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(Die Seite wurde neu angelegt: „Orders of the same rank from different units are normally processed in the sequence in which they appear in the report. For example, first all GIVE orders of the first unit, then all GIVE orders of the second unit, then all RECRUIT orders of the first unit, then the second and so on. Theitem pool also usually works in this way: units higher up in the region are first "asked" if the can share a certain item. However, thi…“)
(Die Seite wurde neu angelegt: „'''Examples:''' * The entertainment limit of the region is 1000 silver. Two units both have the <tt>ENTERTAIN</tt> order and enough skill levels to both earn 1000 silver. Instead, the silver is distributed equally and both earn 500 silver. * Units a, b and c each have the order <tt>RECRUIT 10</tt>. The region, however, has only 240 peasants for a maximum of 6 recruits. Each of the three units will recruit 2 instead of 10 persons. * Sometimes this behavior…“)
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Some orders are first added to list until all units in the region have given the order. Only then are they executed in batch. This applies to  ENTERTAIN, WORK, TAX, RECRUIT, BUY, SELL, as well as MAKE of raw materials. Raw material applies to stones, iron, laen, adamantium, wood, mallorn, herbs, and horses. MAKE CASTLE and MAKE SHIP will instead be executed immediately. The point of this is that all factions are "served" fairly and avoids that the first unit in the region gets all the raw materials, for example. Instead, things (silver pieces, luxury goods, raw materials) are distributed piece by piece until all units had a turn, then it starts from the beginning again.
Some orders are first added to list until all units in the region have given the order. Only then are they executed in batch. This applies to  ENTERTAIN, WORK, TAX, RECRUIT, BUY, SELL, as well as MAKE of raw materials. Raw material applies to stones, iron, laen, adamantium, wood, mallorn, herbs, and horses. MAKE CASTLE and MAKE SHIP will instead be executed immediately. The point of this is that all factions are "served" fairly and avoids that the first unit in the region gets all the raw materials, for example. Instead, things (silver pieces, luxury goods, raw materials) are distributed piece by piece until all units had a turn, then it starts from the beginning again.


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'''Examples:'''
'''Beispiele:'''
* The entertainment limit of the region is 1000 silver. Two units both have the <tt>ENTERTAIN</tt> order and enough skill levels to both earn 1000 silver. Instead, the silver is distributed equally and both earn 500 silver.
* Das Unterhaltungslimit in der Region ist 1000 Silber. Zwei Einheiten geben beide den UNTERHALTE-Befehl und haben genug Talent, um beide je 1000 Silber verdienen zu können. Tatsächlich wird das Unterhaltungssilber gleichmäßig aufgeteilt, beide verdienen 500 Silber.
* Units a, b and c each have the order <tt>RECRUIT 10</tt>. The region, however, has only 240 peasants for a maximum of 6 recruits. Each of the three units will recruit 2 instead of 10 persons.
* Einheit a, b und c haben jeweils den Befehl REKRUTIERE 10. Die Region hat aber nur 240 Bauern, also maximal 6 Rekruten. Alle drei Einheiten werden nur 2 von 10 Bauern rekrutieren.
* Sometimes this behavior is not exactly as expected due to rounding errors, unexpected interactions, or just errors in the code. It is better not to bet your life on it...
* Das Verhalten ist manchmal durch Rundungseffekte, unerwartete Interaktionen oder auch Fehler im Code nicht genau wie erwartet. Man sollte lieber nicht sein Leben darauf verwetten.
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Version vom 5. März 2024, 15:15 Uhr

Sprachen:

Eressea's orders are evaluated in a fixed sequence. Orders with the same number are executed at the same time or the exact sequence is irrelevant.

