Topic: 4th empire scenario feedback
freem Topic Opener |
Posted at: 2024-06-25, 02:58
Hello. Long time I connected on this forum, and long time I didn't played widelands, but I was bored and thought I could give it a new shot few years after. The 4th empire scenario have mechanics that I find very unpleasing and even physically painful: the map starts spammed with roads and flags, and you need to remove them all, or close. There is no way to understand exactly when the trigger to validate the conditions will activate: perhaps few flags are hiding behind a bigger structure? You can't tell. Another thing is that the game requires you to deconstruct wood cutters, while not saying so. Instead, it says to remove all small buildings which are inefficient... but woodcutters will have a non 0% efficiency (and even 100%) after few minutes, just the time tree people do their job. So as it happens, I tried this scenario 3 times, the 1st, I did everything except get 10 recruits. Most of the game spent on x10 because of the horribly slow way resources grow back. When I met the barbarians, right near the yellow temple, they just nuked me with trained soldiers... At this point, my roads were efficient, but I still had to finish the mission I was assuming to be buggy. So I retried, and removed all roads. This actually solved that case, and also proved me I was right, this condition is buggy. Plus, the UX to remove a flag is not good, you can only do that one by one, and it requires each time 2 clicks with a tiny mouse move, very repetitive, and yes, that is harmful. I went south, since in prev game barbarians were not there... but this time they were. In those 2 games, the armour smith never built a single damn helmet. Tried a 3rd time, nuked the roads again, and... actually got tired of this, That I can actually loose a scenario is a good thing, really. I've been waiting for that kind of possibility for years But I would like it to get removed the bad gameplay elements:
Also, it would be nice if problems, and according missions, would be just spammed at first, instead of requiring hours at x5 to x10 speed to be allowed to do anything. Really, after 3rd scenario, you can drop the tutorial stuff and give the player a bit less hand-holding. Maybe they'll loose, but this is fine. Tutorial's over, is not it? Other things which would be nice:
Sorry if the words are a bit harsh, this is not out of spite (just a bit of pain in the arm): if I still play widelands from time to time after all those years, love is clearly involved. BTW: I really like what was done with the notification system! It is so, so much better than the old stuff, and a neat improvement over the original Bluebyte games. Top Quote |
kaputtnik |
Posted at: 2024-06-25, 18:34
I agree that this objective is a bit nervy, but hey, that's part of the story.
10x speed? You seem to be a bit impatient?
Then you did something wrong, imho.
Again, impatient? The UI to remove flags is fine, in my opinion. Especially with the modifier key CTRL you can remove all roads/flags until the next crossing. So you don't have to do it one by one.
Feel free to join the french localization team on transifex to fix wrong translations.
Critics are always welcome! Top Quote |
tothxa |
Posted at: 2024-06-26, 01:01
Actually, after a while, this objective gets a clarification that you can have at most 3 flags with only 1 road and 1 flag with more than 4 roads. It doesn't say explicitly, but the roads of buildings also count, so not having dead ends is trivial, but you may have to temporarily remove some roads from busy crossings to satisfy the other one. You can also hide buildings in the show/hide menu (or the "U" shortcut) to make roads behind them visible.
Indeed, that's a bug. It should be clearly stated before the goal of 3 lumberjacks and 2 quarries that the old lumberjacks are to be destroyed as inefficient.
Yes, it's misleading. The "fake" lumberjacks (like the "fake" foresters) have a long delay in their programs that makes them less efficient, but you can't tell that from their status lines.
Well, cleaning up the roads is much lower priority than anything else, so you should concentrate on starting production, and do the road cleanups while you wait for resources. The rest of the scenario can progress regardless of the roads.
Well, that's what the Frisian campaign is there for...
I think it fits the story. And yes, tutorial's over, so you get much less help on how to actually do most things.
That's a pretty fundamental part of the story, so I don't think it will ever happen. But I believe you can actually win the scenario even if you don't clear that objective, and @kaputtnik told you about how you can do it faster.
This is not a tutorial any more.
You should do more things in parallel instead of always just waiting for one of them. If you let the game time progress hours before you can actually train soldiers, then that explains how the Barbarians can level up so much.
What parts do you consider hand-holding? Top Quote |
tothxa |
Posted at: 2024-06-26, 01:25
Created a bug report for the lumberjacks: https://codeberg.org/wl/widelands/issues/4832 Top Quote |
mxb2001 |
Posted at: 2024-06-26, 17:56
This was a memorable scenario. Frustrating at times but probably one of the best I've played on WL. The road removal is kinda finicky but the more OCD you are the better I guess. For sure the control click removal helps although you gotta watch out. Of course rebuilding roads is free so... -- |
hessenfarmer |
Posted at: 2024-07-11, 23:13
Ok I was on holiday for a while and really enjoyed being afk for a while. I agree that the road objective is a bit enerving, however it was introduced to support the story. And that brings me to the point of the problem with the lumberjacks. All scenarios designed by me, try to deliver a story and create a atmosphere for this story. ( I beleive this to be the same for @Nordfriese as well). This means the texts and speaches of the characters are important, to deliver the story and the atmosphere. Therefore we placed some specific hints in the story texts. So on the one hand @freem does not want to be guided to much and proved to be impatient enough to not read the texts carefully and one the other hand he said he was to lazy to remove the lumberjacks in the first 6.5 minutes. this sounds a bit unbelievable. However we might add that we need 3 new lumberjacks due to the inefficiency of the old ones. Top Quote |