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Update performance helptext for buildings producing more wares #5861
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For Crystal Mine, Blacksmithy and Small Armor Smithy.
I added some wording improvements:
But I am happy with the calculations scheme. So from my Side please go on. @tothxa @frankystone |
I'm OK with it too. |
Co-authored-by: hessenfarmer <43039887+hessenfarmer@users.noreply.github.com>
Co-authored-by: hessenfarmer <43039887+hessenfarmer@users.noreply.github.com>
Some of buildings have few wares with the same timing, example atlantean weaving mill. Which performance help text do you prefer?
First is more flexible, when timing will be changed in future. Second is shorter. |
I'd prefer the second one taking the risk of need to change if timings change. But it is yor decision. |
I've noticed strange conditions in empire building Marble Mine. There are two actions mine_granite and mine_marble, both having the same return condition: If I understand it well, granite and marble are mined in the same ratio, regardless of economic needs. The original commit which brings these conditions is quite old - 4d20e28. If we want to keep existing logic, I suggest simplifying script to be similar to Deep Marble Mine, to prevent confusion.
(similar to e.g. atlantean Crystal Mine) What do you think? |
I think you discovered a bug that was maybe introduced by me some time ago (copy and paste most probably) |
That would make the small mine better for marble production than the deep mine, because it would then give it 3 to 1, while the deep mine always gives them 3 to 2. Also, the current program only allows the efficient production of marble, if the mine always has 2 rations and 2 mugs of wine. So this would be a major change for the Imperial economy, making them stronger, if I'm not mistaken. The Atlantean crystal mine has a very different logic with different yields of the precious stones. |
Yes, hessenfarmer's suggestion will improve Imperial economy. For me it seems logical if both marble mines work by the same principle - either both having fix ratio of mined marble & granite (like before), or both preferring economic needs (like atlantean mine). The second option improves economy. |
well, I agree that just adopting the if condition would improve empire a lot. How about the following suggestion:
But perhaps this should be discussed a bit broader @widelands/developers any thoughts on this? |
To compare (assuming marble is always needed):
So overall the improvement is minimised and limited to low food conditions, and it is offset by possible loss when granite is needed and the general reduction of granite.
That's a good point. I didn't check that. |
Co-authored-by: hessenfarmer <43039887+hessenfarmer@users.noreply.github.com>
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LGTM now
Many thanks for this large piece of work |
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sorry, I just found there are 2 open issues with the code of the barbarians ax Workshop and the barbarians warmill, where my comments were not resolved. could you please update these aswell then it is good to go
@gpalino |
No problem with that, I just had lot of tasks in my personal life last weeks. I hope I'll be back next week or two. |
Co-authored-by: hessenfarmer <43039887+hessenfarmer@users.noreply.github.com> Co-authored-by: Tóth András <80712255+tothxa@users.noreply.github.com>
Sorry for big delay last months, now all your reviews should be included to the code. |
Co-authored-by: Tóth András <80712255+tothxa@users.noreply.github.com>
Continuation of #5778
My goal is now to add/update help texts, so that it is clear how fast are wares produced under two common conditions:
Second case is usual for tool buildings and unevently generated wares, like barbarian inns, crystal mine or honey bread bakery.
Suggestion from tothxa for full cycle:
"If all wares are needed by the economy and it is fully supplied, then this building can produce on average one in , then one in , … and finally one <ware[n]> in <time[n]>, for a total of <total_time>."
I'm not sure how you calculate with the sleep time between cycles, but in this case it should probably not be spread over the wares, but included directly after ware[n], like "then it sleeps for , for a total…"
Suggestion from hessenfarmer:
"When this building is fully supplied, production of <ware_a> takes <time_1> and <ware_b> takes <time_b>. If all wares are needed this results in a total time of <time_tot> for <wares_a> and <wares_b>."
My suggestion:
"When this building is fully supplied and all wares are needed by the economy, production of <ware_a> takes <time_a> and <ware_b> takes <time_b> on average. If only one ware is needed by the economy, production of <ware_a> takes <time_a1> and <ware_b> takes <time_b1> on average."
I don't think specifying total time or sleep times is helpful, the time of ware production when economy needs only one ware can't be calculated precisely from full cycle parameters.
Example for atlantean crystal mine:
Total time = 387.4 sec
Basic production time for 1 granite = 15+3.6 = 18.6 sec
Basic production time for 1 quartz = 10+3.6 = 13.6 sec
Basic production time for 1 diamond = 25+3.6 = 28.6 sec
All sleep times = 38.4+30+40 = 108.4 sec
Full cycle produces 9 granite, 4 quartz and 2 diamonds
When e.g. only diamonds are needed:
2 diamonds take 57.2 sec
sleep time is just 40 sec
but also one granite is produced, which delays diamonds production by another 18.6 sec
So if we would like to reflect everything what is happening, it would lead to complex help text.
When I am considering what I expect from performance help text, I can imagine these 3 cases:
If I have 2 iron mines, how many smelting works should I build to have full speed of iron production?
If I have 5 lumberjack’s houses, how many forester’s houses should I build to produce logs at full speed?
Can atlanteans build one ship faster than barbarians?
Have all 5 barracks the same speed of new soldier production?
I have 3 miners - how can I produce coal faster, with 3 coal mines or 1 deeper coal mine?
For all these cases time of production of one unit is important, but full cycle time or sleep times are not important.
Give me your opinion and I'll continue with another buildings.