Topic: Ports not able to grow land / Ships not able to make a port
Felix_Atagong![]() Topic Opener |
Posted at:
2013-12-31, 17:07 UTC+1.0
Had a quick session of Widelands today with a map that contained a lot of Islands.
Edited:
2013-12-31, 17:09 UTC+1.0
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Adamant |
Posted at:
2013-12-31, 18:47 UTC+1.0
to utilize quickly would consider Strategy to expand quickly to CoastLinee AND then wall around via Buildings. This Bug is imo not really a Bug for GamePlay related to experienced Behavior that you can then not build there but points to still missing Features to utilize Ships to conquer via CoastLine by Kind of Trooper Use for Ships aside of there exist Problems to conquer foreign Sites but MilitarySites. Due to I use normally rather large Maps with Ports all there where can, that Problem does lesser concerns to me, other could think different about. IMO Idea of InvasionPort reflects that MapDesigner utlize Ports rather tightly even they cost nothing but suited CoastLineTerrain. Would like Terrain-Attribute resp much more customizable TerrainREQs for Sites that eg Port-DFIN can tell not to build on Swamps. I do not really like that Players can not build Port in the Mountains no Matter that Utilization there is hard if there no River while Ships should have Idea if they can climb up WaterFalls resp Angle of Terrain linear t Drift should avoid Ships with to less SailPower to move against the Drift successfully. I would like to see RiverAttribute due to different Reasons while one is SALT. I wonder a Lot when Tribe can not find FoodWater and call for Fountains while next to HQ flows a braod River with a very Lot FoodWater. So I want address related Matter with Ships can not move up Rivers to avoid them can ddrive up into HighLands on Water while I would like to be able to build a Port in the Mountains no Matter if that's rational or not. If can place Ports everywhere where Land is flat/large enough would be fine but don't want to invent MountainShips that Way. However, MountainShips do already exist as you have just to make WaterWays broad enough but I don't like them. Matter relateds to PRoblem that MapDesigner have to specifiy PortSpaces. Reverse could reason to add specific Attributes for Fields changing Attr from TerrainDFIN that specific Field can not take a Port to allow kind of Fix if natural MapDesign does niot match Requirements of Campaign-Designer (want Player build there and not neighboured to or something like that) Ivan the Terrible is dead .. Genghis Khan is dead .. and I do not feel well, too. ![]() ![]() |
Felix_Atagong![]() Topic Opener |
Posted at:
2013-12-31, 22:45 UTC+1.0
Stay of the eggnog, Adamant. ![]() ![]() |
Adamant |
Posted at:
2014-01-01, 14:46 UTC+1.0
don't trust your crystal ball. would it work flawless i won't have to write. Ivan the Terrible is dead .. Genghis Khan is dead .. and I do not feel well, too. ![]() ![]() |
fuchur |
Posted at:
2014-01-01, 19:25 UTC+1.0
For the problem with the trees there already exists a bug report on launchpad by simplypeachy: https://bugs.launchpad.net/widelands/+bug/1230255 There I made the suggestion to introduce a "no trees allowed" mark. This could be set to any position on the map by the map designer to ensure that a lumberjacks hut and a road connecting it to a port can be placed. ![]() ![]() |
Felix_Atagong![]() Topic Opener |
Posted at:
2014-01-01, 19:38 UTC+1.0
Thanks fuchur. I have also remarked that trees eventually do die and that by taking every free space around your port by putting flags you can eventually create a road towards a first woodcutter, but this can take over an hour or more before this happens and you need to watch your port space every 5 to 10 minutes obviously.
Edited:
2014-01-01, 19:39 UTC+1.0
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Adamant |
Posted at:
2014-01-02, 10:55 UTC+1.0
Cool that BugReport! Made Update about DownGrade! Ivan the Terrible is dead .. Genghis Khan is dead .. and I do not feel well, too. ![]() ![]() |