Topic: Additional abilites for ships
WorldSavior Topic Opener |
Posted at: 2019-04-21, 15:36
At the other hand it's not logical that you can command a ship only if it has gotten wares for a port inside. However, I don't bother that much, because there are other things with much higher priority for development.
This mode would be good, too
Yes Wanted to save the world, then I got widetracked Top Quote |
teppo |
Posted at: 2019-04-29, 07:00
We have ferries in the development. Should they be able to scout, too? IMO, they would be too cheap and too powerful as scouts. If ships ever can do scouting, this question will arise (assuming that ferries are merged to trunk). Top Quote |
GunChleoc |
Posted at: 2019-04-29, 08:48
The way that ferries are implemented now they are simple carriers. Busy indexing nil values Top Quote |
Ennobler |
Posted at: 2019-04-29, 18:56
First of all, thank you everyone who has contributed to this amazing game. I have played it off and on since almost the beginning. When ships were first introduced, I remember directing the ship by arrow keys. I don't know if there were ports. I enjoyed using it to scout the waterways. It would be great to be able to have a ship automatically scout for you. 1) Ships always have a range of travel. I believe the scout unit has a range which seems large but he always comes back for food. Ships could have a fisherman supply food but beer is more difficult. 2) Ships come in different sizes. I am guessing ferries would be built at the shipyard. You could have a large ship, a regular ship, and the ferry. I don't know how the game decides what to build when one building can produce multiple units. 3) If ships are going to be able to attack, will multiple ships attack like soldiers? 3) Ferries are a nice idea. They should have a range too. Is there a limit to the distance a carrier can go? 4) If we are getting into rivers, they usually have currents. Where I live, small vehicle ferries are secured by cables or they would be swept down river. Too much? Maybe. 5) Could a ship carry a scout and wait to pick him up? "And Here, There be Kittens . . ." - First Medieval Mapmaker "And Here, There be Kittens . . ." - First Medieval Mapmaker Top Quote |
Nordfriese |
Posted at: 2019-04-29, 19:37
Hello Ennobler and welcome to the forum
In the current implementation, an expedition ship can sail unlimited distances without consuming any wares. Since it can also be used as a scout, there´s no point having a scouting mode with range limits or food consumption – it would not be used, players would use expeditions as scouts instead.
They are rather more than an idea already I don´t see the point of having several ship types…
Sea attack is a feature that has been discussed many times and is wanted by pretty much everybody, but no definite concept has been decided on yet as far is I know…
Ferry accidents were discussed and quickly rejected because it has too much undesirable randomness. Same for ships IMHO.
What for?
-1, because ferries deliberately are less than just small ships Edited: 2019-04-29, 19:39
Top Quote |
WorldSavior Topic Opener |
Posted at: 2019-09-15, 11:21
(removed because posting in the wrong thread) Edited: 2019-09-15, 12:33
Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2019-09-15, 12:13
I think you accidentally posted to the wrong thread Busy indexing nil values Top Quote |
WorldSavior Topic Opener |
Posted at: 2019-09-15, 12:31
Yes, thanks for noticing Wanted to save the world, then I got widetracked Top Quote |
teppo |
Posted at: 2020-07-28, 10:41
I think that a scout mode would be useful. Especially in maps like "dust in wind", finding the remote islands takes effort. Without visual guides on the map, that would be even worse. I visualise scout mode like this:
It is true that all this can be done manually by controlling a ship. If scout mode exists, the player has the option to do many scoutings in parallel and still concentrate in developing his tribe, instead of babysitting the ships. Top Quote |
GunChleoc |
Posted at: 2020-07-28, 16:44
For implementing an automatic scout mode, we should reuse code from the AI. No need to reinvent the wheel Busy indexing nil values Top Quote |