Topic: Campaign feedback
No0815 Topic Opener |
Posted at: 2016-05-03, 19:02
Hi everybody! I discovered Widelands only barely a week ago. So I'd like to use the chance to give some feedback on the campaign and the tutorial being still a noob, pretty much. I already played the campaign with build-18 but since I read that it (maybe) got reworked I'm replaying it with development builds now. Don't wanna report issues that already got fixed or changed I'll start with the tutorial: I have been playing a lot of Settlers II in the old days so I'm already quite familiar with the basic functions. I still gave the tutorial a shot even though I can't really tell if a complete beginner might be satisfied. It's nice to have such a detailed tutorial and I'm pretty sure it does a good job explaining the basics. Some things I noticed:
Edit: Trying to figure out how to fix formating ... Edit 2: Finally figured it out and added a point Edited: 2016-05-05, 19:11
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GunChleoc |
Posted at: 2016-05-04, 07:22
Welcome to the forum, and thank you very much for your feedback! It is alyway good to have a fresh pair of eyes. Busy indexing nil values Top Quote |
No0815 Topic Opener |
Posted at: 2016-05-05, 10:37
Thanks! I'm currently trying to find out how to get the nested list to work but it's quite frustrating. I wanted to continue with part 1 of the barbarian campaign but instead I already wasted an hour in improving my post (for the worse) Top Quote |
GunChleoc |
Posted at: 2016-05-05, 11:14
Headers might be easier, like this:
Header 1Header 2Busy indexing nil values Top Quote |
No0815 Topic Opener |
Posted at: 2016-05-05, 16:30
@GunChleoc: That would only partially solve the problem. Maybe I'll try it to make it at least somewhat more readable. Top Quote |
kaputtnik |
Posted at: 2016-05-05, 18:51
You are using bbcode. I don't know how to make such a list with bbcode. Maybe you should use markdown (but 'strikethrough' isn't available here): For each nesting you have to apply 4 spaces at the beginning of a row:
Is this what you wanted?
The last two are omitted (because of strikethrough doesn't work with markdown) Fight simulator for Widelands: |
No0815 Topic Opener |
Posted at: 2016-05-05, 19:16
That's exactly what I figured out in the meantime, about an hour ago . Strikethrough was the reason I used bbcode in the first place. Oh, well, I found another solution. Oh, and I added another point to "economy" I just came up with today. Top Quote |
No0815 Topic Opener |
Posted at: 2016-05-06, 10:08
Okay, let's talk about ... the first barbarian scenario. I'm trying to be not too nitpicky but I just want to mention: "Could be better" or "Could be improved" does not mean it's actually bad currently at all. And, furthermore, when it's about improving one tends to focus on the things that can be improved (which, somehow, lies in the nature of things) and let slip by the things that already are good or simply work fine. The setup as an introduction in creating a basic economy makes perfect sense, the story is interesting and fits in well with the quests. And the hidden village is a nice easter egg . I also couldn't find any game breaking issues. Though I still hit on some problems. The building space is rather limited which is made even worse with the terrain being pretty rough and trees blocking most of the remaining places for bigger buildings. Please bear in mind that most people playing this scenario are beginners that know next to nothing about how to built a working economy in Widelands. Don't expect them to be able to use the given space efficiently and to assess where appropriate building places are hidden under the trees. The player should be able to mostly focus on the given tasks, I think, and not be overwhelmed by too many obstacles that aren't even mentioned in the missions. The economy in Widelands is more complex than in Settlers II and even though I was prepared with more knowledge from old times than the average player it was often quite exhausting to fit in the sentries without having to wait for the lumberjack to remove all the trees, worrying if I might accidentally cover up valuable places for bigger buildings. Some more specific things that can be frustrating:
So here is what I would suggest:
One more minor point: The message "Another cold day" is coming a bit early. Better give more time to give the building order for the sentry. Same for "In the night" shortly after this. It can be a bit annoying if you need some time trying to find a good place for the sentry, maybe struggle with something, finally try to give the building order and then are interrupted by the message. Top Quote |
king_of_nowhere |
Posted at: 2016-05-06, 11:34
one ranger for each woodcutter is enough if the terrain is fertile. is it possible that the campaign map still uses snow as terrain? it was made much less fertile after we reworked the way trees work. if that's the problem then fixing it should be relatively simple. otherwise, if the terrain was good, it may be simply a matter of too many buildings preventing the ranger from planting. Top Quote |
No0815 Topic Opener |
Posted at: 2016-05-06, 15:01
The problem is that the land around the headquarter isn't optimal for growing tree. Meadow would be fine but the mountain is to close. Because of the lack of space a significant part of fertile ground is occupied by roads and buildings so that too many trees end up being planted on the mountain, I guess. I didn't observe it closely since I was busy with the objectives. There is a lot of snow indeed but it doesn't really mater, in this case, because it's unwalkable anyway. Now that I think about it: Tree growing probability maybe should be part of a campaign scenario. But not this one (and neither the second one), like I said, people really shouldn't have to worry about this so early, there are plenty enough other things to learn in the first scenarios. Top Quote |