Topic: Sumatrans Tribe

OIPUN
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Joined: 2020-11-17, 09:34 UTC+1.0
Posts: 292
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Posted at: 2025-06-02, 19:18 UTC+2.0

Nordfriese wrote

It looks like the Sumatran woodcutter is not cutting any palms because the economy doesn't need logs.

Thank you Nordfriese. I see, this didn't come to my mind not at all.

I would suggest that this may be a design flaw in the Sumatrans tribe that should be fixed by also allowing the woodcutter to cut palms if palm leaves are needed by the economy. At least this should be considered.
Nor is this specialised or non-standard behaviour, without an introductory campaign explaining how to structure the Sumatran economy properly and avoid common pitfalls there is no such thing as a non-standard way to play them.

The woodcutter's behaviour is explained in the encyclopedia. I agree I should change the condition. A new version 2.0.5 is coming soon with Market, I'll add this change too.

@ Teayo another issue is, that you are playing Sumatrans on White Summer map again. But you still didn't learn how the terrain works. The thermal springs don't work because the building doesn't affect clearings, only meadows, and I already explained this to you while replying to your previous post in this topic. You should expand to the meadow asap, transform the meadow and grow your palms there.

This info about terraform is not in encyclopedia. It should probably be there automaticly also for Amazons. In the help text to thermal springs, I didn't mention this, because the WS terrains are not official terrains so I was not sure whether to write it there or not. But I'll write it there in the new add-on version too. It would be better to have a campaign for explaining this but who knows if there will be any campaign any time soon.

Edited: 2025-06-02, 21:18 UTC+2.0

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OIPUN
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Joined: 2020-11-17, 09:34 UTC+1.0
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Posted at: Yesterday 22:33 UTC+2.0

I've added the market to Sumatrans too. It works, I am just not sure whether the solution I've chosen is the best one. I duplicated the script in the units file so it looks like this now:

... if get_build_id():find("1.2") == nil then

wl.Descriptions():new_tribe { -- tribe with market },

else

wl.Descriptions():new_tribe { -- tribe without market },

end ...

I am not sure what will this cause in Transifex. Will it duplicate all the strings or does Transifex recognise the strings as duplicates automatically?

Another issue, I still don't know how to formulate a condition "if this add-on is installed and active then". The add-on in this condition should be lutas_atlanteans.wad, so I tried something like:

if wl.Game():immovable_exists("lutas_atlanteans_shipconstruction") ) then

or

if pcall (wl.Game():immovable_exists("lutas_atlanteans_shipconstruction") ) then

but it seems not to work.


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tothxa
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Joined: 2021-03-24, 12:44 UTC+1.0
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OS: antix / Debian
Version: some new PR I'm testing
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Posted at: Yesterday 23:29 UTC+2.0

I'm not sure, but since it looks like you have to pass a lua table to wl:Descriptions():new_tribe(), you may be able to do

tribedescr = { -- tribe without market }

if not get_build_id():find("1.2") == nil then
  table.insert(tribedescr, { -- market info })
end

wl.Descriptions():new_tribe(tribedescr)

As for duplicate strings, don't worry, xgettext makes sure that identical strings are only included once in the .po file.


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