That would not look nice and is not realistic, too. Without these characteristics of sea routes some players would outsource big parts of their trasportation system on the water and I think that is something we don't want. Furthermore length of sea routes should be limited to 6,8,10 parts or something else. That makes sea routes less efficient than roads, the efficiency gets worse the longer the sea routes are. Sea routes must have a flag at every shore and it is impossible to set flags on the water or make crossings or sideways on the water. The carrier goes with the boat to the sea route where he is deployed like all the other workers do with their tools. ![]() Needed wares for a boat possibly other people in this forum could propose better than me, maybe one plank and one steel, or two planks.įor manning a sea route is needed: a row boat in the headquarter/warehouse an a carrier. The ability to build row boats could be given to the toolsmithy and the shipyard. To make this feature better than in the settlers game and more widelands-conform I would propose following principles for row boat transport: It also will make many maps more interesting to populise, because for example small islands not far away from the coast could be settled even the is not a port space. And I also think boat transport would be pretty nice to watch and it would be a realistic feature. I miss that feature in the widelands game. I think it was not necessary to manufacture the rowboats. ![]() A carrier in a small row boat was able to transport one ware like a carrier on a road. The sea routes were manned by carriers in a small row boat. The distance of the sea routes was limited, maybe to 8 parts or something like that. It was necessary to set a flag on every border and it was not possible to set a flag on the water and so it was not possible to build side-roads on the water. Releases are also announced to ( ).If I remember right, in the old settlers I or II game, there was the possibility to build "roads" over short distances of water. We especially welcome every helping hand: help us find bugs, translate the game, add new scenarios or features! If you want to get even more involved in the further development of Widelands, you can meet us on the forum at or subscribe to on. You may also want to check the forums and our IRC channel, #widelands on LiberaChat, to arrange multiplayer games with other players. If you like what you see, please visit our homepage. Both binary and source packages are available under the links below and from our Download page. For Linux users, we provide a Flatpak package and a Ubuntu PPA and try to make compiling as easy as possible, and most distributions will pick up Widelands 1.0 into their repositories very quickly. Widelands is distributed for Windows (64-bit and 32-bit) and Mac OS X >= 10.7 (Intel, 64-bit) and in source code. Widelands 1.0 is translated completely into German, Hungarian and Low German, and the translations for 12 other languages are more than ⅔ complete. Long-term stable Lua API for game content designers.Enhanced keyboard and mousewheel support in the UI.Targeting individual map objects for removal. ![]() Dynamic tribe loading to speed up game loading.Since the release of Build 21, we implemented several hundreds of new features and bugfixes for example, to name just a few of the highlights: Please visit our homepage at to learn more. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. The Widelands Development Team is proud to announce the immediate availability of the stable release Widelands 1.0, the first-ever stable release after the end of the beta Builds series.
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