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Topic: Snobbish innkepers ;-)

Magor
Joined: 2009-03-30, 07:38
Posts: 36
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Pry about Widelands
Location: Königswinter, Germany
Posted at: 2009-04-06, 23:56

Another suggestion:

When a tavern gets upgraded to an inn, the innkeeper suddenly unlearns how to make rations, and for a big inn, it is beneath the innkeeper to make rations and snacks anymore.

Why can't the inn have two and the big inn three work programs like:

[make_ration] return=skipped unless economy needs ration (...)

[make_snack] return=skipped unless economy needs snack (...)

[make_meal] return=skipped unless economy needs meal (...)

Additionally, the big inn would need a "beer=4" under [inputs], too, to provide for the production of rations and snacks.

Yours, Magor (who plays too much at the moment...)


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Nasenbaer
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Joined: 2009-02-21, 18:17
Posts: 829
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Location: Germany
Posted at: 2009-04-07, 10:38

sounds like a good idea face-smile.png


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Magor
Joined: 2009-03-30, 07:38
Posts: 36
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Location: Königswinter, Germany
Posted at: 2009-04-07, 12:23

I just patched my tavern, inn and big_inn conf files. They load, and I'll give them a try this evening.

Who is responsible for such files, i.e. who would I turn to to have them approved for inclusion in the game?

Yours, Magor


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SirVer
Joined: 2009-02-19, 15:18
Posts: 1439
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Location: Germany - Munich
Posted at: 2009-04-08, 09:41

I suggest openening a feature request and attaching a patch at SF.net. That will make it's way into the game eventually.


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Magor
Joined: 2009-03-30, 07:38
Posts: 36
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Pry about Widelands
Location: Königswinter, Germany
Posted at: 2009-04-08, 12:31

I've got a diff, but I can't login into sf.net (forgot my passwd, and the email given for passwd recovery is my work address - I'm on holiday at the moment).

Well. looks like I'll have to wait for some time to load it up. I could take the time to fix some other (similar) issues, like a brewery being unable to produce beer...

Update: I recovered my passwd and submitted the patch for inclusion. Nonetheless, I'll make a patch for the brewery, too.

Yours, Magor

Edited: 2009-04-08, 13:44

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Astuur
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Joined: 2009-02-28, 10:08
Posts: 733
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Location: Frankfurt / Germany
Posted at: 2009-04-09, 10:40

Hmm.. Magor .. you're aware that you are making life a lot easier for barbarians (especially in narrow places), aren't you? We might have to think of some extra requirements for this tribe in order to not give them too much advantage over others. ATM it does not really matter though, I think. Balancing things is not yet a prime topic it seems.

Edited: 2009-04-09, 10:41

Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills.
I am on Win32, have no means to compile, and rely on prefabricated distributions (Thanks to Tino).

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Magor
Joined: 2009-03-30, 07:38
Posts: 36
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Pry about Widelands
Location: Königswinter, Germany
Posted at: 2009-04-09, 13:44

Astuur,

I agree that I make it easier in a way, but not too much:

a) The Inn and the Big Inn produces only one product at a given time, and not in parallel. The output rate is basically the same.

b) The Big Inn employs two Innkeepers to produce the same Ration in the same amount of time as the Tavern does with only one Innkeeper.

Well, and the balancing thing: I have not yet played the Empire or Atlanteans, but if they have a similar Inn problem, it is about time to fix that. If you want me to do this, I could have a look at this as soon as my "economy analyzer" groks the tribes' conf files.

In the end, the question is: does this particular path make sense? I can understand the development path from Tool Smithy to Axe Factory as a kind of "specialisation", but I can not understand this limitation with the Tavern/Inn/Big Inn upgrade path.

Yours, Magor


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Nasenbaer
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Joined: 2009-02-21, 18:17
Posts: 829
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Location: Germany
Posted at: 2009-04-09, 13:56

Well I think this change is not that hard a balancing problem.

Anyway: Brewery should stay as it is - why should a master brewer produce ugly beer, if he knows how to create very tasty strong beer?

BUT @ Astuur: Balancing is one of the most important parts of my development, so you are wrong there face-wink.png

Edited: 2009-04-09, 13:58

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Magor
Joined: 2009-03-30, 07:38
Posts: 36
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Pry about Widelands
Location: Königswinter, Germany
Posted at: 2009-04-09, 17:55

Nasenbaer wrote: Anyway: Brewery should stay as it is - why should a master brewer produce ugly beer, if he knows how to create very tasty strong beer?

I disagree here, at least partially. According to your argumentation, the decision wether to produce Beer or Strong Beer is not based on the kind of production site but in the skill level of the worker. Which, at least at the moment, isn't.

My preferred way would be that the Brewery can produce normal and Strong Beer. Both have the same ingredients, and you need the same kind of worker (OK, Master Brewer requirements instead of Brewer, but the normal Micro Brewery has a Master Brewer after a short time, too).

Alternatively: The Big Inn could use Strong Beer as an alternative to or even instead of normal Beer for the production of Rations and Snacks (in the "instead" case, this would reduce the benefits gained by the additional production paths).

If these changes put the Empire and Atlanteans in disadvantage, maybe one should streamline similar edges with their economy, too?

Yours, Magor


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Nasenbaer
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Joined: 2009-02-21, 18:17
Posts: 829
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Location: Germany
Posted at: 2009-04-09, 18:53

The point is simply, that strong beer and beer are used for two completely different things:

  • "Beer" is the beer for workers - as we Germans would say a "Feierabendbier" face-wink.png

  • "Strongbeer" is a special kind of beer for older warriors...

I can understand the development path from Tool Smithy to Axe Factory as a kind of "specialisation

and that's the same in this case.

Edited: 2009-04-09, 18:53

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