Topic: "Northmen" Tribe Page
kaputtnik |
Posted at: 2017-06-23, 20:37
What does "Silver fur clothes" mean? If this is made with silver there is a need for Silver mines. Or should this be come from the Mud Mine? Top Quote |
king_of_nowhere |
Posted at: 2017-06-24, 00:03
looks reasonable: enough to be distinctive, not too many to be overly confusing. so, do I get the impression that there is a consensus "is stronger on harsh terrain" and "better in late game" are the distintive traits we want to give this tribe, or there are disagreements? because we should plan with those goals in mind. having many exotic wares required for training soldiers and having many buildings requiring large working radius, but small building plots, would be good for characterizing the tribe in that direction. Top Quote |
teppo |
Posted at: 2017-06-25, 10:40
Some things I would like to see around:
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king_of_nowhere |
Posted at: 2017-06-25, 12:03
this is already the case with barbarians, simply because training requires bread, which is very expensive for them, while metal is mined with rations, made with just meat, which is very inexpensive. Also empire, as long as it has basic mines and plenty of fish, has more shortage of food rather than metal.
this is already the case when both players are strong, because some defensive promotions do not change how many hits it will take to kill the soldiers. You may see in the replay of the last tournament in the last game that worldsavior completely skipped the defence promotions on atlanteans, and I skipped the last healt promotion on empire. Top Quote |
Nordfriese Topic Opener |
Posted at: 2017-06-25, 12:12
Silver fur clothes are made with iron. They are only called "Silver" because it sounds better than "iron clothes", and because iron has a silvery shine. I already started scripting the things that nobody seems to disagree with, especially basic stuff like woodcutters and quarries. There are lots of small buildings, a number of medium ones and very few big buildings. I decided against mushrooms growing under trees, so we have just berries, which are planted by a berry farmer. I added the tag "flowering" to all medium-sized berry bushes and fields, and bees only produce honey when there are flowering immovables nearby. The tribe has a difficult start, because the production chain for bricks is very complex and it is very easy to get deadlocked early. Removing rations from the mud mine would simplify things a lot.
Good idea, I always wondered where the discarded weapons go Since the mines are so inefficient, I agree we could recycle swords, helmets and fur clothes. This shouldn´t be entirely for free, but we could have a low-cost recycling centre that turns the ware "discarded weapons" into iron.
Are you sure? If my training site used up tons of expensive food for nearly nothing, I simply wouldn´t use it. It would only be annoying because I´d always have to keep an eye on all training sites to prevent such undesired training to take place. Training a soldier should always be worth the costs. Top Quote |
GunChleoc |
Posted at: 2017-06-25, 13:57
How about "Studded fur clothing" for the iron-enhanced clothes? Busy indexing nil values Top Quote |
WorldSavior |
Posted at: 2017-06-25, 14:55
Okay.
Not necessarily
Okay. Yes. Maybe not "barrier", because it's not a barrier, but a building
At least I can say that "better in late game" would make a lot of sense.
Yes, planning early makes sense
I would like to see a tribe which can recycle too
Well, you also have to take smithies, taverns, smelting works and mines in mind. So probably bread is cheaper than weapons
Probably the community needs more time
Personally, I don't like deadlocks
But it's a mine... Why shouldn't it consume rations?
Me too. I think it's just a mistake in the game conception - even though you could argue that the soldiers train with their current equipment until it breaks.... (Doesn't make much sense for armor)
+1 Wanted to save the world, then I got widetracked Top Quote |
Nordfriese Topic Opener |
Posted at: 2017-06-25, 15:34
Scripting was easier and faster than I expected, so the tribe is already playable now. These are the buildings I currently have (not sorted in any order, sorry ):
And I have these workers: baker blacksmith carrier farmer geologist miner_master scout soldier woodcutter baker_master brewer charcoal_burner fisher hunter reed_farmer seamstress stonemason beekeeper brewer_master clay_burner forester landlady reindeer shipwright tanner berry_farmer builder digger fruit_collector miner reindeer_breeder smelter trainer And the new wares: barley bread_frisians brick clay fruit fur fur_clothes_silver fur_clothes_golden fur_clothes helmet_golden honey mud needles scrap_metal sword_basic sword_long sword_curved sword_double The trainingsites produce scrap metal, which is turned into iron at the recycling centre as: 3 scrap + 1 coal = 2 iron I removed rations from the mud mine because deadlocks get very hard to avoid otherwise. You´d need a tavern, a smokery or bakery, a brewery, a farm… It´s just too much. Perhaps we could deliver fruit or smoked meat/fish there directly. The medium military building is now called Outpost. The small buildings are Wooden Tower and Sentinel. I renamed the sweetbread to Honey Bread and the silver fur clothes to Studded Fur Clothing, but this affects only the descnames (not the internal ware and file names). Barley grows half as fast as wheat, which is why I think the farm really needs its large working radius. I did not play a complete test game yet, but I will do so soon. I did not add any AI-hints, so AI cannot play as this tribe yet. Top Quote |
GunChleoc |
Posted at: 2017-06-25, 15:36
The recycling idea has been discussed before: https://bugs.launchpad.net/widelands/+bug/1493221 I'm certainly not against it unless it makes gameplay too complicated. Gameplay always trumps realism. Busy indexing nil values Top Quote |
JanO |
Posted at: 2017-06-25, 22:05
I have two ideas on the recycling-issue:
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