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Topic: Donkeys?

kolober
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Joined: 2009-03-10, 03:57
Posts: 12
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Pry about Widelands
Location: Roseville, California, US
Posted at: 2009-03-30, 05:44

In Settlers II, one could produce donkeys on a donkey farm. When a road became well established (perhaps after a length of time or a certain # of wares had passed), a donkey would be assigned to it. The donkey helped the carrier transport wares on that section of road. This was extremely useful in high traffic areas. I find that even with very careful road planning, it is too easy for wares to get backed up in Widelands.


I hied to Kolob and all I got was this lousy planet.

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Astuur
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Joined: 2009-02-28, 10:08
Posts: 733
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One Elder of Players
Location: Frankfurt / Germany
Posted at: 2009-03-30, 09:21

Yep -- me too:)

I've been thinking about donkeys a lot. WL can be traffic-jammed very easily.

I think the current policy of even distribution of wares all over the econony (vs. "dealing locally") plays a big part in this. Maybe the topic of donkeys should be postponed until this has been fixed.

Another point that plays a role here is the effect of "on demand" production. Theoretically it should help keep the road free, but experience shows that, having an inconstant flow of wares makes it harder to develop a good road system. It is always those situations when suddenly some sleeping production kicks in, that shows you the flaws in your road system.


Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills.
I am on Win32, have no means to compile, and rely on prefabricated distributions (Thanks to Tino).

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Magor
Joined: 2009-03-30, 07:38
Posts: 36
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Pry about Widelands
Location: Königswinter, Germany
Posted at: 2009-03-30, 10:45

kolober wrote:

In Settlers II, one could produce donkeys on a donkey farm.

Yep. I second that motion! I want donkeys, too!


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SirVer
Joined: 2009-02-19, 15:18
Posts: 1439
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Location: Germany - Munich
Posted at: 2009-04-08, 09:39

I want donkeys too. And slave carriers for the empire. And research! I always wanted to buy more carrier speed through scientific research.... Less talk, more action, people ;).


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MegaMatze
Joined: 2009-06-20, 16:06
Posts: 33
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Pry about Widelands
Location: Germany
Posted at: 2009-06-20, 17:28

Donkeys is exactly like in settlers.

What about wheelbarrows? Or slaves is a nice idea. But where to get them? Workers from beaten enemies?


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WLfan
Joined: 2009-04-27, 20:05
Posts: 4
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Just found this site
Posted at: 2009-06-21, 12:22

MegaMatze wrote: Donkeys is exactly like in settlers. What about wheelbarrows? Or slaves is a nice idea. But where to get them? Workers from beaten enemies?

That's a great idea.

Barbarians: donkeys

Atalteans: wheelbarrows

Imperials: horse and carriage

perhaps the speed of carriers could be a little turned up. Even a group of woodcutters is causing traffic jams in my games.

Edited: 2009-06-21, 12:23

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Nasenbaer
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Joined: 2009-02-21, 18:17
Posts: 829
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Location: Germany
Posted at: 2009-06-21, 15:27

I thought more about

Barbarians: oxen

Imperials: donkey

atlantenas: wheelbarrows

but well there are many possibilities - first we need the sourcecode to handle this.


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MegaMatze
Joined: 2009-06-20, 16:06
Posts: 33
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Pry about Widelands
Location: Germany
Posted at: 2009-06-23, 18:38

That's a nice split-up.


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Spiceskull
Joined: 2009-02-24, 15:13
Posts: 49
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Pry about Widelands
Posted at: 2009-12-02, 20:17

Yup - donkeys for me too. And boats - was any progress and more thought ever given to boats?

I know it was discussed a couple of years ago, when I was mad on WL12 ... I was a little disappointed that boats hadn't made it to WL14.

Perhaps WL15 ...


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QCS
Joined: 2009-12-29, 22:47
Posts: 256
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Posted at: 2009-12-29, 22:54

I'd like to see the donkey solution (whatever you call it for the different tribes) soon, it would make creating main traffic roads much easier. Maybe it's possible to enhance the old Settlers2 mode of one upgrade of roads to several upgrades... let's say, you can enhance the carts to transport several goods at one way... leading up to paved "Imperial Routes", which will also need Stones or Marble again to build?

Crossing water ways is also something I'd really appreciate, maybe also with upgradeable boats/ferries that can carry several loads of goods together.


CMake is evil.

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