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Woodcutters - Cutting point

PostPosted: 09 Oct 2016, 10:57
by ZblCoder
Hi

Sorry for my English, translated by google.

Reading the readme file of the project, I found it open source. As soon as look at him, I realized that I love developers. The programming language proved to Delphi, my favorite.

The main thing is that I was able to implement a feature, adding a few lines of code. Note the point of deforestation. It is interesting to know your opinion on this revision.

Here's what happened
https://www.youtube.com/watch?v=2ngB67m3ObU

Re: Woodcutters - Cutting point

PostPosted: 09 Oct 2016, 15:21
by Ben
Hehe, it's funny to watch but imagine how inefficient it would be! And that poor guy has to vary those trees all the way back home on his shoulders -- not comfortable :)

Re: Woodcutters - Cutting point

PostPosted: 09 Oct 2016, 17:21
by ZblCoder
Here the difficulty is that the further zone, the slower production of wood, in any case, still carry someone logs. But the planting of new trees around the building, often prevents build new ones.


Image

Re: Woodcutters - Cutting point

PostPosted: 10 Oct 2016, 03:16
by The Dark Lord
Love it.

Re: Woodcutters - Cutting point

PostPosted: 10 Oct 2016, 04:03
by Krom
Awesome! :-)

I'm happy someone finally got to implement this feature!

Added just one comment on the code (near the bottom).
Also new sprite will need to be made (with a tree?).

Re: Woodcutters - Cutting point

PostPosted: 11 Oct 2016, 17:56
by equalizer
I laughed out loud when watching the woodcutter walked that far to plant, GENIUS :D

Btw, ez scouting with woodcutter imbaa :D

Re: Woodcutters - Cutting point

PostPosted: 11 Oct 2016, 20:44
by Esthlos
Also new sprite will need to be made (with a tree?).
This is going to be added to the "official" remake? Excellent! :D
Btw, ez scouting with woodcutter imbaa :D
Mmm... it could be given a range limit, or maybe the woodcutter might be made able to only plant/cut on already visible tiles.

Re: Woodcutters - Cutting point

PostPosted: 11 Oct 2016, 22:25
by Ben
Wow, looked at this again and just now realize you're telling the woodcutter where to cut. I initially believed you just expanded the work radius by a large amount.

This is actually quite interesting. I sometimes dream of a mod for the Remake that puts far more control into the hands of the player, just to see how much more efficient it would make a city (for example, giving direct orders to serfs, laborer a, etc.)

Re: Woodcutters - Cutting point

PostPosted: 12 Oct 2016, 04:26
by Krom
@Esthlos: Yes, I'd like to add this feature to Remake.

@Ben: That would be interesting to test. I bet it will be much more INefficient, starting from minute 7 or so ;-)

Re: Woodcutters - Cutting point

PostPosted: 12 Oct 2016, 18:28
by Ben
I was thinking of everything working as it does in the current game, but with the added benefit of over riding commands if needed. For example, reassigning laborers if they start taking a walk across town to do a job when a road right next to them needs built.

Also, you don't mean to allow woodcutters to work wherever in the Remake, do you?

Re: Woodcutters - Cutting point

PostPosted: 13 Oct 2016, 04:22
by Krom
We have discussed on kamclub, that new work area must include woodcutters hut. Meaning that it can't be set farther than work radius.

Re: Woodcutters - Cutting point

PostPosted: 13 Oct 2016, 05:59
by ZblCoder
The screenshot shows the most distant flag set point.
Image

Re: Woodcutters - Cutting point

PostPosted: 13 Oct 2016, 10:35
by The Dark Lord
So what about stonemasons? Farmers?

Re: Woodcutters - Cutting point

PostPosted: 13 Oct 2016, 11:07
by Krom
I guess Farmers don't need that, player already decides where the fields are.

Re: Woodcutters - Cutting point

PostPosted: 13 Oct 2016, 15:14
by Ben
On a somewhat related note, do you suppose we will have a "hot fix" size update sometime soon (maybe before March?) to include new maps/updates to maps and small additions to the Remake such as this?