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Thread: Wood production

  1. #31
    Mayor RonEmpire's Avatar
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    Man I need to record a time lapse video of this new behavior. They're all flocking to the same deposit. Ignoring all the deposits around.

    9 foresters. 6 cutters 4 lumber mills. 4 coke plants. is what they give you on the test server.
    That is the ideal ratio too.


    Foresters - Woodcutters - Sawmills (Fir wood planks)
    3 - 2 - 4
    Foresters - Woodcutters - Coking plants (Coal)
    3 - 2 - 2


    DOES NOT work. lumbermills are always ! and cokeplants are !.
    And the workers all flock to the same deposit.

    They never touch other deposits.

  2. #32
    Mayor RonEmpire's Avatar
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    If you guys don't go to test server and complain and make some noise and be vocal. The changes are going to be live and BB will just ignore it.

    The new changes are BUGGED.

  3. #33
    Recruit
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    Bottom line, wood production should be set same as farms/silo 1:1 ratio and this will not require any additional programing. My 2c

  4. #34
    Noble
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    This is not a fix, this is a total redesign of wood production thanks to the change in game mechanics. This will totally ruin coal/bow/plank production for EVERY1.
    The Devs know about this?

  5. #35
    Mayor RonEmpire's Avatar
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    1:1 ratio like silos will NOT work either. (max Deposits are too small)

  6. #36
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    I just hope the devs realize what is going on.

  7. #37
    Mayor RonEmpire's Avatar
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    Quote Originally Posted by Plumz View Post
    Looks like BB found a new way to push gem sales. You will either have to drop drastically on wood production or open your pockets and buy more BL's.
    That is not a game fix, that is a cheap way to get more sales and it will hurt the most lev 50ies who already reached BL's limit.
    What's BL ?

    Build License?

    Probably is not going to be Build License but island space.
    You can go around the BL issue by replacing built nobles with gem nobles.

  8. #38
    Settler
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    hey..at least your effort has been noticed by the devs... that's half of the battle!

  9. #39
    Settler
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    So could this be somewhat fixed by larger deposits. This would create time for a buffer it would seem and allow the 3:2 ratio to work.

  10. #40
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    The 3:2 ratio as now life means 3 cutters to 2 foresters. With the new mechanics and foresters being slower, it will not work. It worked because the number of logs taken from deposit depended on number of cutters going into it.

    The new mechanics accounts not only for number of cutters going into a deposit but also calculates the level of the cutter. 1 cutter lev5 will take all logs from a deposit of 5 tree. To even keep 1 cutter like this working constantly at 1 deposit you need not 1 or 1.5 but practically 2 foresters (because of time delay in cycles).

    Which means that theoretically you "could" make it work placing a SH in between 2 deposits, 2 cutters on each side and in between 3 foresters to keep both deposits stacked at all time. Unfortunately in this scenario the ratio is not 2 foresters to 3 cutters but the opposite - 3 foresters to 2 cutters. That is already a big nerf to wood production.

    That's theory thou. Practically, I can't see this working with placements and time delays at all. Once a forester refills a deposit and the cutters are still busy it will send settlers to work on a nearest empty deposit (which can be on the other side of your island) and all your work production cycles set between 2 deposit spots goes down the drain. Fluctuation start and you get large swings into red.

    I see 2 ways to make it work. Both call for increasing the deposit size to much larger numbers (like 100-200).

    1. Set foresters/cutters like farms/silos 1:1 ratio. This would make the production very stable/steady and predictable. Of course the cost will be to increase numbers of foresters. You can position both foresters and cutters near the deposit and set your production pretty neatly. TBH I think that would be the best option.

    2. Keep the cycle delay between F/C and increase the deposit sizes. Unfortunately with this option you are risking foresters and cutters to wonder every 2-3 cycles all over your island, because with the time delay and placements headaches it will never be practically possible to keep the production flowing without disruption.

    The Devs made a hasty change implementing new mechanics for wood production that works pretty much like farms/silos but is based on the old model of wood cutters where game doesn't account for the level of cutters taking trees from deposit. This DOESN'T work as we can all see on test.

    I hope the wood will be fixed just as Farms/Silos are. Same mechanics, larger tree deposits, 1:1 ratio. That would really work well and saved so many headaches in the long run (positioning, time delays and foresters/cutters wondering around the whole island wasting time). Yes, you will have to make few more foresters, but it will make wood production predictable and steady, no large fluctuations.

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