Topic: Dropping goods + overview menu for resolving deadlocks
spykyvenator![]() Topic Opener |
Posted at:
Today 09:01 UTC+2.0
Hey, Ive played widelands for a little while now and in some games I've had a grid deadlock where the roads get so congested that no new goods can get in. Because so many resources are farmed in the deadlock region it is maintained. Stopping all production does not solve the issue. Road management is of course a part of the game, placing warehouses in the right positions in order to accomodate for overproduction requires insight and also valuable space, especially in the beginning. This is why I would like to introduce some kind of congestion control in order to help the player who has gotten congested roads to de-deadlock his economy. I think this could best be done with one or both of the following solutions:
These maybe could have adjustable timers in the settings menu or maybe be called manually by the player. I think this should be relatively easy to implement and distrub the current model minimally. On top of that, adding an overview screen of all buildings with their status, and allowing the player to stop multiple buildings from producing at the same time could be a great time saver for resolving these deadlocks. This would also be great to check in on buildings that have stopped working because their resources are depleted. Please, let me know what you think of this solution. ![]() ![]() |
kaputtnik![]() |
Posted at:
Today 10:54 UTC+2.0
Hi spykyvenator and welcome to the forums
Especially for new players road congestion can be an issue. But with some experience in game play this issue can be prevented. With my personal experience road congestion happens only if i play around with warehouses, e.g. preferring wares or remove some wares from a warehouse. In normal games i have less problems with it. Once a congestion is massive it will take a long time to get rid of it. This is just due to the amount of wares: A congested road with 10 flags will have at least 80 wares (7 wares at each flag + one or two wares carried by the carriers. But in general one has to pay attention to the traffic on the roads. To make it a little bit easier the minimap shows roads with heavy traffic and one can decide to open e.g. a parallel road.
This would be the same like removing a flag or a road and afterwards rebuilding it, imho. The wares are lost, but the congestion is gone. Better is trying to prevent it:
Additionally in the upcoming release a new logic will be implemented to prevent transportation of wares through your whole road network. E.g. transportation of a log from one side to the other side or your land. ![]() ![]() |
spykyvenator![]() Topic Opener |
Posted at:
Today 11:29 UTC+2.0
Thanks for the reply, Great to hear that there is a solution on the way for this issue. I do feel like it would be better if these are solvable without removing flags. At the moment it takes too much time/effort to resolve a congestion. But if this is resolved with this new transportation system that would be great. ![]() ![]() |