bionvino.blogg.se

Boat widelands
Boat widelands












  1. #BOAT WIDELANDS HOW TO#
  2. #BOAT WIDELANDS GENERATOR#
  3. #BOAT WIDELANDS CODE#

#BOAT WIDELANDS GENERATOR#

Or maybe the maps generated by Map Generator avoid bugs in the game? I haven’t really played any other maps recently. One thing I’ve noticed while playing GoG.com version of the game is that I don’t really have crashes with it. Have you noticed any interesting bugs? We can’t really get any fixes these anymore, but knowing about these bugs may be nice-to-know information when implementing similar game mechanics in other games (such as Return to the Roots, Widelands and maybe other future projects). FYI: Settlers II.net Map Generator has been written so that these conditions won’t happen! swamp) or indestructible object (pine tree, or a tree that was falling when woodcutter’s hut was destroyed). Fisher and stonemason won’t give a notice that there is no more accessible fish/stone if the site where there still is a resource is blocked by terrain (ie.Soldiers can get stuck facing each other when they’ve been on an attack mission.Sometimes the game allows more soldiers to go into a military building than it has slots for soldiers.You can do this multiple times until you can’t really make any sense of what you see on the screen. You just can’t control it and the screen is dark. If you pause the game and load a game the pause will remain in effect, except that the game will play.if you have only one extra soldier it will keep moving back’n’forth between a military building and your Headquarters until it has visited every military building as many times as there are missing slots. If you don’t have enough soldiers and you set the setting to maximum and then back to minimum the game will keep on moving soldiers back and forth until each building has been visited by the requested number of soldiers. You can control the number of soldiers that you have in all of your military buildings.From hauling your boat or trailer, to working. Of course, some details are not set in stone either, but I guess we should just go ahead and implement expeditions and colonization in a simple manner, and then if it turns out that we need to tweak things based on gameplay experience, we can always do that afterwards.Some random bugs that I’ve noticed while playing. The legendary American truck, for when the job goes beyond the ordinary. There is a list of todos on the Wiki, but I guess further implementation can happen in trunk. However, that's not really a problem with ships: the same things occur when you play on a really large map, it's just that they may be more immediately visible when ships are involved. This causes some rather high latency when building, for example.

#BOAT WIDELANDS CODE#

Note that having the ships around highlights some of the inefficiencies of our economy code - in the sense that the game sometimes fails to make decisions that would be obviously good.

#BOAT WIDELANDS HOW TO#

A very brief guide to how to play around with ships is on the Wiki. The current status of implementation is: transporting wares and workers by ship works just fine, but there are no expeditions yet or anything, and the buildings are disabled by default, and anyway only available to the atlanteans so far. I also updated the blueprint on the Wiki, which is here: SeafaringImplementation I just merged the seafaring branch to trunk, like we discussed at the WiHack. Ships not fullfilling its ressource requirements sink. From time to time there are storms in which all ships need one textile (Spidercloth, Cloth) and one upgraded trunk (Plank, Blackwood, Wood).Ships need food per time, depending on how many people are on board.It will also make the Player think more about how many ships are to build. Otherwise ships could be endles save stores of material as they cannot be attacked (I wouldn't want to have naval battles too). If a shipyard has access to two of them it should prefer building ships where less are available (or the ratio is lower if different limits are definable for different seas).Īnother idea is to have running costs for ships in any form. Shouldn't ships be counted per sea? A map could have more than one disjuncted water area. Whether a shipyard produces a ship or a raw boat should be decided through 1) whether water is near - if not, only raw boats are produced & 2) by target quantity - ships should be counted world wide (not per economy), while rawboats should be counted per economy.














Boat widelands