![]() ![]() As far as I know, there is no map with such a feature I made one back in the times before I went online, but it crashed after a while, maybe because of that. Anyway, it just need to check for a water corner instead of a water field, and it avoids the river problem.Īs for the multi-water part, I'm not sure I understand what you mean, but if I understand correctly, I have a question: how does the program deal with a situation when there are two lakes, with ports on both, and the lakes are not connected by water? Certainly in that case you need more than one shipyard, because you need ships on both lakes. ships always navigate in corners completely surrounded by water, so if one is not available, the ship ccannot be made. (by tibor: it's not a matter of straight coast, it's a matter of it being a coast and not a river. I noticed that the AI only made one shipyard if it was instead instructed to make more if a port has a long-standing request for ships, and if there is enough wood and stuff in stock, then the Ai would eventually make a shipyard in a better place (to make this more likely, it could be convenient to add that the shipyard should possibly be far away from already existing shipyards, and close to the ports that are not served by ships).īy the way, enabling the AI to make more than one shipyard is also needed in case the seafaring happens on several, unconnected bodies of water. That would require study of the connectivity on water, which I assume will be complex to code. It still won't help in case the AI builds the shypyard on a small lake. That would at leaast fix the problem with rivers, and should be really quick to do. that's the prerequisite for a shypyard working, so if nothing else it should be easy enough to instruct the AI to look not for a field of water, but for a corner surrounded only by water. To implement the possibility to upgrade strongly frequented sea routes (like strongly frequented roads by bulls/donkeys/unicorns), it should be possible to build bigger boats that can transport two wares at once in the big boat (equal to a carrier with an bull/donkey/unicorn on one part of a road).The important factor, what a shypyard needs, is a corner bordered by 6 fields of water. 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. If I remember right, in the old settlers I or II game, there was the possibility to build "roads" over short distances of water.
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