Topic: Troop movement questions
BoeseKaiser![]() Topic Opener |
Posted at:
2019-02-21, 11:22 UTC+1.0
Hi everyone, First of all, great game. I've been playing quite a lot the last days, and I'm really enjoying it ! I've got a couple of questions regarding troops, I didn't find an answer after a quick search. I'm mostly playing barbarians right now, (build 19) but I guess it's pretty much the same for every faction.
I also ha d questions about how the economy works in more details, but that's gonna be an other topic Thanks to everyone in the community, that's amazing work ! ![]() ![]() |
WorldSavior![]() |
Posted at:
2019-02-21, 12:53 UTC+1.0
Yes
No, not poor. It can often be useful to have additional military buildings behind the front, so if you lose to many buildings at the front you have luckily a second line. It could just be a disadvantage if you cannot send your soldiers in the second line to attack because they are too far away.
I don't know it neither, but it looks like soldiers often prefer to go to training. Maybe this has priority...
See above... Here it can be useful to have additional soldiers in stock. So if you kick one out of the training, he will rather not go again in that building, because a soldier from the stock will go in first.
If you build a scout's hut and if you supply the scout with food, he will scout in random directions with a nice range.
Just go ahead
You are welcome Wanted to save the world, then I got widetracked ![]() ![]() |
BoeseKaiser![]() Topic Opener |
Posted at:
2019-02-21, 16:25 UTC+1.0
Thanx for the infos.
yeah, I still have to get used to the range of buildings and generally speaking building placement, I still waste a lot of efficienty/space. in this particular game, one of my tower was more 5th line than anything else ^^
How do I supply the scoot with food? just having stock in the building is enough, or do I have to do some extra action?
Will do, but I was busy doing a save tree to try and not lost after having made a couple of questionable choices ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2019-02-21, 16:52 UTC+1.0
Generally speaking, you cannot control your people directly, so you have no saying on where the soldiers will go aside from the preferences. Basic algorthm is, buildings that can house soldiers request soldiers if they are not full. If no soldiers are requested, they go to the nearest warehouse. if they are requested, they are taken from a warehouse, or made new from raw resources if soldiers are not available and there are resources. What you describe looks like you don't have soldiers in warehouses, because if you kick soldiers out of military buildings they try to come back. Yes. the building i still requesting a new soldier if you kick the old one out, and if you don't have a new soldier... you guess it. So, first thing you should do is reduce the number of soldiers in the training sites to 1 or 2. That way you won't have a dozen soldiers out of the action. Second is to only fill with soldiers the buildings that you really need. Concentrate yur soldiers, especially when you have few of them. Third is to try and get more soldiers, of course. ![]() ![]() |
WorldSavior![]() |
Posted at:
2019-02-21, 17:40 UTC+1.0
You're welcome
Contraints?
Just having stock in the building is enough
Okay Wanted to save the world, then I got widetracked ![]() ![]() |
BoeseKaiser![]() Topic Opener |
Posted at:
2019-02-21, 18:15 UTC+1.0
ressources delivery time, space for big buildings/rangers hut, speed of expansion and number of soldiers, etc. that was more an off topic remark.
absolutely right, in the couple of games that I played untill now, i expand much faster than i tech up to ax production. I don't know how well it could be included in the gameplay, or if it's even something the community would like, but it would be nice to have an option on training buildings like "send units to military buildings if free space y/n" and/or in the military buildings "call soldiers currently training y/n". Or anything to set priority on training or in guarding buildings. ![]() ![]() |
kaputtnik![]() |
Posted at:
2019-02-21, 19:37 UTC+1.0
Widelands is basically a game of managing an economy, not combat ![]() ![]() |
BoeseKaiser![]() Topic Opener |
Posted at:
2019-02-21, 20:36 UTC+1.0
@ kaputtnik : I get what you mean, and I really like that about the game. I'm really bad at combat anyways Still, I think there is a case for this option and that it doesn't "cross the line" :
Then again, while writing this, new ideas come to mind. I guess I'm just gonna play more and get a better understanding of the subtelties. Edit : format
Edited:
2019-02-21, 20:54 UTC+1.0
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king_of_nowhere![]() |
Posted at:
2019-02-22, 00:11 UTC+1.0
you know you can dismantle your military sites inside your borders without losing any terrain? this will allow you to recover all the soldiers. though you'll need a tower here and there because losing vision of your land is annoying. and you can still keep a citadel here and there as fallback position, but yoou don't need to have dozens of sentires all around. or, you could make more soldiers. it's really easy with barbarians. You only need a hunter, a gamekeeper and a tavern to operate a mine. you can also avoid building a helm smith, you don't really need helmets while you are short in soldiers. Aside from that, just make more copies of hunter, gamekeeper, taver, mines. You do have upgraded your ironworks to axe factory, right? Otherwise you won't be able to produce the axes at all. ![]() ![]() |
BoeseKaiser![]() Topic Opener |
Posted at:
2019-02-22, 00:31 UTC+1.0
... now I do. I actually checked that this evening and had a real facepalm moment.
... and here I was, building farms all around the place That is gonna make things easier !
Yeah this one I did know. Took me a bit of time in my first game, but I figured it out. thanx a lot ![]() ![]() |