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Topic: Europa 1.2

MarkMcWire
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Joined: 2017-02-08, 21:06
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Location: Eisenach, Germany
Posted at: 2020-09-22, 10:11

I have slightly revised the map "Europe 1.1". First you can now also provide the Farör Islands, Corsica, Crimea and Peloponnese with ports. And secondly, I activated the waterways.

Edited: 2020-09-22, 10:15

Attachment: Europa 1.2.wmf.zip (713.5 KB)

My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad

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hessenfarmer
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Joined: 2014-12-11, 23:16
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Location: Bavaria
Posted at: 2020-09-22, 10:40

It would be nice if you upload this to our Maps section. Thanks for fixing/improving this


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Nordfriese
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Posted at: 2020-09-26, 18:48

The one with the additional sea pass will make a huge difference in gameplay for the green player. But the 1.2 version without that looks good to me, will you make a pull request to update the Europe map in the repo?


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MarkMcWire
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Joined: 2017-02-08, 21:06
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Location: Eisenach, Germany
Posted at: 2020-09-27, 10:09

I prefer the variant with the sea road on the Bosporus. Not only that it is more realistic. There, the ports on the Black Sea can also be used more useful than before. Since the waterways are switched on, the green player can then simply set a waterway over the Bosporus. It even has the advantage of being less vulnerable to attack.


My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad

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Nordfriese
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Joined: 2017-01-17, 18:07
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Posted at: 2020-09-27, 10:17

There's a big difference between using a road and using a waterway, because with the latter workers will need to be either shipped across or take a big detour via the eastern map edge.

It even has the advantage of being less vulnerable to attack

That's a point against, IMHO. Green already has quite a distance to other players, and there are only two ways for others to attack green: The rough pass at the east of the map, and this narrow land bridge. Both are rather easy to defend. Removing one of them makes green too strong; besides, a narrow choke point on a large-dimensioned map is one of those strategic locations that add flavour to a map.


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MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 295
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Location: Eisenach, Germany
Posted at: 2020-09-27, 10:52

Right from the start, I was bothered by the missing sea connection between the Black Sea and the Mediterranean on the map. That's why I published the map in two versions, so everyone can use their preferred version. Mine is the one with the sea road on the Bosporus.


My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad

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MarkMcWire
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Joined: 2017-02-08, 21:06
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Location: Eisenach, Germany
Posted at: 2020-11-11, 11:50

Nordfriese wrote:

The one with the additional sea pass will make a huge difference in gameplay for the green player. But the 1.2 version without that looks good to me, will you make a pull request to update the Europe map in the repo?

You are free to include it yourself. The map is now (unpacked) in my europe tribe repo.


My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad

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MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 295
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Location: Eisenach, Germany
Posted at: 2020-11-11, 14:40

-> https://github.com/MarkMcWire/widelands_build21_europeans/tree/master/data/maps/Europa%201.2.wmf


My widelands project: https://github.com/widelands/wl_addons_server/tree/master/addons/europeans_tribe.wad

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Nordfriese
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Posted at: 2020-11-11, 16:10

Ok face-smile.png https://github.com/widelands/widelands/pull/4506


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