Topic: [experimental tribe] Hebrews
carli2
Topic Opener |
Posted at:
2023-08-28, 22:33 UTC+2.0
Based off a late-night idea I started creating a new experimental tribe: Hebrews. Here are the features:
Edited:
2023-08-28, 22:34 UTC+2.0
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tothxa
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Posted at:
2023-08-29, 13:23 UTC+2.0
I was able to make the scripts work in blender 2.79, but you can do most things without them. I also made standalone versions of the ones that would be hard manually: player colours and rotation (also for scripted rendering of all rotations) Later blender dropped the rendering engine that Widelands models used, so all lighting and shadow settings are wrong, and you have to convert textures, but at least they have a script for that.
Have you considered making it an add-on for easier development and testing? Even if you need code changes, master already has some that were specifically made to allow the Europeans tribe of @MarkMcWire to be an add-on instead of a fork, so it should be possible to get them in master.
Edited:
2023-08-29, 13:25 UTC+2.0
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carli2
Topic Opener |
Posted at:
2023-08-29, 16:31 UTC+2.0
Hi tothxa,
I will do that as soon as it reached a playable state (with ships and training)
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hessenfarmer
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Posted at:
2023-08-29, 17:02 UTC+2.0
as promised on the phone
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tothxa
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Posted at:
2023-08-29, 17:58 UTC+2.0
Yes, on launchpad:
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carli2
Topic Opener |
Posted at:
2026-02-13, 01:32 UTC+1.0
First screenshot of the hebrews tribe!
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carli2
Topic Opener |
Posted at:
2026-02-13, 01:33 UTC+1.0
First screenshot of the hebrews tribe!
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carli2
Topic Opener |
Posted at:
2026-02-13, 16:46 UTC+1.0
I finished the base implementation of the tribe You can checkout the fork under: https://github.com/carli2/widelands/tree/hebrews Balancing questions:
Question: Is it valid to publish such an imbalanced tribe? (weak in the beginning, strong in the late game)? Or should I rebalance according to some rules? Some remarks:
So effectively you need a lot of space: You must occupy both land and mountains to fully unravel your potential.
Edited:
2026-02-13, 16:49 UTC+1.0
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Nordfriese |
Posted at:
2026-02-13, 20:20 UTC+1.0
For an add-on, not being balanced is perfectly fine. Balancing a tribe against the other tribes is a lot of work, even more so the more tribes there already are, and it's more of an ongoing refinement process rather than a one-time effort.
That does not imply imbalance actually, every tribe has some game stages where they are stronger and others where they are weaker. Atlanteans, Frisians, and Amazons are all advantaged in the later game; Barbarians are strongest in the early game and the Empire is a middle game tribe. Balancing is more about how much comparative strength two tribes can gain from optimally utilising the same quantity of available resources.
Either this, or you can replace the existing ponds and grapes with your add-on units. That's up to you as the add-on designer
Edited:
2026-02-13, 20:20 UTC+1.0
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carli2
Topic Opener |
Posted at:
2026-02-14, 01:49 UTC+1.0
what does "addon" exactly mean? Does widelands have plugins? I'd like to get the tribe production-ripe to join the main branch. I know it's a lot of work but I think it's worth it. I think the theme romans vs hebrews fits well into the gameplay.
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