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Topic: New experimental tribe: Europeans

mxb2001
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Joined: 2019-05-20, 18:49
Posts: 325
OS: Linux
Version: 1.2
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Tribe Member
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: 354
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Location: Eisenach, Germany
Posted at: 2025-01-26, 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: 2025-01-26, 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: 325
OS: Linux
Version: 1.2
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Tribe Member
Location: The land of the thirsty spider
Posted at: 2025-01-26, 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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To Boldly Go Where No Man Has Gone Before

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Nick222

Joined: 2010-05-06, 07:51
Posts: 24
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Pry about Widelands
Posted at: Yesterday 20:51

Could You change the settings for building construction to break the vicious circle? Currently, buildings that produce reed require reed to be built. This sometimes makes it completely impossible to continue playing. Thank you face-smile.png

Edited: Yesterday 20:51

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MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 354
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Location: Eisenach, Germany
Posted at: Today 05:28

It should stay that way. All basic buildings should require all three types of building materials (stone, log, reed): stone for the base, wood for the walls and thatch for the roof. The reedyard should be built right at the beginning so that you always have enough of it.

What I have now changed is that I have outsourced the starting conditions for the AI ​​as a separate add-on. This way, they are not accidentally used by human players. This is because they use Lua code to automate the unlocking of buildings and a few upgrades that the game engine's AI does not do on its own. Also, "Discovery" is working again now, I removed some bugs.

The rest of the changes only affect the micromanagement of the economy. All special workers are now recruited from the basic workers. And the military expansion add-on no longer contains many small markets but only one large market. This is because the coins are not needed for training soldiers but only as collectible goods for the "collector" win condition or to buy raw materials in the large store. In the basic-addon, I removed the large market and replaced it with many smaller markets. The coins are needed there to recruit and train soldiers.

In the next few days I will publish an update that completes these changes. I did a bit of experimenting yesterday.


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

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