David said:
Frankly though, this script has already grown far past what I origionaly intended and I don't see myself restructuring the classes even though that would surely clean up the code.
Fair enoug hehehehe. I know what a pain refactoring can be some times.
David said:
If it were to make it in, what would you suggest the count be?
Thats a tough one because it ties in with game balance issues.
I would think something like 5+(Skill/10) (giving a yield between 5 and 15). To flood the market you will have to farm like mad... which is good.
David said:
And, a tile has 6 neighbors so planting a solid block of crops will still be a bit tough. The best someone can do is a crosshatch.
The densest pattern I can think of would be a swath 3 wide one row open and then another swath of 3.
On a 10x10 square area, this means you get 90% coverage
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By changing the requirement to 2 neighbors with a 50% chance of allowing 3 neighbors, you allow 70% coverage for double rows or 50% coverage for single rows.
I guess it depends on what you want to achieve.
Here is another little suggestion :twisted:
Why not make the crop ield depend on the number of neighbours. The more neighbours it has, the more the yield. Then the shape of your field becomes important.