Wideland's Bunnybot
Wideland's Bunnybot
(by ypopezios) For Widelands' style, I would prefer avoiding any type of direct currency exchange. Each player could instead increment/decrement a value for each type of ware like this: -...
(by gunchleoc) We have a prototype market building that's not fully implemented yet. It sends carrier2 to another market building, so I expect the setting will be which wares you...
(by ypopezios) It's not enough to set those wares, we also need to set their relative values.
(by gunchleoc) The problem is that we don't have any UI for immovables that aren't buildings.
(by franku) a: Yes this is disturbing. The only information is percentage of build. It is not clear which wares are needed for the current build ship or which wares...
(by 7010622-q-deactivatedaccount) Perhaps a different approach would solve the situation? I don't quite see why the Shipyard requires such a huge storage of resources. From game logic (de-automatising = improving...
(by franku) What if i want more than just one ship and clicking twice on the "order-switch"? An "order-button" is a good idea though. Maybe there could be an additional...
(by gunchleoc) At the moment, we can't assign the resources in a production site to a specific production program at all. They just get run one after the other and...
(by franku) > I think tying the information to the shipyard rather than to the ship construction site sounds attractive. I don't think so. From a players perspective the ship...
(by gunchleoc) We could have some form of "needed resources" display at the ship construction site then, that decreases while the ship is being built? Or a "Go to Shipyard"...