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Topic: What effect growing area?

hessenfarmer
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Joined: 2014-12-11, 23:16
Posts: 2646
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Location: Bavaria
Posted at: 2020-10-23, 10:31

the-x wrote:

hessenfarmer wrote:

mxb2001 wrote:

The game is very tree centric! That's OK, I am a tree hugger. Just takes some getting used to.

Especially Empire needs lot of Farms in case there is little fish and game

Easy to fix ; ) reduce the cost of fish:meat for armor 1, armor 2, sword 1 sword 2 whilst highering the cost of bread for armor 4 and bread 4 by one

There is nothing to be fixed, It is a feature not a bug.


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king_of_nowhere
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Joined: 2014-09-15, 18:35
Posts: 1668
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Posted at: 2020-10-23, 12:29

mxb2001 wrote:

I mean can you play widelands like a dirty slob and just slam buildings/roads down anywhere with only a minimum of care to make sure they have some growing area? Or is there a benefit to carefully and neatly laying roads to go around the growing areas? To making sure there are as few unneccesary buildings in that area as possible?

it's not slob building. in fact, needing to carefully manage working areas to fit more buildings and produce more with the same area requires much more care than just leaving all the area empty.

i realize it may not be good-looking, though


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mxb2001
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Joined: 2019-05-20, 18:49
Posts: 243
OS: Linux
Version: 1.1
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Location: The land of the thirsty spider
Posted at: 2020-10-24, 20:30

GunChleoc wrote:

I guess you were playing against the AI. Try playing against one of our top players and they will win against you.

Oh no. A half dead retarded mouse can beat me. I'll stick to the computer always.


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mxb2001
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Joined: 2019-05-20, 18:49
Posts: 243
OS: Linux
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Location: The land of the thirsty spider
Posted at: 2020-10-24, 20:33

> i realize it may not be good-looking, though

YES! Someone understands! I am happy now. :)


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To Boldly Go Where No Man Has Gone Before

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