Topic: Production times
palino Topic Opener |
Posted at: 2023-01-04, 18:01
Hello I was comparing production times for barbarian mines in help and in lua scripts, for deep iron mine there seems to be typo.
But according to data/tribes/buildings/productionsites/barbarians/coalmine_deep/init.lua Is my calculation correct? Because I've noticed in another files, like here: data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua:
There is mentioned 3.6 delay for each produced ware. Is this delay generic for all production buildings, where worker is going from indoor? So formula for barbarian deep iron mine would be: 40/4+9.5+3.6 = 23.1 sec Is there possibly any other delay for indoor workers, when input queues are satisfied? Top Quote |
hessenfarmer |
Posted at: 2023-01-05, 02:03
you are rigtht. the correct value would be 23.1 sec for the reasons you figured out. thanks for reporting. Top Quote |
palino Topic Opener |
Posted at: 2023-01-11, 01:22
I've checked the exact times when ware was delivered to flag, using in-game clock. It seems 23.1 sec is not correct value but approximately 26 sec. For the non-mine buildings, basic iron mine and basic gold mine, the production times are matching lua scripts - I checked Wood Hardener, Lime Kiln, Bakery, Brewery. These mines have longer times, it seems like cycle is delayed with additional 12 seconds: Granite mine: expected 20/2+10+3.6 = 23.6 sec; real 29 sec Do you have explanation for this? Is it similar also for other tribes? Top Quote |
hessenfarmer |
Posted at: 2023-01-12, 09:37
I don't have explanation rather then you might have missed the first delivery after the 40 sec sleep. Top Quote |
palino Topic Opener |
Posted at: 2023-01-12, 10:28
For deep iron mine I don't have more times noted, but for others it is obvious, there is bigger delay. I took care not to jump into depleted state.
I can later propose update of data/tribes/initialization/barbarians/units.lua, when this timing will be clarified Top Quote |
hessenfarmer |
Posted at: 2023-01-12, 13:34
OK now I understand what is going on: Top Quote |
hessenfarmer |
Posted at: 2023-01-12, 13:51
OK, Top Quote |
palino Topic Opener |
Posted at: 2023-01-21, 15:48
To the 3rd point, I checked how it looks like in units.lua. There are two forms, depends on whether it is real number or whole number:
I suppose second form is more suitable for translators. Do you have a ngettext alternative for real numbers? Or maybe a game suggestion - what about modifying sleep duration in all buildings (where needed), so that the resulting time is always whole number? (e.g. gamekeeper will get rounded value 53 seconds.) It is then easier to remember/compare. With the 3.6 sec addition almost every building will have real number. Edited: 2023-01-21, 15:57
Top Quote |
palino Topic Opener |
Posted at: 2023-01-27, 10:30
Hello I processed these barbarian buildings: Lumberjack's Hut, Gamekeeper's Hut, Bakery, Ax Workshop, Barracks, Deep Coal Mine, Deeper Coal Mine, Deep Iron Mine. The Lumberjack's Hut had incorrect value 12 seconds in encyclopedia (time to fell a tree). According to data/tribes/workers/barbarians/lumberjack/init.lua it should be 15 + 2 sec. Time example of releasing axes to the flag by Ax Workshop before my changes:
After my changes (corrected average time):
Top Quote |
hessenfarmer |
Posted at: 2023-01-27, 15:36
this looks like the way to go. Only I am unsure about the fix for the productionsites with multiple outputs. I tend to distribute the reduction of sleep times over the programs rather then favoring production of the last ware by making it much faster. Background is that in case only this ware would be needed it will get produced much faster then before. Would you like to create a branch and Pull request on github, so we can use the review funtions there and get it into the game? I would very much appreciate that. Top Quote |