Spike/addons/settlers iv mining
@Flamefire @Flow86 - als draft bis die Punkte die euch stören behoben sind, danach entferne ich dann das inexhaustibleGraniteMines und InexhaustibleMines addon da beide nicht mehr notwendig sind.
Well, while I was thinking about the "InexhaustibleGraniteMine" addon which had a different idea initially than it currently implements, I felt like people might use a mix of the settings, or at least they made sense for me:
- Granit Mines => Everywhere => Enough building material for longer games (maps often do not provide enough with low/very low goods)
- Coal/Iron => Settlers IV like => There is always some production left and the game never ends in a lock
- Gold => Original => Still reason to go for the mountains containing gold
At least thats the setting I'm currently thinking about as default for myself. On the other hand I agree, that having 4 addons (which I need to find a good name for, so they are next to each other) isn't that good either. But as I really think the "Granite Mines Everywhere" Addon is a good idea, I'd go with 2 anyway - and then 4 isn't that much more. Mhh well
At least thats the setting I'm currently thinking about as default for myself. On the other hand I agree, that having 4 addons (which I need to find a good name for, so they are next to each other) isn't that good either. But as I really think the "Granite Mines Everywhere" Addon is a good idea, I'd go with 2 anyway - and then 4 isn't that much more.
Agreed.
As for the sorting: Sorting is done by the name. So instead of Change coal mine behavior I'd suggest: "Mine behavior: Coal, i.e. especially get rid of the word "Change" because "Change coal mine behavior: Default" doesn't make sense ;-) So the shorter version even reads better.
Instead of "Mine" one could use "Mining", not sure what is better. E.g. "Mining behavior (Coal)" is also possible.
@Flamefire hope I implemented your suggestions correctly. I have 3 ToDos left, 2 of them are simply for skipping checks which are possibly redundant (in some cases). But saving the current workcycle state is required, so the savegame version increases - and I have to find out on how to correctly push and pop the workcycle
Currently (as far as I remember) the following is missing: AI:
- should honor possible settings (i.e. if it's allowed to mine gold everywhere, the AI should do that instead of searching)
- should honor combinations (i.e. granite mines always but all other mines just as they are)
- should somewhat honor the current accumulated productivity of mines (i.e. 10 coal mines at 10% are just as good as 1 coal mine at 100%)
Alternative production cycle product: This one alters whats produced when an alternate production cycle runs. The addon should have the following settings:
- produce nothing (default)
- produce granite (25%)
- produce granite (50%)
- produce granite (100%)
- produce lower grade (e.g. gold mine produces iron, iron produce coal, coal produce granite, and granite just nothing) Although the last setting doesn't make sense logical, it does make sense for the gameplay. This addon is compatible to other addon settings, since it is only taken into account when setting the alternate cycle resource
Show productivity: This one shows a productivity rate for mines. If a mine type is inexhaustible, 100% is shown anyway. Maybe some color could indicate if this mine is already at it's lowest rate or not (e.g. >50% = "good green", >min% = "okay yellow", == min% = "bad red") settings:
- disable (default)
- enable This addon is compatible to other settings, since it should show 100% if original mining behavior is enabled or inexhaustible.
FYI @falbrechtskirchinger