Comment 11 for bug 1348800

Revision history for this message
SirVer (sirver) wrote :

> Just looking at the display, it seemed as if the trees would have generally grown slower, and rather many never made it. Is it obvious that this is an issue with the foresters (instead of tree-to-terrain matching?

The forrester logic has not changed much and should only have been improved. it lives in src/logic/worker.cc in run_plant. The forrester picks a spot at random and determines the 6 best fitting tree_saplings in the world for this field as measured by terrain affinity. One of these is then picked at random.

> If it is obvious, then would it be worth trying to make a weighted choice between the most suitable trees (comment #3) instead of a random choice between those?

A weighted choice could be implemented of course, but I think tweaking the parameters is better.

src/logic/immovable.cc contains ActGrow and ActSeed which is the logic for when a tree grows. The probability of dying is fixed in each act() step and has not been changed in the one_world merge.

> you might start with logic/terrain_affinity.cc. My opinion is that more then adjustment of parameters is needed.

Could you elaborate on what changes you have in mind? I believe that the gaussion model is as flexible as the old probabiltity table we had, but needs less parameters. I think it is badly tuned though.