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Topic: Research

NonServiam
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Joined: 2015-07-25, 23:51
Posts: 48
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Pry about Widelands
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.


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WorldSavior
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Joined: 2016-10-15, 03:10
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Version: Recent tournament version
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Posted at: 2017-03-23, 01:11

NonServiam wrote:

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,

So you only play on big maps? Or against weak AIs? face-wink.png

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.

Come on, we don't play Age of Mythology here, but Widelands face-wink.png

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.

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 face-wink.png


Wanted to save the world, then I got widetracked

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kaputtnik
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Joined: 2013-02-18, 19:48
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OS: Archlinux
Version: current master
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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 face-grin.png

Try to participate on the Tournament face-smile.png

Changing the game as you suggest would mean a lot of work and we have currently no elder of graphics face-sad.png


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

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NonServiam
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Joined: 2015-07-25, 23:51
Posts: 48
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Pry about Widelands
Posted at: 2017-03-23, 13:44

Well, it was only an idea. face-smile.png

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.


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Tibor

Joined: 2009-03-23, 22:24
Posts: 1377
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Location: Slovakia
Posted at: 2017-03-23, 18:18

In fact the new graphics might be the easier part...


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einstein13
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Joined: 2013-07-28, 23:01
Posts: 1118
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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
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

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WorldSavior
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Joined: 2016-10-15, 03:10
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Posted at: 2017-03-26, 19:22

kaputtnik wrote:

Some people say the game is too hard and some people say the game is too weak. So all is fine i think face-grin.png

Are there really some more people who think that the game is too easy? face-wink.png The only thing of the game which is weak is the AI, in my opinion.... face-wink.png

Try to participate on the Tournament face-smile.png

Yes, do it please. If approximately 6 people sign up today, it will exist face-smile.png

NonServiam wrote:

Well, it was only an idea. :)

Okay... I appriciate your suggestions... I think that you are able to make some which I would like face-wink.png


Wanted to save the world, then I got widetracked

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Lachu

Joined: 2009-03-01, 15:19
Posts: 12
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Pry about Widelands
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.


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Ex-Member
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Joined: 2014-09-12, 09:53
Posts: 184
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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.


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WorldSavior
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Joined: 2016-10-15, 03:10
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Version: Recent tournament version
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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.

Tinker wrote:

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 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 face-wink.png


Wanted to save the world, then I got widetracked

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