Currently Online

Latest Posts

Topic: Ideas for new tribes

einstein13
Avatar
Joined: 2013-07-29, 00:01
Posts: 1118
Ranking
One Elder of Players
Location: Poland
Posted at: 2017-07-03, 13:53

I can see that there are many ideas for new tribes. It can be hard to keep in the game. I mean that there is a possibility of having lots of troubles for new players (which tribe to choose? what are "standard" ones? all of them?)

So I suggest two ways: 1. Make all of tribes as similar as possible (Age Of Empires 2 has that, many "tribes" and all of them has the same mechanic) 2. group tribes in some categories (classic: barbarians, empire, atlanteans, enhanced: amazons, frisians, china, fiction: elves, dwarven, ?) and then change a bit engine for random picking AI tribe/ online games (f.e.: can't pick fiction tribes for classic only match)


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

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 2069
Ranking
One Elder of Players
Location: Germany
Posted at: 2017-07-03, 23:14

What about an extra terrestrial tribe? Such a fantasy tribe may has a complete different economy:

  • Coal used for weapons
  • Iron used for advanced buildings
  • Diamond/Quartz used for Armor
  • Logs used for meals
  • Meat/fish used for cloth
  • ...

I guess this would be complicated to balance but very interesting.


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3326
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2017-07-04, 18:12

Martians would be fun face-smile.png

Somebody is doing some excellent research on the ancient Kushites over at 0AD, maybe that could be used as a base for an African/Saharan tribe

https://wildfiregames.com/forum/index.php?/topic/21602-the-kingdom-of-kush-a-proper-introduction-illustrated/


Busy indexing nil values

Top Quote
WorldSavior
Avatar
Joined: 2016-10-15, 04:10
Posts: 1920
Ranking
One Elder of Players
Location: Germany
Posted at: 2017-07-04, 19:29

GunChleoc wrote:

Martians would be fun face-smile.png

Somebody is doing some excellent research on the ancient Kushites over at 0AD, maybe that could be used as a base for an African/Saharan tribe

https://wildfiregames.com/forum/index.php?/topic/21602-the-kingdom-of-kush-a-proper-introduction-illustrated/

Good ideas

kaputtnik wrote:

What about an extra terrestrial tribe? Such a fantasy tribe may has a complete different economy:

  • Coal used for weapons
  • Iron used for advanced buildings
  • Diamond/Quartz used for Armor
  • Logs used for meals
  • Meat/fish used for cloth
  • ...

I guess this would be complicated to balance but very interesting.

I think so, too


Wanted to save the world, then I got widetracked

Top Quote
JanO
Avatar
Joined: 2015-08-02, 11:56
Posts: 174
Ranking
At home in WL-forums
Posted at: 2017-07-04, 20:03

The extraterrestians with their extra weird economy would probably get some trouble on many terrestial places (= currently existing maps)


Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 2069
Ranking
One Elder of Players
Location: Germany
Posted at: 2017-07-04, 20:58

If extra terrestrial is too hard one could investigate Mayas face-smile.png


Top Quote
NonServiam
Avatar
Joined: 2015-07-26, 00:51
Posts: 48
Ranking
Pry about Widelands
Posted at: 2017-07-06, 01:53

Ottomans

In a nutshell: camel-riding desert tribe.

Advantage: needs not much water and not many trees

Drawback: needs lots of stone and lots of flat open space

Wares

  • Trunks
  • Poles (refined from trunks)
  • Rocks
  • Wheat
  • Water
  • Goats
  • Meat
  • Candles (made from tallow by the chandler)
  • Tallow (made from goats by the tallow-maker)
  • Hides (goat skins)
  • Cord (refined from hides)
  • Gold ore
  • Gold
  • Iron ore
  • Iron
  • Copper ore
  • Copper
  • Coal

