Topic: New map, balance, and questions
BoeseKaiser![]() Topic Opener |
Posted at:
2019-07-10, 12:28 UTC+2.0
Hey everyone, So I had this idea for a map and I decided to rush it and upload it (don't judge I'm not always patient ! ). it's called "tournament map good" (yeah, I rushed it so much, I didn't even upload the file with the right name...) . But only after did I realise that I might have underestimated a couple of things, especially balancing different tribes. My concerns :
Well actually mostly that. My questions :
Ideas in the air :
Thanks everyone
Edited:
2019-07-10, 12:28 UTC+2.0
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Nordfriese![]() |
Posted at:
2019-07-10, 12:53 UTC+2.0
It´s arbitrary. 10 has the advantage that you can access all sizes with the shortcuts 1-0. Bigger sizes can be allowed by changing one hardcoded value and recompiling, but it becomes much slower because so many fields are changed at once (I did that once and didn´t like it).
Use a hex/binary editor (e.g. GHex) to view and change them. You still need to ref the code though to understand the order of the many numbers. I once suggested to convert them to Lua, but apparently that would break map backwards compatibility and slow down map loading…
Fish breeders need at least 1 fish left on a node to replenish fish there; gamekeeper really does produce them from thin air.
Would be nice, but as I said, slow. A "filling" tool for terrains would be useful though
A big +1 for both of these
+1, but might be non-trivial to implement (needs a new Is value at least) ![]() ![]() |
einstein13![]() |
Posted at:
2019-07-10, 13:59 UTC+2.0
See that topic: https://www.widelands.org/forum/topic/1634/
The workaround for that is to make terrain with a big slopes, then you aren't allowed to build any big building on them. Just play with random terrain in different amplitude of height. einstein13 ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2019-07-10, 15:23 UTC+2.0
to expand: a medium building requires that all corners in a 2-steps radius have a height difference no greater than +/-2 compared to its tile, and the flag has a height difference no greater than 1. large buildings have the same requirements, but they also need that the corners in NE, NW and W are free, because those buildings fill 4 corners. small buildings have the same requirememnt for the flag, but then they just need that in a radius of 1 there is no height difference greater than 3. playing with those values, it's easy to make a terrain that cannot take large buildings. ![]() ![]() |
kaputtnik![]() |
Posted at:
2019-07-10, 20:44 UTC+2.0
If you want to upload a new map, with a better name and maybe more balanced, i can remove the old map. Just send me a PM ![]() ![]() |
BoeseKaiser![]() Topic Opener |
Posted at:
2019-07-10, 21:44 UTC+2.0
Will do that eventually. I'll wait a bit see if I got feedback and if I can improove a couple of things on my own, and I'll write you.
I did read parts of the topic, and if I could probably follow the maths with a bit of effort, I'm way out of my league for the coding part. Still :
I might be off, but I figured if we don't need to do it perfectly (it's a feature for creating game content, not part of the gameplay) it might make a lot of maths and programming issues irrelevant.
thanks for the details. ![]() ![]() |
the-x![]() |
Posted at:
2019-07-12, 15:53 UTC+2.0
I tested it sometime - very good idea, we need more maps like this especially smaller tournament maps: - realisticly noone will play this to the end (ended with 2.500 soldiers but only on single player) there is gold and iron far too much but in mid and lategame you need coal - on the 3rd island put only coal, wondered why there was iron and then iron again Indeed maps like this can lead to nice tournament games, do you have more ideas? ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2019-07-12, 17:08 UTC+2.0
the concept is very nice. i'm just a bit worried that it may be too long for human game, as going thrugh all the bracket and then colonizing the new strip of land and moving in there is going to be time consuming. ![]() ![]() |
BoeseKaiser![]() Topic Opener |
Posted at:
2019-07-13, 12:52 UTC+2.0
Thanks for the feedbacks. I don't know if I modify this one or make a new one yet, but I'll make it better when I find the time. New ideas - not yet. But when I get some, I'll make sure to implement them. ![]() ![]() |
the-x![]() |
Posted at:
2019-07-18, 21:45 UTC+2.0
We can play a testgame there, if we get 8 players - how can we organize that and when?
Edited:
2019-07-19, 19:20 UTC+2.0
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