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Topic: Ancient motorways

einstein13
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Joined: 2013-07-28, 23:01
Posts: 1118
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Location: Poland
Posted at: 2013-07-28, 23:36

Probably it's not a very good idea, but sometimes in huge maps you can have terrible traffic jams. Also you can have problems with production when the product have to go half of map or more. When I was playing Settlers II i was thinking about some kind of motorways. I'm not sure if it is a good idea to build some chariots with horses and put them on special roads (made of wood and maybe stones). They would go faster than standard transportation, like the ships, or even a bit faster. This idea is not exactly from ancient times so please tell me if it is good or bad.

Sorry for my English face-smile.png


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

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Tino

Joined: 2009-02-20, 16:05
Posts: 252
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Location: Somewhere in Germany...
Posted at: 2013-07-29, 07:36

Hi,

no need to be sorry, most of the people here are not native english speakers. You are aware that Widelands "upgrades" heavy used road segments (even visually) and puts oxes (babarians), donkeys (empire) and horses (atlanteans) on the segment? This triples your ware troughput, because each animal can carry two wares at once in addition to the original carrier. To address the long distance issue it is very good to build warehouses everywhere in your territory. And with the latest dev builds you can even build harbours and let ships deliver wares over the sea quickly.

I don't think "motorways" will be an addition to Widelands which enhances the gameplay any further, but it is of course a valid idea. If the discussion here shows a broader consent just put a enhancement request on launchpad for implementation.

A more realistic (meaning: implementation at some point) upgrade will be: https://blueprints.launchpad.net/widelands/+spec/transport-priority


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einstein13
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Joined: 2013-07-28, 23:01
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Posted at: 2013-07-31, 18:09

Some products must go over the map and it take long, long time (some minutes in the game). Even wearhouses don't go very good. For example you have 2 mills and 2 bakers in two places far away. Sometimes flour from one mill is going through all your empire to get in the second bakery. Implementation of "changing products" is very hard. Computer just can't check all the time all the products. I was thinking more about my idea, and I realized that it can't be easy to build a "moroway". It should be very expensive, but possible to build over the way. Probably you have to build it from small blocks (maybe 2 triangles long).


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

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tuggyne

Joined: 2011-07-21, 23:27
Posts: 42
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Location: TN
Posted at: 2013-09-20, 02:09

Tino wrote: You are aware that Widelands "upgrades" heavy used road segments (even visually) and puts oxes (babarians), donkeys (empire) and horses (atlanteans) on the segment? This triples your ware troughput, because each animal can carry two wares at once in addition to the original carrier.

Wait, triples? It always seemed to just double it, visually and otherwise (i.e., animal and human both carrying one ware each). Now I'm puzzled.


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SirVer

Joined: 2009-02-19, 14:18
Posts: 1445
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Location: Germany - Munich
Posted at: 2013-09-20, 06:31

You are right, beasts only carry one ware, just like a carrier. So they double the amount of wares your roads can take.

Avoiding traffic jams is one of the tasks of the player in Widelands. We could make the system more efficient and/or add "highways" like einstein suggested - but this would take out fun from the game and not add it in. Making the game easier to play will not always improve the player experience.


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