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Topic: Unchain Geologists!

mxb2001
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Joined: 2019-05-20, 18:49
Posts: 49
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Pry about Widelands
Posted at: 2019-06-16, 02:06

Use them from a flag without a road connection. Why would they need a road to get to the exploration start spot anyways? They're at home roaming the trackless mountains after all.


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king_of_nowhere
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Joined: 2014-09-15, 18:35
Posts: 1310
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One Elder of Players
Posted at: 2019-06-16, 04:45

it has to do with the way the game is coded. you send a request for a geologist, the flag checks on the local economy and asks for a geologist to be sent. doing differently would be quite complicated proogramming-wise, I think


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kaputtnik
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Joined: 2013-02-18, 20:48
Posts: 1706
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Location: Germany
Posted at: 2019-06-16, 11:01

Roads are the main components (and concept) of widelands. Nothing will work without a road, so why should a geologist be an exception?


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mxb2001
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Joined: 2019-05-20, 18:49
Posts: 49
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Pry about Widelands
Posted at: 2019-06-17, 17:03

The reason for my idea is because roads and flags block the geo's. Could they instead be made to search where roads and flags are?


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king_of_nowhere
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Joined: 2014-09-15, 18:35
Posts: 1310
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One Elder of Players
Posted at: 2019-06-17, 17:28

mxb2001 wrote:

The reason for my idea is because roads and flags block the geo's. Could they instead be made to search where roads and flags are?

That's actuallly a good point. In settlers2, the geologist used to search on roads too. and I think it was also done in older versions of widelands. Just letting the geologist plant signs on roads should be enough.


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