Rework Atlantean Crystal Mine
Bug #1753248 reported by
Teppo Mäenpää
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Wishlist
|
Unassigned |
Bug Description
Atlantean marble mine works poorly when depleted. More poorly than the other tribes' mines, that is.
Ways to improve:
- Each work step only takes action, if the main output is needed
- The first mine-produce -cycle of each program produces at least one ware of needed type.
Not producing the needed ware right away lowers the percentage of success from 0.05 to 0.05^n, where n is the number of step that produces the needed ware. This is unfair, a five-percent success rate is big enough handicap.
See Forum ( https:/
Related branches
lp:~widelands-dev/widelands/bug-1753248-crystalmine-tuning
- GunChleoc: Approve
-
Diff: 63 lines (+9/-9)2 files modifieddata/tribes/buildings/productionsites/atlanteans/crystalmine/init.lua (+6/-6)
data/tribes/buildings/productionsites/atlanteans/ironmine/init.lua (+3/-3)
Changed in widelands: | |
importance: | Undecided → Wishlist |
assignee: | nobody → Teppo Mäenpää (kxq) |
Changed in widelands: | |
milestone: | none → build20-rc1 |
status: | New → Fix Committed |
assignee: | Teppo Mäenpää (kxq) → nobody |
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I attach a simple save game with three Crystal mines and 1000 fooditems for easy testing.
Load save game, and observer the accumulation of granite and quartz. The difference between attached branch and current trunk describes the difference quite clearly.