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#1 2020-05-14 13:56:20

Arcurus
Member
Registered: 2020-04-23
Posts: 1,005

Buggy eve placements

There seems to be a bug with the eve placements.

All eves spawned in the middle quite close to each other:
https://onemap.wondible.com/#x=-6230&y= … 1589151575

UPDATED:
Looks like the current Eve placement algorithm getEvePosition increments the movement from East to West very slowly.
If it would be set to increase faster will give even less time to build up road systems
So the current algorithm needs a more thought out solution.


Possible solution:

set Eaves spawn in a certain distance from average last living X players position on non dry natural spring with some food around.

Increase the distance if there is no natural spring / food.

Effect: Eves would spawn instead from East to West in a spiral around the last living players.

This makes sure that Eves start close to players but not too close and will give the players an indirect influence in which direction the eve migration is going.  There would also be more time to develop a road system.


Pseudo code:

void getEvePosition(int *outX, int *outY){
  int averagePlayerPositions = 100;
  int spiralIncrement =50;

  int radius = 0;
 
  int centerX;
  int centerY;

   calculateAverageLastPlayerPosition(averagePlayerPositions , &centerX, &centerY);

  do{
    spiralOffset += spiralIncrement ;
    calculateRandomPointOnSpiral(spiralOffset , centerX, centerY, outX, outY);
  }
  while(!testIfLocationHasEnoughFoodAndNoOtherPlayerIsClose(outX, outY)))
}


Even better would be to cacluclate X random points on the spiral and then take the one with the best score if above a certain level or increase spiral spiralOffset otherwise and start fro mthe beginning.

Score could be natural not dry wellsite += 10; ; //For each
Natural food ressouce +=1 ; //For each
PlayerClose -=10; //For each
OtherEveSpawnedCloeLast10Hours -=100;  //For each

Last edited by Arcurus (2020-05-17 18:02:50)

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#2 2020-05-14 14:20:15

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Buggy eve placements

It's not a bug. They used to be 200 spacing I think (the second level graticle on the map was chosen to have the same spacing), but got changed to 50 to slow down the westward advance.

Perhaps some adjustment could be made - eves are tripping over each other; they spread out of the center, so the new ones spawn in the center of the civilized area.


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#3 2020-05-14 17:29:00

Arcurus
Member
Registered: 2020-04-23
Posts: 1,005

Re: Buggy eve placements

wondible wrote:

It's not a bug. They used to be 200 spacing I think (the second level graticle on the map was chosen to have the same spacing), but got changed to 50 to slow down the westward advance.

Perhaps some adjustment could be made - eves are tripping over each other; they spread out of the center, so the new ones spawn in the center of the civilized area.

sounds like a bug to me, since eves should be in untouched nature not running around to search non dry wells...

The thing is with the current Westward advance is, that if is too slow, eves spawn to close if its too fast, there is no time for villages to connect.

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#4 2020-05-14 21:06:52

fug
Moderator
Registered: 2019-08-21
Posts: 1,130

Re: Buggy eve placements

Arcurus wrote:
wondible wrote:

It's not a bug. They used to be 200 spacing I think (the second level graticle on the map was chosen to have the same spacing), but got changed to 50 to slow down the westward advance.

Perhaps some adjustment could be made - eves are tripping over each other; they spread out of the center, so the new ones spawn in the center of the civilized area.

sounds like a bug to me, since eves should be in untouched nature not running around to search non dry wells...

The thing is with the current Westward advance is, that if is too slow, eves spawn to close if its too fast, there is no time for villages to connect.

It's so small because plenty of Eves will fail thus when the range was 200 you would have towns thousands of tiles from each other. This is a problem because Jason only lets one race have transportation meaning you're walking 5 minutes one way, and 5 back (which is bad.)


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