Topic: Research
NonServiam Topic Opener |
Posted at: 2017-03-22, 23:56
I've noticed that most of the time I'm able to build a fully developed economy with top-level soldiers before contact with the enemy, and I was thinking about how to fix that "problem" (for me) and how to add some more depth/complexity to Widelands. I came up with the idea of research -- so with this idea, tribes would not be able to build all the building types until they have researched them. With this idea human players would start knowing only how to build "basic" buildings. (Rules are perhaps different for AI.) "Advanced" buildings would have to be researched. Advanced buildings = (Atlantean) Dungeon, Labyrinth, Armor Smith, Gold Spinning Mill, Shipyard; (Barbarian) Ax Workshop, War Mill, Battle Arena, Training Camp, Shipyard; (Empire) Training Camp, Arena, Colosseum, Shipyard. In order to research you would need a new building type and a new worker type for each tribe. Building type would be "medium" sized and to keep them simple would be remodel of existing building, e.g. (Atlantean) Smokery/Toolsmith type building, (Barbarian) Bakery/Lime Kiln type building, (Empire) Smelting Works/Vineyard type building. Thinker would need a robe (new product made from cloth by weaver/loom type building). His/her thinking-house would turn bread, meat/fish, water, and gold into "ideas". After some ideas the thinker would turn out the blueprints for a new building type -- when blueprints reach headquarters, player can construct the building. Top Quote |
WorldSavior |
Posted at: 2017-03-23, 01:11
So you only play on big maps? Or against weak AIs?
Come on, we don't play Age of Mythology here, but Widelands
So the empire would be the only tribe which could increase his military might without research. Weird... I don't see the need to change the game that radical. It's already really complex. Training a lot of perfect soldiers is not really easy! And if that's still not complex enough for you, I can recommend you different starting conditions, especially collectors Wanted to save the world, then I got widetracked Top Quote |
kaputtnik |
Posted at: 2017-03-23, 06:14
Some people say the game is too hard and some people say the game is too weak. So all is fine i think Try to participate on the Tournament Changing the game as you suggest would mean a lot of work and we have currently no elder of graphics Fight simulator for Widelands: |
NonServiam Topic Opener |
Posted at: 2017-03-23, 13:44
Well, it was only an idea. I don't have any experience of blender and it looks like it has a steep learning curve. But I might be able to make some clays. Hmm. Top Quote |
Tibor |
Posted at: 2017-03-23, 18:18
In fact the new graphics might be the easier part... Top Quote |
einstein13 |
Posted at: 2017-03-24, 18:19
I like the idea of research, but not in this game. Try fights against people, not the AI. Also try other than Autocrat win conditions. Your idea will change much in most of them. einstein13 |
WorldSavior |
Posted at: 2017-03-26, 19:22
Are there really some more people who think that the game is too easy? The only thing of the game which is weak is the AI, in my opinion....
Yes, do it please. If approximately 6 people sign up today, it will exist
Okay... I appriciate your suggestions... I think that you are able to make some which I would like Wanted to save the world, then I got widetracked Top Quote |
Lachu |
Posted at: 2017-07-01, 11:32
Instead of research, you can add technology level. Technology level defines how many specialists nation could have and how quick specialists could been train. Player can increase technology level by build Schools or Universities and giving resources for it (gold). If player don't have gold, technology level would be at 0 level. Top Quote |
Ex-Member |
Posted at: 2017-07-01, 12:57
There is already a system in place for delaying advanced buildings, it is either not used or under utilised currently. I am talking abouit worker experience, miners and ration suppliers get experience from doing the job and the next building in the chain needs more experienced workers. Currently many get promotions to quickly, or in most case not at all. I was thinking yesterday about traing and recruiting, in order to build soldiers the barracks needs a training sergeant, as he trains recruits he gains experiance until he is a sergeant major, he can now work at traing soldiers in evade and defence as well as training recruits. This means you cannot start training evade untill the sergeant has trained, say, 40 recruits. Once the sergeant major has upgraded 40 or so soldiers he is promoted to Regimental sergeant major and can also train health and attack. Upgraded traing sites may need two trainers. For other workers as they increase in experience they gets slightly more efficient, forresters tend to select fertile land for planting for example. Top Quote |
WorldSavior |
Posted at: 2017-07-01, 17:04
I think that research is a possible idea for new tribes, but it wouldn't make sense to change the current tribes that much in my opinion.
For me, that sounds like a tribe which can only be strong at the beginning at the game or the very late game (if you consider autocrat mode). In the midgame the tribe could hardly survive Wanted to save the world, then I got widetracked Top Quote |