Buildings

  • Woodcutter
  • Lathe (turns 1 trunk into 1 pole)
  • Farm (regular, produces wheat)
  • Camel herder (breeds camels which are carriers like donkeys, horses or oxen, needs wheat but not water)
  • Goat farm (turns 2 wheat + 1 water into 1 goat)
  • Tanner (turns 1 goat into 1 hide)
  • Butcher (turns 1 goat into 1 meat)
  • Tallow-maker (turns 1 goat into 1 tallow)
  • Chandler (turns 1 tallow into 1 candle)
  • Corder (turns 1 hide into 1 cord)
  • Smelter
  • Toolsmith
  • Weaponsmith (turns 1 iron + 1 coal into 1 scimitar, or 1 iron + 1 coal into 1 sharp scimitar, or 1 iron + 1 coal + 1 gold into 1 advanced scimitar, or 2 iron + 1 coal + 2 gold into 1 deadly scimitar)
  • Bezainter (turns 2 hides + 1 iron into 1 armour, or 2 hides + 2 iron into 1 lamellar, or 2 hides + 2 iron + 1 gold into 1 advanced lamellar)
  • Shieldsmith (turns 1 hide + 2 iron into 1 shield)
  • Barracks (turns 1 recruit + 1 scimitar + 1 armour into 1 soldier)
  • Mamluk trainer (uses scimitars, armour, food and water to train attack and defence)
  • Janissary trainer (uses shields, food and water to train hp and evade)

Notes

  • Mines need candles, food and water
  • Lesser buildings made from hides, poles and cord, so they're tent-like
  • Greater buildings use lots of stone and make onion-domed spires
  • Will need lots and lots of goat farms, and lots and lots of wheat farms to feed the goats

  • Attack good but not as good as barbarians

  • Defence average
  • Hp weak
  • Evade average

Top Quote
OIPUN
Avatar
Joined: 2020-11-17, 09:34
Posts: 95
Ranking
Likes to be here
Location: Czech
Posted at: 2021-05-28, 08:43

Here is how I see Sumerians – low tree and iron consumption, water drives the economy.


Attachment: Sumerians.zip (26.4 KB)

Top Quote
the-x
Avatar
Joined: 2019-01-19, 13:23
Posts: 770
Ranking
One Elder of Players
Posted at: 2021-05-28, 10:50

Started working on Sumerians today face-smile.png

https://www.widelands.org/forum/topic/5257/?page=1#post-36931

To the concept, i like concepts like low tree but maybe we need a lot more, especially interesting concepts in gameplay. What drives the economy? Water is a very cheap and easy to produce ressource, but the big problem with water is the following: it heavily blocks roads, not at the beginning, but when the economy grows and expand to all four sides, your roads soon get heavily blocked. The other thing with water is that i just build a well, and finished. Here i like the concept of the Norwegians much more, (https://www.widelands.org/forum/topic/5257/?page=1#post-36931) they use gold to accelerate their economy later, which is rare, doesnt block roads and serves as an technologyindex. We could also create another ressource like diamonds or something that is made out of gold?

All in all gameplay changes are the most important thing to face for comming tribes, as you want some tribes that really differ, like the Amazons who created sucessfully a concept without needing iron (or coalmines) - at all.


Top Quote
hessenfarmer
Avatar
Joined: 2014-12-11, 23:16
Posts: 1891
Ranking
One Elder of Players
Location: Bavaria
Posted at: 2021-05-28, 10:53

OIPUN wrote:

Here is how I see Sumerians – low tree and iron consumption, water drives the economy.

This is a already pretty mature outline od a tribe. Unfortunately some concepts won't work without major coding changes (upgradeable Warehouse or warehouse which only stores limited wares, advanced builder,) academies enhancing productivity in the vicinity could be possible though (all productionbuildings need to check for existence of it in their vicinity and run alternative programs)
Soldier values are a good basis although sumerians would be very weak against frisians while being equally expensive but this could be finetuned I believe.
Building names could be more sumerian but that is only flavour


Top Quote