Topic: Couple of suggestions
Speter |
Posted at: 2017-11-26, 23:05
Thanks
I mentioned the idea of using 'bridges' (to replace canoes) because I thought it had lots of game-play options (and they could look cool) - you could use different materials (depending on the tribe) and maybe even have the bridge-builder gain experience, so that they could eventually create bridges 3 units long or even 4 units long (probably using steel instead of timber/stone). I also remember thinking it odd (in Settlers 2) that canoes had to be made in the shipyard.
I'm surprised people would play at such a low res! I certainly found it hard to distinguish between experienced & rookie soldiers at first - when running the game at a higher res - but I'm now much better at that. Top Quote |
kaputtnik |
Posted at: 2017-11-27, 07:46
Here is the thread about rivers and bridges. Unfortunately some example images are lost in that thread... One of my attempts: Implementing such has some difficulties:
Fight simulator for Widelands: |
GunChleoc |
Posted at: 2017-11-27, 08:35
Well, it gets somewhat bigger when I enter fullscreen mode - but not by much. Busy indexing nil values Top Quote |
Speter |
Posted at: 2017-11-27, 09:25
Thanks for posting that! A most interesting thread.
This looks great! One issue I saw was that the shallow water appeared to be navigable - you could build roads there.
I agree ships are a problem. Someone mentioned in the thread you posted that bridges could be used to deliberately block enemy ships (which would be bad). Top Quote |
WorldSavior |
Posted at: 2017-11-27, 11:53
This could also have some disadvantages. It could also mean that one would have less control over the decision which soldiers attack. I think it could be annoying if only the best troops attack in some situations. What about implementing the possibility to choose exactly which soldiers attack?
The minimal broadness for ship movement is not 3 but 2. By the way, such a river cannot be crossed by a street, but a "river" with the broadness 1 can. Wanted to save the world, then I got widetracked Top Quote |
Speter |
Posted at: 2017-12-03, 09:19
I can see that it could be a real problem if all your "good" soldiers charge off to attack and the enemy chooses that moment to attack your building with few (crappy or unheathy) soldiers. Choosing the soldiers who take part in an attack would be good, though time consuming! . Also, It'd be great if warehouses / headquarters etc had a military "tab" (like military buildings). It would probably need to be a scrollable display (to accommodate the number of soldiers that might be in a warehouse). It might allow the player to "move" particular soldiers around - instead of having to move all the soldiers for example.
I'd love to see bridges! So long as the player must already have a road to both sides of the water. In addition, having shallow water (like kaputtnik suggested) available in the map editor would be great. That would allow the map designer to choose to make a bit of water non-navigable to ships but allow a player to build a road along it. One question would be is shallow water like land - that is you can simply build a "road" across it; or like a "bridge" where the player must already be able to build a road to both sides before they can build a bridge. Top Quote |
Ex-Member |
Posted at: 2017-12-03, 09:32
It would also be nice if you could cancel an attack order. I have lost track of the number of times I have been checking what attack strength I have against enemy building only to click attack by mistake before my wounded guys are healed. Top Quote |
GunChleoc |
Posted at: 2017-12-03, 10:57
We would think hard on allowing to cancel attacks, because it would have a big impact on strategy. As to a soldiers tab in warehouses, that's a long-standing wishlist item. Busy indexing nil values Top Quote |
teppo |
Posted at: 2017-12-03, 11:24
Sometimes, when one military sites is attacked, the soldiers of others rush too eagerly to help. This can lead to one single untrained poor guy to guard the other post. Enemy can take advantage of that. In my opinion, the sites should send a smaller fraction of their force to the field, and keep more people indoors. Top Quote |
GunChleoc |
Posted at: 2017-12-03, 15:55
And then the enemy can take advantage of that you're not fully defending the first attacked site and take that one instead. Evenly distributing the soldiers to attacked sites would be better, or having the return to their home site if it is attacked - but that can also be exploited by the enemy who then sends 1 rookie to each of your other sites to draw off your soldiers. Busy indexing nil values Top Quote |