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Topic: New experimental tribe: Europeans

Nick222

Joined: 2010-05-06, 07:51
Posts: 22
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Pry about Widelands
Posted at: 2024-10-03, 12:16

Where user can read full release note for last addon-version?


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MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 349
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Location: Eisenach, Germany
Posted at: 2024-10-03, 16:26

Sorry, I forgot to create one. I'm experimenting a lot with the economic settings und ware orders. Most of the intermediate versions were just changes to the starting conditions or ware order without major changes to the buildings, workers or economy. So the biggest changes I've made in the last 10 versions or so:

I've (re)added a hunter and a fisher in the "Agricultur" Addon. (At the request of a user "Helmut" via private message.)

I've (re)added a stone mine that mines granite, marble, quartz and diamond. (Previously, only the quarry could produce these wares.)

I've created additional training buildings for soldiers and added them to the "Trading" and "Agricultur" addons. (4 buildings, each of which only trains attack, health, defense or evasion.)

Instead, there are now only 3 markets in "Trading". The markets for armor, boots and weapons have been removed.

I'm currently still working on improving the "Agricultur" addon, and a few errors have crept in. I think I'll be releasing version 1.9.0.1 on Sunday.

Edited: 2024-10-03, 16:30

My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing

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Teayo
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Joined: 2015-03-09, 22:11
Posts: 223
OS: Windows 11 Home 64-bit
Version: 1.2.1~rc1
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Widelands-Forum-Junkie
Location: Deutschland
Posted at: 2024-11-19, 21:30

.


Attachment:
europeans_bug.png

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MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 349
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Location: Eisenach, Germany
Posted at: 2024-11-19, 21:56

The Base Addon has to be the first one. And you should only activate main OR agricultur OR trading. You can't cascade them.


My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing

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MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 349
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Location: Eisenach, Germany
Posted at: 2024-12-15, 19:13

The addons europeans_base.wad, europeans_trading.wad and europeans_agricultur.wad are now obsolete. I have combined them into one addon called europeans_tribe.wad.

There is also a new addon europeans_military_extension.wad, which contains more expansion levels for military sides and additional weapons, armor and shoes as well as additional training levels for soldiers.


My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing

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mxb2001
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Joined: 2019-05-20, 18:49
Posts: 307
OS: Linux
Version: 1.2
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Location: The land of the thirsty spider
Posted at: 2024-12-19, 19:29

Tried it. Alas an error about not loading lumberjack prevents it from running.


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To Boldly Go Where No Man Has Gone Before

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Nick222

Joined: 2010-05-06, 07:51
Posts: 22
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Pry about Widelands
Posted at: 2024-12-20, 17:22

Shipyard do not start to produce ships. After upgrade to Combined ferry-shipyard it become produce only ferries.

Xubuntu 24.10 Widelands 1.3 European tribe addon 2.1.0


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MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 349
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Location: Eisenach, Germany
Posted at: 2024-12-20, 21:48

Shipyards only start working when all raw materials are sufficiently available in the economy. This is to prevent the shipyards from constantly using up materials that are more urgently needed elsewhere, for example for the construction of buildings.


My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing

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MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 349
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Location: Eisenach, Germany
Posted at: 2024-12-20, 21:49

mxb2001 wrote:

Tried it. Alas an error about not loading lumberjack prevents it from running.

I need a screenshot from the error for debugging.


My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing

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Nick222

Joined: 2010-05-06, 07:51
Posts: 22
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Pry about Widelands
Posted at: 2024-12-20, 21:52

MarkMcWire wrote:

Shipyards only start working when all raw materials are sufficiently available in the economy. This is to prevent the shipyards from constantly using up materials that are more urgently needed elsewhere, for example for the construction of buildings.

He starts building a ship only when I start the process of upgrading the Port to Big port. When this upgrade is completed, he stops building the ship. Both before and after this, he says that the economy lacks "beam" and does not build a ship. But there is more than enough of this "beam" in the economy.


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