Topic: Make the Axefactory buildable?
Astuur Topic Opener |
Posted at: 2012-03-08, 06:31
The Barbarian AxefactoryWhat, if your really come to think of it, is the use of a building, that must be upgraded, when you can upgrade it immediately, need no new building materials and have no additional requirements for the worker? Couldn't we just as well make it buildable from the start with the combined build cost? (Metalworks + upgrade cost) Or am I overlooking something? Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Nasenbaer |
Posted at: 2012-03-08, 19:57
Okay you are now official my counterparty on the "keep it complex" front of Widelands I kind of see your point, that it might look unlogical for new users. However:
Indeed SirVer and I talked about that (or a similiar) topic quite some time back, when we were splitting the ware "axe" to "felling_axe" and "axe". The problem we faced back than was an unbalance in early games, when barbarians were able to transform all starting material immediately into axes and produce as whole bunch of soldiers and were able to rush over a none barbarian tribe next to them shortly after the begin of the game. The solution of that problem was an indirect "late initialization" of the axefactory - that's at least one major reason why the axefactory should not be buildable directly. Top Quote |
Astuur Topic Opener |
Posted at: 2012-03-09, 05:24
Nah, Peter -- I don't think I am, nor do I want to be I clearly see the concept of an early-onset tribe for the barbarians, and I enjoy it as part of
WL diversity. Would it not be better to introduce a Chief-Blacksmith as an in-between qualification, and so have the Blacksmiths similar to the miners? This would then be: Blacksmith in Metalworks -> Chief Blacksmith in Axefactory -> Master Blacksmith in Warmill It would also allow an easy further finetuning by adjusting the requirement for the worker qualification. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
alocritani |
Posted at: 2012-03-09, 12:45
Astuur, I like your idea of chief blacksmith - the first time I played I was expecting it is in that way (3 buildings - 3 roles). I think it wouldn't be difficult to implement (it should be quite easy, indeed - maybe I'll try it on a branch, just to have same playable examples in order to understand if it balances/unbalances the game) but I'm not sure if it will break compatibility with older savegames. Top Quote |
alocritani |
Posted at: 2012-03-10, 08:28
I've created a bug report and a branch. in bug report you can find a zip files with changed files, so you can test it even without using bzr. Top Quote |
SirVer |
Posted at: 2012-03-10, 12:43
The axefactory was changed recently for balance (to make barbarians a little big weaker in the early game) [1]. I see this bug suggestion as two individuals
The only benefit I see is symmetry to the mines which is not such a strong argument in my view. I stay conservative and say: do not change anything at this point in time. [1] https://bugs.launchpad.net/widelands/+bug/667286 Top Quote |
alaric |
Posted at: 2012-03-23, 18:38
Hi. How about the following suggestion: 1. Keep the axefactory as upgradable from the metalwork shop, AND 2. Add the option to build the axefactory directly. Since (in build 16) you can already upgrade the metalwork shop immediately after building it, this does not affect game balance. But it does remove an unnecessary micromanagement hassle for the player that wants to build an axefactory and not a metalwork shop. As it is (build 16), if you want to build an axefactory, you have to watch the metalwork shop like a hawk and upgrade immediately after completion, or else your workers will load up the shop with precious raw materials that you will lose when you upgrade. (I don't imagine that this micromanagement hassle is intended as part of the game balance, but I may be wrong) This would still allow players like SirVer to build the metalwork shop first, then upgrade. And it would make it easier for players who want an axefactory first (or want multiple axefactories and only one metalwork shop, or prefer to play without metalwork shops, etc.) Top Quote |