Topic: carts for transport

Ron_of_Nord
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Joined: 2024-04-20, 23:43
Posts: 108
OS: Windows
Version: 1.3
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Location: Land_down_under
Posted at: Yesterday 07:30

After reading all the posts here, I agree that road/ware management is important and is a skill that has to be learned. I know this from my own journey with widelands. The idea of carts was just that , an idea. I wasnt 100% sure how the ware delivery system worked, although I had a rough idea.Carts would add a lot of code and I agree that an invalid path for the cart would cost a lot of cpu cycles to recalculate the correct path for each of the goods, especially those that have a prefered storage location, let alone helmsmiths, weapon and tool makers, all of which would have to be recalculated per item per cart if the path was changed. Oh well, it was a crazy idea after all


The aussies are coming, ya ho! ya ho!

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MarkMcWire
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Joined: 2017-02-08, 21:06
Posts: 357
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Location: Eisenach, Germany
Posted at: Yesterday 12:36

The Europeans are basically a mishmash of barbarians, empire and a bit of Atlanteans. Just as in reality the European peoples emerged from the remnants of the Roman Empire and the Germanic and Celtic tribes.

As I couldn't decide on a specific carrier animal, I simply took all three (ox, horse and donkey). As the current "busy road" only supports everything or nothing, you always have at least four carriers on the way.

As I had made the human carrier upgradeable in the original version, there were three versions of it from basic (only used their hands) to normal (needs basket) to advanced (needs bucket), you get a total of six. However, as I removed all tools from the tribe in order to reduce the total number of ware types to a more playable level, the two upgrade carriers have become obsolete.

The positive side effect is that I no longer have a transport bottleneck in my economy.

Edited: Yesterday 12:38

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

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