Topic: Seafaring
Nasenbaer![]() Topic Opener |
Posted at:
2011-01-19, 10:31 UTC+1.0
To bring this a bit forward - I currently worked a bit on the implementation and therefor thought about some stuff:
any comments? ![]() ![]() |
ixprefect |
Posted at:
2011-01-21, 08:15 UTC+1.0
I disagree about loading wares manually. Yes, the system of Settlers 2 often made stupid decisions, but we're not Settlers 2. I believe that this is a problem that can be solved. If it turns out that we are not able to do that, we can still fall back to manual loading at some point in the future, but we shouldn't just give up before we even started. ![]() ![]() |
Nasenbaer![]() Topic Opener |
Posted at:
2011-01-22, 18:37 UTC+1.0
I see your point and you are of course right, that we should try to get it running. However in that case we would at least need a manual filling of soldiers for the "attack" tasks - so a player can select how many soldiers (and which) will be involved in a fight. Further ideas:
Edited:
2011-01-22, 18:38 UTC+1.0
![]() ![]() |
SirVer |
Posted at:
2011-01-28, 21:15 UTC+1.0
I agree that seafaring should be as automatic as possible, that is loading of wares should be automatic. I also think it is okay to man a ship with soldiers manually as that is the way fighting works for buildings too. I am against making seafaring a map option though, I'd rather fix the maps. Adding a seafaring option feels like an afterthought. I can also live with the other extreme: making ports only possible on places explicitly designed to be ports from the map maker. But we had this dicussion before and decided for the solution that every suitable field should be a port. I feel that it is then the only proper thing to also enable this for all maps. ![]() ![]() |
Venatrix![]() |
Posted at:
2011-01-28, 22:31 UTC+1.0
I never edited a map before. But as a player, I'd say, it's okay, if there are maps that allow seafaring and some others don't. So the player has to decide whether he wants to play with or without it (of course it has to be clear, of what kind a map is, before he chooses). It could be part of a difficulty level, depending on if its easier for the player to play with ships or just on land. Imho that possibility to enable a "seafaring map option" sounded good and not really like an "afterthought". Another question: How you would like to "fix the maps"? Would you want to edit them all, changing the coast that there's no possibility to build a port anymore? Two is the oddest prime. ![]() ![]() |
Nasenbaer![]() Topic Opener |
Posted at:
2011-01-28, 22:47 UTC+1.0
Well I can understand SirVer's point of view - it would be one more option...
However it is no gamer option, but an extra option for map creators (like the "closable" option for players in scenario games, with difference, that I would like to add it to the map's options menu (where the map creator can set the name the description and the author)).
The big advantage of such an option is: If one creates a map, (s)he knows what kind of map it will be: either a "normal" one (in that case the creator surely does not want to take care about every coast and does not want to spend time for removing every port space) or a "seafaring" map (in that case the creator definitely will take care about port spaces). However that is of course up to discussion ![]() ![]() |
Marcelo_do_Pagode![]() |
Posted at:
2011-07-28, 22:46 UTC+2.0
Sorry for the late comment on this topic. I have read all comments so far, and have a few suggestions: From the military expedition 1)What if the island is completely occupied but the owner has been clever enought to destroy all of his military buildings close to shore? How can an opponent claim any land? I suggest that harbouring places can always be claimed by military expeditions if that site is not currently an enemy harbour - but only by military expeditions, not colonizng or scouting ones. By the same principle, all harbours should be militarized sites, which can therefore be atacked and conquered but can also defend themselves from military expeditions. That way, a military expedition will not crush your harbour everytime. So every harbour you construct will be automatically guarded as long as you have soldiers in there or you could implement the same soldier allocation as military buildings, with a fair enough maximum -- that should be compatible with the number of soldiers in a military expedition). Finally, by the same reasoning, the military expedition should make his landing site a military base - culd be a full harbour or only a military base that can be upgraded into a harbour by a colonizing expedition. I vote for option n.2 to keep the importance of the colonizing expedition. Summing up my opinions regarding seafaring: -4 types is all we need: scouting (as proposed: a small group to build a temporary settlement which must be upgraded by a colozining expedition in order to be able to stock a larger ammount of goods); military; colonizing; and pure transport. Regarding rowboats: the idea of needng tho upgrade the flags intended to transport workers as well as goods seems perfect. This way you mainting the obstacle idea and still allows for worker transport. Hope it helps. PS: you're doing a great job with this game, congrats!!! PS2: lots of editing to correct typos
Edited:
2011-07-28, 22:53 UTC+2.0
Marcelo do Pagode ![]() ![]() |
Nasenbaer![]() Topic Opener |
Posted at:
2011-07-29, 07:06 UTC+2.0
the current blueprint is similiar (but obviously not understandable written, else you would not have written this
Most important regarding your post is: harbors will be warehouses + militarysites and will be controlable like militarysites regarding the stationed soldiers (increase/decrease number of stationed soldiers and kick out soldiers that you do not want to be stationed) Second an expedition can always try to build a harbor (or perhaps even conquer a harbor) on a harbor build space there are mainly three(four) possibilities:
A pure military act is not planned because of the second point above. This means you will not be able to attack a militarysite on the shore, as long as it is not standing on or very close to a harbor build space. Cheers Peter
Edited:
2011-07-29, 07:08 UTC+2.0
![]() ![]() |
Marcelo_do_Pagode![]() |
Posted at:
2011-07-29, 13:49 UTC+2.0
The blueprint seems perfect, congrats!!! Thanks for the explanation, Nasenbaer! Marcelo do Pagode ![]() ![]() |
Astuur![]() |
Posted at:
2011-08-03, 12:25 UTC+2.0
Regarding the question whether all maps should in principle be fixed to become "seafaring suitable" or to make this a mapmakers option to be set per map, I'd go for the latter. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. ![]() ![]() |