The Wiki for Tale 4 is in read-only mode and is available for archival and reference purposes only. Please visit the current Tale 11 Wiki in the meantime.
If you have any issues with this Wiki, please post in #wiki-editing on Discord or contact Brad in-game.
Difference between revisions of "User:Henat"
m (→Towers) |
|||
Line 42: | Line 42: | ||
<googlemap lat=1644 lon=3530 zoom=5 width=512 height=512> | <googlemap lat=1644 lon=3530 zoom=5 width=512 height=512> | ||
− | 1580, 3566, (1580, 3566) Perception | + | (P)1580, 3566, (1580, 3566) Perception |
Dies: Common Basil. | Dies: Common Basil. | ||
− | 1590, 3549, (1590, 3549) Speed | + | (Z)1590, 3549, (1590, 3549) Speed |
Dies: Common Basil. | Dies: Common Basil. | ||
− | 1599, 3566, (1599, 3566) Speed | + | (Z)1599, 3566, (1599, 3566) Speed |
Dies: Common Basil. | Dies: Common Basil. | ||
− | 1610, 3548, (1610, 3548) Focus/Cabbage | + | (F)1610, 3548, (1610, 3548) Focus/Cabbage |
Dies: Common Basil. | Dies: Common Basil. | ||
− | 1630, 3548, (1630, 3548) Strength | + | (S)1630, 3548, (1630, 3548) Strength |
Dies: Common Basil. | Dies: Common Basil. | ||
</googlemap> | </googlemap> |
Revision as of 05:34, 13 December 2009
Papyrus Theories
I don't think spacing is the prime factor for whether multiple seed plantings interfere with one another; rather, time seems to be the cause. This is suggested by the fact that many papyrus can grow on one tile, with no readily apparent limit.
Perhaps on every seed planting the game prints a small rectangle shifted up about 150 coordinates and randomly moved around on the terrain grid, adding to the current value (which is somehow reduced every growth tick). On every growing tick (where the game decides whether or not to add a marker that will grow into a papyrus about 15 minutes later) the game checks this score. If it's one, it can grow as many papyrus as possible on that tile. The greater it is than one, the fewer likely papyrus.
This means that space would be one way to avoid the problem, but it introduces issues of its own. For one, the random shifting of the rectangle means you can't eliminate overlap, which will lower yield. Another issue is that there are many areas of the Nile that would be poorly suited to this growth system, so finding one ideal area and exploiting only that would maximise yield. Thirdly, it means that during harvesting you're running around more. Finally, the rectangle appears to be wider than it is long, which means that and curve in the Nile is either going to lead to more overlap or make it more likely for the rectangle to miss the Nile.
Here's some data. What I'm suspecting now is that individual tiles have a specific number of papyrus spawn points, and that seeding simply sets those tiles to countdown to show a papyrus reed. Therefore the ideal seed spacing is likely to be around 100 coordinates (allowing strategic selection of planting points), but the number of seeds per dump will be around 8.
Time | Harvest | Wait | Step | Count | Yield | Ratio |
---|---|---|---|---|---|---|
1105 | 1135 | 1 | 1 | 10 | 97 | 9.7 |
1230 | 1300 | 1 | 2 | 10 | 85 | 8.5 |
1342 | 1416 | 2 | 2 | 10 | 83 | 8.3 |
1458 | 1543 | 2 | 1 | 10 | 94 | 9.5 |
1611 | - | 0 | 0 | 10 | 115 | 11.5 |
1739 | - | 0 | 1 | 10 | 62 | 6.2 |
1827 | - | 0 | 0 | 20 | 99 | 4.95 |
1932 | - | 0.1 | 0 | 20 | 106 | 5.3 |
0212 | 0242 | 0 | 0 | 5 | 50 | 10.0 |
0335 | 0406 | 0 | 0 | 15 | 170 | 11.3 |
0500 | 0530 | 0 | 0 | 18 | 129 | 7.2 |
It would be incorrect to conclude from this that there is any sort of time dependence, even though it shows that right now - it's simply that I was doing saturation tests at that time, which results in poor yield.
Towers