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### Related links ¶

* Forum discussion: <http://wl.widelands.org/forum/topic/###/> ¶
* Launchpad blueprint: <https://blueprints.launchpad.net/widelands/+spec/ships> ¶

## General Idea ¶

This blueprint is meant to provide a step by step implementation guideline for: ¶

1) Shipyard buildings ¶

*
ProductKionsd of the shipyard building ->+ inproducti + wonrker typrogramse
*
1b)
Workers of the shipyard building -> production programs ¶

2) Ships ¶

* What type of map object is this? ¶
* What should it be able to do? ¶

3) Habours ¶

* What building type (child of warehouse ? ) ¶

4) Expedition and building of new settlements ¶

* How to handle? ¶

5) Things yet to be discussed: ¶

* do we want to have small rowboats as "water streets" like in settlers 2 ¶


### Shipyard buildings ¶

The shipyard should be a medium sized production site building. It should get occupied by a **shipwright**. It should have resource slots for wood/planks and cloth. ¶

The work program of the building should send the shipwright out to build a ship. ¶

(for point 5): should it produce of rawboats? And if yes, with a switch button to either build rawboats or ships? ) ¶

### Worker shipwright