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KonradAr am 18.04.2019 03:25 #15214


Some Suggestions

I'm a fan of the Next Generation Vikings Add-On game mechanics.

I'm used to the Next Generation game mechanics.  It would be nice if all the options were available in RTTR as well.
I like to mention what are the available properties and possibilities in the game:

- Middle Mouse Button is for moving around the area.
- Right Click is for canceling. (cancellation of road building, closing opened windows without clicking on "X")
- Every military building has and option for completely emptying of soldiers, and disable coin-supply (by default)
  (this is helpful for controlling the promotions of soldiers)
- it is possible to abort emptying military buildings. All soldiers who stayed in the building, will remain in the building, and new
soldiers will be on their way.
  (so if the button "weak soldiers first" is pressed in the military-options, generals will leave first a military building - so it
also make it easier to control the process of making generals)
- it is possible to build a well everywhere. The geologists are stinging in the resources ground only.
- a construction site is visible. It makes it more readable where a farm would have place for sowing.
- every tool has a checkbox in the tool-options, which tool should be made only.
- a produced coin visits a storehouse or the HQ first, before it is intended for promoting soldiers.
- you get up to 50% building materials and all the goods from the building back, when you're destroying one (Viking Add-On).
  (.. if there is space at the flag left. The returned materials depend on the goods-priority)
- if there is no road to a building, and a worker or a soldier leaves the building, they are heading toward the nearest flag, which has
connection to a storehouse (at a certain limited area)
- it is possible to clear a building from soldiers even there is no road.

In the original Settlers 2, you have to play with erasing roads to military buildings, that new soldiers would not enter them, when
manipulating the sliders (.. for the density of soldiers by the distance from enemy-borders)

I also created several maps for the Next Generation. It is still possible to play multiplayer.
https://www.siedler-maps.de/s2maps/user-20616.htm
It's a pity that map conversion is possible only from S2 to S2NG.


Spike am 19.04.2019 14:06 #15216

Im Ruhestand
Hi KonradAr,

first of all: which version did you use and have you tested addons / some suggestions as they have already been added.

Zitat:
- Middle Mouse Button is for moving around the area.

Would be part of custom shortcuts - which should also include this. Custom keymapping has been suggested here:
https://github.com/Return-To-The-Roots/s25client/issues/887 you may create an issue to keep track of such idea

Zitat:
- Right Click is for canceling. (cancellation of road building, closing opened windows without clicking on "X")

You can already close windows by right clicking into them. I don't think that it should always close the current active window as this
would often result closing the wrong window. The first point would need custom key mapping and a "cancel current action" shortcut
(which you coud then map)

Zitat:
Every military building has and option for completely emptying of soldiers

You may create an issue for that wish so it could be added as addon

Zitat:
disable coin-supply (by default)

There already is an addon for that.

Zitat:
- it is possible to abort emptying military buildings. All soldiers who stayed in the building, will remain in the building, and
new soldiers will be on their way.
(so if the button "weak soldiers first" is pressed in the military-options, generals will leave first a military building - so it
also make it easier to control the process of making generals)

Try the "military control" addon.

Zitat:
- it is possible to build a well everywhere. The geologists are stinging in the resources ground only.

It already is possible to build a well (nearly) everywhere. You can also edit the file which sets the humidity of any texture I guess.

Zitat:
- a construction site is visible. It makes it more readable where a farm would have place for sowing.

I don't get that one

Zitat:
- every tool has a checkbox in the tool-options, which tool should be made only.

Just set it to 100% or use tool ordering addon

Zitat:
- a produced coin visits a storehouse or the HQ first, before it is intended for promoting soldiers.

I forgot if it was correct (original wise) to first visit any store house or not.

Zitat:
- you get up to 50% building materials and all the goods from the building back, when you're destroying one (Viking Add-On).
  (.. if there is space at the flag left. The returned materials depend on the goods-priority)

Check the "Refund materials for destroyed buildings" addon

Zitat:
- if there is no road to a building, and a worker or a soldier leaves the building, they are heading toward the nearest flag,
which has connection to a storehouse (at a certain limited area)

It already works that way

Zitat:
- it is possible to clear a building from soldiers even there is no road.

Add an addon wish to the bug tracker for that.

Hope that helps - most ideas already have an addon. Please use the latest nightly build and not the latest stable as some have been
added later.

Regards Spike

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Flamefire am 19.04.2019 18:22 #15217


> Just set it to 100% or use tool ordering addon

You mean: Set it to 0%, use the "no tools produced" option on the "tool behaviour on 0%" addon and the tool ordering addon :)

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Github: https://github.com/Flamefire


Spike am 19.04.2019 19:16 #15219

Im Ruhestand
Oh, right. Forgot to mention he needs to set any other tool to 0% :x

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