proposals from the last discussion as an add-on face-wink.png So the geologist should keep the ability to search for water


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JanO
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Joined: 2015-08-02, 11:56
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Posted at: 2020-10-21, 12:45

Next proposal: Chance the behaviour of the geologists from a more or less random walk (=now) to strict starting next to the requesting flag and dig for stuff in circles around the flag with increasing radius?


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hessenfarmer
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Posted at: 2020-10-21, 13:30

JanO wrote:

Next proposal: Chance the behaviour of the geologists from a more or less random walk (=now) to strict starting next to the requesting flag and dig for stuff in circles around the flag with increasing radius?

-1 as it would look not that pretty like the current implementation.


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