  1. new default orders are set
  2. GROUP, MAKE TEMP
  3. NAME, DESCRIBE, GUARD NOT, HELP, COMBAT, COMBATSPELL, HIDE, ORIGIN, SHOW
  4. BANNER, EMAIL, OPTION, PASSWORD
  5. CONTACT
  6. MESSAGE
  7. ENTER; 1st attempt
  8. USE
  9. LEAVE
  10. ENTER; 2n attempt
  11. ATTACK
  12. RESERVE, CLAIM
  13. ENTER; 3rd attempt
  14. GIVE CONTROL
  15. FORGET
  16. GIVE
  17. RECRUIT*
  18. DESTROY
  19. FOLLOW is set
  20. PROMOTE
  21. PAY NOT; stops operation and maintenance costs for the corresponding building.
  22. maintenance costs for buildings are accounted for. If they cannot be raised, the building has no effect for that turn!
  23. QUIT
  24. CAST
  25. TEACH
  26. LEARN
  27. MAKE *
  28. RESEARCH, PLANT, SPY, GROW
  29. ENTERTAIN *
  30. WORK *
  31. TAX *
  32. BUY *
  33. SELL *
  34. STEAL *
  35. ships with insufficient crew suffer damage
  36. ENTER; 4th attempt
  37. MOVE and ROUTE, including RIDE and CARRY are executed, and units ordered to FOLLOW other units do so
  38. GUARD; this only works if the unit has not moved.
  39. ships drift on the high seas
  40. DEFAULT
  41. empty units are removed
  42. peasants, horses and trees grow, if possible; the remaining peasants move into other regions
  43. silver for units maintenance is subtracted
  44. SORT
  45. NUMBER

* Orders marked like this are divided "fairly"; see notes below.

However, the orders do not necessarily have to be entered in this order. It is perfectly permissible to enter the following:

 GIVE TEMP 5 300 Silver
MAKE TEMP 5
  RECRUIT 1
  COMBAT NOT
  LEARN FORESTRY
END

Here the Orders Sequence is: The new unit is first created, no longer joins combats, receives 300 silver, recruits 1, and finally learns forestry - although this is not the sequence in which the orders were written.

Notes

Orders of the same rank from different units are normally processed in the sequence in which they appear in the report. For example, first all GIVE orders of the first unit, then all GIVE orders of the second unit, then all RECRUIT orders of the first unit, then the second and so on. Theitem pool also usually works in this way: units higher up in the region are first "asked" if the can share a certain item. However, this sequence can be changed by certain commands. These include ENTER, LEAVE, MAKE TEMP, GIVE CONTROL and GIVE SHIP. The exact behavior is not guaranteed! Therefore, if in doubt, give orders in such a way that the unit sequence does not matter.

Some orders are first added to list until all units in the region have given the order. Only then are they executed in batch. This applies to ENTERTAIN, WORK, TAX, RECRUIT, BUY, SELL, as well as MAKE of raw materials. Raw material applies to stones, iron, laen, adamantium, wood, mallorn, herbs, and horses. MAKE CASTLE and MAKE SHIP will instead be executed immediately. The point of this is that all factions are "served" fairly and avoids that the first unit in the region gets all the raw materials, for example. Instead, things (silver pieces, luxury goods, raw materials) are distributed piece by piece until all units had a turn, then it starts from the beginning again.

Examples:

  • The entertainment limit of the region is 1000 silver. Two units both have the ENTERTAIN order and enough skill levels to both earn 1000 silver. Instead, the silver is distributed equally and both earn 500 silver.
  • Units a, b and c each have the order RECRUIT 10. The region, however, has only 240 peasants for a maximum of 6 recruits. Each of the three units will recruit 2 instead of 10 persons.
  • Sometimes this behavior is not exactly as expected due to rounding errors, unexpected interactions, or just errors in the code. It is better not to bet your life on it...
About ENTER
1st/2nd/3rd/4th Attempt:
This means that you can still enter a castle before an attack. It does not mean that units leaving a ship can still attack in the same turn, as the server remembers who left ships and intercepts accordingly. If you completely kill or drive out a building crew in combat, you can enter the castle after the fight.

See also

Continue reading: Kurzbeschreibung