Topic: Ports not able to grow land / Ships not able to make a port

Felix_Atagong
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Joined: 2010-04-17, 13:56 UTC+2.0
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Pry about Widelands
Location: Louvain, Belgium
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.

Two problems:
First, the island containing another tribe was so filled that no port could be build anywhere.
Second: an island had a suitable place to build a port, but there were so many trees that it was impossible to make a road between the port and a woodcutter. I tried to recycle the port that was impossible as well...

Possible solutions (and I think some are in the pipeline):
1. An invasion 'port' containing some soldiers (about 20?) with the possibility to destroy a few enemy buildings (not necessarily military buildings) to make place to create a military port.
2. An 'all-purpose' port that not only can serve as a military base (see above), but also acts like a woodcutter's hut and perhaps even a quarry. In that case the surrounding terrain can be cleaned from rocks and trees to start expansion.

Happy new year!



Edited: 2013-12-31, 17:09 UTC+1.0

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Adamant

Joined: 2012-10-11, 16:21 UTC+2.0
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Location: Alemania
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.

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Felix_Atagong
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Joined: 2010-04-17, 13:56 UTC+2.0
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Pry about Widelands
Location: Louvain, Belgium
Posted at: 2013-12-31, 22:45 UTC+1.0

Stay of the eggnog, Adamant.


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Adamant

Joined: 2012-10-11, 16:21 UTC+2.0
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Posted at: 2014-01-01, 14:46 UTC+1.0

Felix_Atagong wrote:

Stay of the eggnog, Adamant.

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.

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fuchur

Joined: 2009-10-07, 14:01 UTC+2.0
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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.


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Felix_Atagong
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Joined: 2010-04-17, 13:56 UTC+2.0
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Pry about Widelands
Location: Louvain, Belgium
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

Joined: 2012-10-11, 16:21 UTC+2.0
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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.

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