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Topic: New experimental tribe: Europeans

mxb2001
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Joined: 2019-05-20, 18:49
Posts: 322
OS: Linux
Version: 1.2
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Location: The land of the thirsty spider
Posted at: 2024-12-24, 21:26

Really neat tribe. At first a bit intimidating but if you just dive in and try some common sense things (build basic building on small spaces to start) and then read what they need or can support and you're off to a good start.

One thing in the help seems wrong though. It looks like it says Reed Fields also make fruit. The upgrade building (Vineyard) seems to be needed for that instead.

Also I can confirm the shipyard bug. It simply refuses to build a ship no matter how many resources you have. It is falsely claiming shortages which do not exist.

Merry Christmas/Frohe Weihnacht

Edited: 2024-12-25, 02:53

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MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 351
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Location: Eisenach, Germany
Posted at: Yesterday 14:10

Here are a few updates for my addon:

Due to the last discussion with the Sumatra addon, I have added my own type of rubber tree that does not overwrite the Amazons. This should eliminate conflicts with other addons. The shipyard bug is solved.

In addition, there is now a marketplace for food. I have revised the construction costs for various buildings. Otherwise, I have only optimized the economy here and there, no fundamental changes.

There is also a new special building, a guardhouse, which can be built on mining sites so that mountains can be conquered more easily.

Edited: Yesterday 14:11

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: 322
OS: Linux
Version: 1.2
Ranking
Tribe Member
Location: The land of the thirsty spider
Posted at: Yesterday 20:11

MarkMcWire wrote:

Here are a few updates for my addon:

Due to the last discussion with the Sumatra addon, I have added my own type of rubber tree that does not overwrite the Amazons. This should eliminate conflicts with other addons. The shipyard bug is solved.

In addition, there is now a marketplace for food. I have revised the construction costs for various buildings. Otherwise, I have only optimized the economy here and there, no fundamental changes.

There is also a new special building, a guardhouse, which can be built on mining sites so that mountains can be conquered more easily.

Good stuff & thanks for the quick fix on the shipyards (it was fixed a month ago)

Ooooh I like the sounds of that guardhouse. Very clever, a military building that can be built on a mine spot. It fills my completionist obsession with taking every little bit of land. No gaps anymore, what a relief. (Nothing to do with gameplay, just a mania ; )


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