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Докладване на проблем с превода
Forest is now governed by much more complicated rules which are described below. If you are not interested in the innards of the algorithm, skip the first section right to the topics you guys discussed here. The first section is provided just to clarify which things do not work like before, like "sprout spawn rates" that were mentioned here.
1. Forest should never become too big
2. Forest should be visually diverse in terms of tree types, should contain trees of various ages and qualities
There is a new server configuration file named cm_forest_maintenance.xml which configures the "optimal" overall state of the forest. Regardless of the state of the forest before 1.1.5.7, maintenance-by-maintenance the algorithm will slowly "move" forest from it's current state to the optimal state.
The most important thing about this optimal state is how much trees there should be on the server. This can be expressed in terms of "tree density" settings and basically means that "moving to optimal state" results in either increasing or decreasing the number of trees in existing forest. The optimal state is maintained once reached.
The criteria for tree death is it's age. The older the particular tree gets, the greater the chance that it will die during the next maintenance. EVERY tree will die of old age sooner or later. In contrast to this, the algorithm will create new trees only if there is a shortage of trees of a particular type compared to the "optimal" forest.
Let's say that we want to cover 10% of forest soil with pines and there are 1000 cells of forest soil on the server. This would mean that forest in the optimal state will have 100 pines. If there are, say, 150 pines on our server, excessive pines will slowly die out, whereas in case there are just 50 pines instead of 150, "missing" pines would be spawned over the course of several game days.
Once the optimal forest state is reached, there should be trees of all ages with nicely distributed wood quality values. The "factory" settings of cm_forest_maintenance.xml should give you a beautiful and diverse forest that lives, changes over time but never reaches the crazy overgrown state that was possible before.
The rules of determining WHERE to plant the new trees are complicated and I don't think that they are relevant to this discussion.
It should be noted that transition to the optimal state is likely to take a long time (something around 200 game days), but it depends on the current state of the forest.
This is not needed anymore and the usage of such scripts will likely result in servers with a very small amount of trees.
That said, seeing these discussions, we recognize that there should be a way to configure the speed of the forest growth for server admins. We plan to provide a solution that plays well with the rest of forest growth logic in future.
If it is, this probably means that your server's forest is in transition to the optimal state I described in my previous comment. Once this optimal state is reached, there should be plenty of trees to work with (something around 50k trees on a server for unaltered cm_forest_maintenance.xml, if I remember correctly).
As I said, reaching optimal forest state may take around 200 game days, or more, depends on the initial state of the forest. As a server admin, you may choose to force this transition in one go by executing the following script on the server console:
The process will take a while (a couple of hours maybe, depending on the power of your machine) and during this time the server will be unresponsive, players will not be able to play. I would also advise to do a database backup just in case.
And as I mentioned before, you need to disable any forest-clearing SQL scripts that you use - they will not play well with this update most likely.
Note that all of this will just generate an expansive forest with lots of trees. The trees that players plant will still grow slower than before 1.1.5.7. This is intended though and should not lead to situations when you have trouble finding wood for buildings if forest is fully grown. As I said, we recognize that you may wish to speed up this aspect of the game on your server. The option to tweak this is planned for future patches, but again - once the forest is fully grown this should become a gameplay tweak, not a game-breaking necessity.
Player intervention will inevitably "move" the forest state either towards optimal state or away from it. If left unattended, the plantations that move the forest away from the optimal state will eventually die out. For example, in a forest that is supposed to have 1000 apple trees players are free to plant additional 2000 apple trees by themselves, but the "natural" way of forest development will resist those changes and the excessive apple trees will slowly (SLOWLY) die out if players do not restore their plantations
Where you could essentially shut down all production of trees or force all other settlements plantations growth down to an abosolute crawl until the balance has been re-established through another 200 game days...
But more importantly - even if such a giant man-made plantation arises, the rate at which trees age (i.e. become bigger) will not change - in fact it never will, no matter what (I assume that this is what you mean by "forcing plantation growth down"?).
Nothing stops you from planting trees that you want, no matter what happens in other parts of the server, and nothing changes aging speed of those trees. In fact, the whole "sweet spot balancing" thing is there mainly to protect from forests that become so big in terms of tree numbers they cause lags (as was before, even if players planted nothing extra) and to generate forests that are visually pretty.
Also nothing stops players from manual creation of super overgrown forests, but that's players' choice and you will have to work to achieve that because the system will constantly push back.
Using your example of 10% of 1000 cells with Pine. Consider this, I am in a group of 15 people, and we plant nothing but Pines, fill every cell we can, behind our walls. Does that mean someone else, elsewhere on the server, is not going to be able to grow pines if we and a few other claims can hit that 10%?
Will someone eventually just not be able to grow Pine? If yes, seems a great form of economic warfare and a conflict starter.
Imagine if this can be done with Apple or Mulberry trees also. If you can corner the server "market" on Apple trees, there go a whole bunch on animal farms. Or, Farming actually becomes important to feed animals.
If this limit is reached some of the trees will slowly age and die, so that the desired number is reached UNLESS players counter that by replanting again. So such kind of economical warfare won't be possible.
The limit doesn't mean that the 1001th tree will just despawn. It means 1001th tree won't be spawned naturally. There is nothing preventing PLAYERS to maintain 3 000 treees with regular replants, it just won't happen naturally. And if players stop to replant (take care of the forest) the trees will just slowly die out as all trees, just no new ones will be spawned until the amount drops under the desired amount (which was 1K in the example). And that process is about 200 ingame days.
thx for the answer m8 ;)
There are people who can't spent as many hours in a game. Please try to readjust it.
Thanks for the comprehension