Topic: More Ships
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Nordfriese |
Posted at:
2019-09-17, 09:13 UTC+2.0
In the game content files that define the strength of each tribe´s soldiers. Frisians have always 35% chance, other tribes up to 64% when fully trained in evade.
Probably not, because they aren´t.
This is true nonetheless
That would be the best solution IMHO
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NexusDarkshade
Topic Opener |
Posted at:
2019-09-17, 20:31 UTC+2.0
I'm actually surprised. From what I could tell, the Frisians' background story, as well as their buildings and economy, seemed to be based on the vikings, but I don't know much about Nordic and Scandinavian civilizations, so I guess there's probably a better historical match.
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Nordfriese |
Posted at:
2019-09-17, 21:43 UTC+2.0
The frisians are based half on medieval Northern Friesland and half on an old sketch for a "Northmen" tribe (which I don´t know what it´s based on). When you have a lot of spare time, you can read the development discussion here and view this (and also the next) part of the build20 trailer.
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einstein13
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Posted at:
2019-09-18, 08:48 UTC+2.0
Vikings? As I remember, Barbarians were supposed to be them. einstein13
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king_of_nowhere
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Posted at:
2019-09-18, 14:39 UTC+2.0
if nothing else, atlanteans should be good on the sea. empire probably the weaker, except maybe amazonians once they are ready
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NexusDarkshade
Topic Opener |
Posted at:
2019-09-18, 23:06 UTC+2.0
Excellent point. If nothing else, this proves that my original post was flawed, in that tribe specific warships are needed.
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hessenfarmer
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Posted at:
2019-09-19, 09:29 UTC+2.0
After thinking a lot. I am against this as it would change the game interface much. Normally we don't control individua units but just decide which building to attack. So this would be completely different from what is normally done in widelands.
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GunChleoc |
Posted at:
2019-09-19, 14:23 UTC+2.0
This idea sounds interesting. Maybe we could even allow capturing ships, to make attacking more risky. Busy indexing nil values
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NexusDarkshade
Topic Opener |
Posted at:
2019-09-19, 21:30 UTC+2.0
This is not only a wonderful idea, but much better how I wanted to implement the warfare portion of naval warfare. I still think that there should be dedicated warships, though, and I think that the rest of my original post is still relevant, but this idea for naval warfare is much better. Still, we need to come up with how/if ships will attack each other.
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teppo |
Posted at:
2019-09-20, 05:44 UTC+2.0
On the receiving side: Before attack, the player probably considered that military building to be on safe ground, and it was occupied by one rookie only. Therefore, having sounds on (to hear the "you are under attack" sound) has a hige impact: One knows to pay attention to that military site, and dismantle it as a loss is inevitable. It is a pity if playing without sound would become even bigger handicap than what it is now. Some people are deaf, to start with. This problem would also go away, if the "you are under attack" sound would also be signalled visually, so that it surely attracts attention. A new message in the message box in some corner is not good enough, imo. A bit off-topic, I agree, but this should be addressed somehow before all shoreline becomes military front. The problem would probably go also away, if "prefer rookies" sites would burn down by default instead of being conquered at defeat.
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