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Widelands game a simulationgame
Widelands game a simulationgame






widelands game a simulationgame

When the resource amount of a triangle equals the capacity (in other words, the triangle is full of resource), the resource amount is considered uniformly distributed across all depth levels.

  • 13), which is chosen to ensure that all depth calculations can be done with (unsigned 64 bit) integers.
  • Concentration is represented by the capacity and depth is represented by the amount.ĭepth is counted on a scale from 0 to 360360 (= lcm (1., 15) = 23 Realism in mining is achievable insofar that mining high concentrations can be made more rewarding than mining low concentrations and mining deep can be made more expensive than mining shallow. Hunting predators may increase its regeneration rate. Suppose that there is a resource capercaillie. There could also be human activity that increases the resource amount. The resource amount may decrease as a result of mining, fishing, harvesting and so on. Man-made dynamics are when the resource amount is changed as a result of human activity. The resource type and capacity are static while the amount is dynamic.
  • That there are can be more than 16 different resource types per terrain type.
  • That the resource amount is more than 15.
  • How the resource amount is distributed over the depth.
  • That there are several different kinds of resources on a particular triangle,.
  • It is not possible to represent any of the following: The drawback is that the model has the following limitations. This uses 12 bits per triangle which means 3 bytes per node, which is rather efficient. 15) indicating the kind of resource that the triangle has, a capacity (0. (For example the resource fish can only be on the terrain type water.)Įach triangle stores a resource index (0. Resource types are limited to certain terrain types.

    widelands game a simulationgame

    Resources are located in the triangles of the game's map. The goal of the model is to achieve reasonable realism while being efficient enough to be used in a real time simulation game. See Widelands release history for more details.This document presents a model for resource dynamics.The game uses Lua as a scripting language in multiple places, for example scenario setup, win conditions and campaign mechanics.īuilds of the current development branch are provided as a Flatpak, through AUR for Arch and through a PPA for Ubuntu and derivatives. The development team of Widelands consists of many members from different countries. Amazons: Still an experimental tribe, whose economy greatly differs from the others.Frisians: The second-youngest tribe, aimed at advanced players.Even their buildings requires special materials and knowledge to construct. Atlanteans: The most advanced tribe in the entire game.However, they are experiencing internal conflicts as the emperor's sons fight amongst themselves to be the successor. They also believe that their rulers are Gods. Their empire is built on the foundation of great inventions. Empire: An empire located in the Gulf of Perl.They are simplistic and practical in the sense that they do not make beautiful, but useful wares. They are not dangerous as long as you don't interfere with their affair. For this reason they have the fastest lumberjacks in the game. Barbarians: A tribe that is located in the north.

    widelands game a simulationgame

    They are Barbarians, the Empire, the Atlanteans, the Frisians, and the Amazons. Widelands is extensible, so that players may create their own tribes. It is also possible to conquer enemy territory by sending soldiers into enemy military buildings to fight.Ī small Atlantean settlement, early in the game Tribes Ĭurrently, there are five tribes that players can play as. The bigger the military building is, the more territory it will control. Once they're used up, they're gone forever.Įxpansion of territory is done by the construction of military buildings and filling them with soldiers. However, some resources are of limited quantity. Some resources in Widelands are renewable, but require specific workers (such as rangers or foresters) to ensure that these resources don't disappear. A well optimized road system keeps goods moving, which means people can train and equip troops faster. One of the most important aspects of Widelands is the road system. The economy network of each tribe may be downloaded from the Widelands Encyclopaedia. The economic network is big and complex, and varies slightly in the different playable tribes in the game. The object of Widelands is to build the economic infrastructure, and manage the construction of roads in order to expand the settlement and go to war. The player is effectively a regent of a small clan of settlers, which start out only with a headquarters with resources. Widelands was heavily inspired by Settlers II, but has surpassed it in terms of variety and complexity, whilst remaining rather intuitive.








    Widelands game a simulationgame