Topic: A bunch of suggestions
blind3rdeye Topic Opener |
Posted at: 2020-03-29, 13:26
I just download this game a few days ago, and I've been playing a lot. I was a great fan of Settlers 2; and I recently tried Settlers 4 to see if it could improve on some of the weaknesses of S2 - but it didn't take long for me to conclude that S4 is not at all what I was hoping to play... so I did a brief internet search and found Widelands. It's just what I was looking for; ie. a game in the style of Settlers 2, but better. I've enjoyed playing it a lot so far. Now I've got some suggestions that I'd like to share: Firstly, there are some things that I found a bit uncomfortable / unintuitive in the user-interface...
I just played a 'collectors' game vs the AI, and I have a couple of quick suggestions about that too:
Regarding the campaigns... I realise that the campaigns are unfinished; but can I just say that after playing through them in order, the Atlanteans first stage is excellent. It has lore, clear tutorial of what the buildings do, an interesting island to explore (both in its terrain and in story); and a novel twist. Its a low-stakes introduction, but it is very well done. The down-side was that playing the first mission of the Frisian campaign immediately afterwards felt a bit less polished. The flat featureless island; no significant story (the characters basically just say what each building does); and then the same sinking-island gimmick that I'd just seen. It was pretty fun; and I like the gameplay design of the Frisian economy; but I found the contrast in campaign styles a bit jarring; I kind of felt like all of the campaigns were in the same universe until then. (Also the Frisian sinking island felt way less 'fair' than the Atlanteans, because the HQ goes under almost straight away.) In any case, I look forward to each of the campaigns being complete. That's about it for now. I'll just say again that the game is really good. I've enjoyed it a lot, and I'm intending to play a fair bit more. Edited: 2020-03-29, 13:27
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Nordfriese |
Posted at: 2020-03-29, 14:09
Moin blind3rdeye and welcome to the forums I assume you are playing b20? Keyboard scrolling is much faster already in the current development version.
The census/stats buttons have been moved to the bottom toolbar already. Economy options are done per economy – if you have multiple unconnected road networks (not connected via ports either), each one of them has its own set of economy targets.
Every new user comes up with this We should definitely try to agree on a solution for this many-years-old problem at last
+½. But it currently takes two clicks and often you don't even need to move the mouse between them which is pretty fast already.
-1 from me. You can find out which workers and tools are needed with a few clicks in the in-game encyclopedia, and use the stock menu to find out whether you have those tools in warehouses or not. This is also explained in the economy tutorial.
+1 for all three suggestions
Based 100% on real-life geometry. Not my fault that Lungnees/De Neeß/Hallig Nordmarsch-Langeneß is a bit flat
Did you play until the end?
Sorry, it is a bit poorly placed directly after a similar campaign. When the atlantean campaign has more missions (hessenfarmer is working on a second scenario currently) this will be mitigated.
They are, as will be apparent in fri04 – this universe, which is pretty small for now, is expanding
It does that there as well… Edited: 2020-03-29, 14:17
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GunChleoc |
Posted at: 2020-03-29, 16:59
How about placing the headquarters a little bit further to the northeast for Fri01? This would give the player a few more seconds before it goes under. Also, the brand-new difficulty setting might influence the speed of the flood. Busy indexing nil values Top Quote |
Nordfriese |
Posted at: 2020-03-29, 17:09
But it would also make it take longer to get to the build spots for the initial rock mines, and the game is already very slow-paced in the beginning, so -1. Besides by the time the flood starts the player was already told to build a new warehouse further east and move construction materials there.
Yep, at the easiest level the flood is way slower than before (500 vs 430 ms per field). (By the way I did not see the strings for the difficulty stages on transifex yet…) Top Quote |
GunChleoc |
Posted at: 2020-03-29, 19:25
I run the translation update about 1/week. Busy indexing nil values Top Quote |
Nordfriese |
Posted at: 2020-03-29, 19:27
But it already ran since then (3 commits after the difficulty stages)… Top Quote |
GunChleoc |
Posted at: 2020-03-29, 19:37
You could double-check if the file that includes the strings that you are missing are being picked up by utils/buildcat.py. Busy indexing nil values Top Quote |
Nordfriese |
Posted at: 2020-03-29, 19:42
Checked and found the reason Top Quote |
simplypeachy |
Posted at: 2020-03-29, 20:14
Each set of unconnected flags is its own economy, making them the go-to point to change an economy's targets. WARNING: New-style view packet not found. There may be strange effects regarding unseen areas. |
hessenfarmer |
Posted at: 2020-03-29, 20:18
That won't help, as even if you start moving goods early the road network will be jammed a lot. so the few seconds gained by such a move won't help. Top Quote |