I've observed discrepancies between the reported build time and the actual build time in the vanilla game, but never spent the time to pin it down. In particular, I think I saw this with stacks of engineers not reducing the build time versus a single engineer. Dwarven engineers do seem to be faster than others, though.
Caster of Magic Release thread : latest version 6.06!
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I remember the 'tweaker' tool's "construction" variable working for me when I was modding. Changing construction from 1 to 2 sped things up to a reasonable degree.
I think I know the problem.
Road building works like this. 1. If remaining turns counter >0 subtract 1 from the "remaining turns" counter of road building on the unit and the unit is done for the turn. 2. If remaining turns counter =0 and it's the end of the road, build it and mark the unit idle. 3. If remaining turns counter =0 and it's not the end of the road the remaining turns counter=turns it takes to build the next part of the road, then the stack is allowed to move as though it was normal "going" units. However, if any later unit in the stack falls under "1." or "2." then this effect is cleared. 4. While moving, build a road on the tile the unit starts from. This only happens if the last units in the stack did "3." otherwise the stack does not move. Problems : -If there is 1 turn left to build the road, it goes to 0 but the road is not built. So it actually always takes 1 more turn to build the road on all map squares. -If multiple engineers are building, all of their building capacity is kept track on all engineers, so the first one completing the road means the road is actually done. Despite that, the code will fail building the road if the last engineer in the stack is not theone completing it. So adding an extra engineer to build in the already working stack will slow down the building instead of speeding it up. Correct should be "if ANY engineer is done, move the stack and build road" and checking for completing should happen immediately after subtracting 1. Furthermore, as is, if an engineer fails to move, they will not build the road which is bad. 4. should be done as part of 3 instead. tl; dr version, this is a total mess, no wonder it's not working right.
By the way exactly how fast do we want engineers to build?
As is, it displays 7 turns for a nearby city (1 tile grasslands, 1 tile river, 1 tile mountain in between) for one engineer building at double speed. Without fixing the bug that takes 14 actual turns to complete, but if we fix it, the 7 turns will be the effective amount. I start to think doubling their speed is not needed, fixing the bug improves it by the same amount. Edit : fixed the bug. There is an interesting side effect. If the engineers can build the road in 1 turn, it'll be done immediately and they stay able to move. You can then move them to the next map cell, but that will use up their movement, so in the end you build one road tile and move to the next one each turn, as expected. The problem starts if the engineers can move more than one tile a turn, in which case they can build, move then build again...perhaps they should not be able to move after they completed the road. In that case however, you would lose turns if building one tile at a time. I'm tempted to say they remain active but lose all but 0.5 movement, in which case they definitely won't be able to build again but...windwalkers and ships can still move them lol. Not sure what to do with this, it's broken either way. Engineers don't store the information of "I already built this turn" lol ...actually nevermind. Even if I make them unable to move, a windwalker can still reactivate them to build again anyway. Also, we're talking about a game where you can just build twice as many engineers for minimal cost, or summon roads without using some. So what, there is a new exploit for building roads lol, it's not the end of the world.
2.3 is now available for download!
Major changes to Elemental Armor, Resist Elements, how the AI casts anti-realm type spells (True Sight, Elemental Armor, Resist Elements, Resist Magic, Magic Immunity), and large changes to retorts! Quote:2.3 Edit : Reuploaded, forgot to reduce Magic Immunity cost to 50 and apply an AI change before uploading. (June 3rd, 2016, 20:05)spottedshroom Wrote: Awesome. Will the road building fix end up in your 1.5 patch as well? It should be but probably wont for a while, if ever, see : http://www.realmsbeyond.net/forums/showt...63&page=27 After these trolls I'm not in the mood to work on the 1.50 patch. First kyrub leaves and then the insecticide project ends up my responsibility for the obvious reason of having no one else around able and willing to do it, I put out 500+ patches despite not even using the 1.50 myself - I only play CoM - and then when these retards post ideas in kyrub's dead thread and I reply to help, I get this treatment.
https://www.youtube.com/watch?v=VD4VaYeEQnE
The game I played yesterday. Only normal difficulty since I played to make sure there are no bugs and I can release the update. Astrologer + Overlord + Channeller +7 Chaos books. (June 4th, 2016, 04:52)Seravy Wrote: It should be but probably wont for a while, if ever, see : http://www.realmsbeyond.net/forums/showt...63&page=27 Well, that fucking sucks. Your 1.50 patch is fantastic. CoM seems great, too, but I personally prefer a little more of the original flavor. |