Topic: Addon-Idee:Traitors

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Joined: 2024-12-28, 20:41 UTC+1.0
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Posted at: 2025-07-02, 18:03 UTC+2.0

Hallo,

Ich bin relativ neu in diesem Forum und würde gerne eine (meiner Meinung nach) gute Addon-Idee vorschlagen, denn ich kann nicht sehr gut programmieren:

  • Bei dem Addon "Traitors" ginge es darum, dass, jedesmal ein bestimmtes Ereignis passiert, z.B. ein Soldat verlässt das Lagerhaus, eine kleine Wahrscheinlichkeit besteht, dass das Lagerhaus zu einem zufälligem Gegners deines Teams überläuft. Dabei übernimmt das Lagerhaus/Hafen alle deine Militärgebäuden einem bestimmten Radius, z.B. 10.
  • Wenn eines deiner Lagerhäuser übernommen wird, oder wenn du eines deiner Gegner übernimmst, bekommst du eine Benachrichtigung.
  • Das Ganze würde das Bauen von Lagerhäusern um einiges riskanter machen.
  • Überlaufen könnten allerdings nur Häfen oder Lagerhäuser, ansonsten könnnte man einfach nichts tun, bis das Hauptquartier des Gegners übernommen wird.
  • Sollte das Hauptquartier im Eroberungsradius liegen, so kann das Lagerhaus/der Hafen nicht übernommen werden.

Es wäre sehr nett, würde dies Einer von euch zumindest mal ausprobieren.

Mit freundlichen Grüßen,


mit freundlicher Unterstützung von janus editiert und formatiert

Edited: 2025-07-02, 21:10 UTC+2.0

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SandJ
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Posted at: 2025-07-07, 15:33 UTC+2.0

Google translation of the above post:

Hello,

I'm relatively new to this forum and would like to suggest a (in my opinion) good add-on idea, as I'm not very good at programming:

  • The "Traitors" add-on would involve a situation where, whenever a certain event occurs, e.g., a soldier leaves the warehouse, there's a small chance that the warehouse will defect to a random enemy of your team. The warehouse/port would then take over all your military buildings within a certain radius, e.g., 10.
  • If one of your warehouses is taken over, or if you take over one of your opponents, you'll receive a notification.
  • This would make building warehouses considerably riskier.
  • However, only ports or warehouses could be overtaken; otherwise, you simply couldn't do anything until the enemy headquarters was taken over.
  • If the headquarters is within the capture radius, the warehouse/port cannot be taken over.

It would be very nice if one of you would at least try this out.

Best regards,

Edited and formatted with the kind support of janus


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Ron_of_Nord
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Joined: 2024-04-20, 23:43 UTC+2.0
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Posted at: 2025-07-08, 06:54 UTC+2.0

Hmmm an interesting Idea, however, I think taking over a warehouse at random would just
force the player to take it back. As to that warehouse taking over nearby military buildings,
how does it do this ? As far as I know the game mechanics requires soldiers to take over
military buildings although there may be a function to do this in the lua scripting
and whist it would certainly add to a players strategy, I must ask how far into the players
territory this would be allowed. On the frontier may be acceptable, but close to the heart
of a players settlement would be problematic especially if the other player has no soldiers
close enough to take control of the military buildings in the effects radius. On that point,
how does the enemy move soldiers to their new military buildings if it is too far away from
their frontier?


The aussies are coming, ya ho! ya ho!

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