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Berciq am 28.04.2020 23:24 #15452


1# Helpers and inhabitants were never a problem, they just surprisingly appear somehow.
My idea is to limit maximum number of your helpers to 100 (base in hq) and to create 2 new types of
buildings – hut and house which will allow to increase Your total population by – 5 and 10 people
(storehouse and harbor +25). It would require creating roads in a challenging way and also to spend place and
resources on the buildings. To make hut and house work you would have to add there food and water but just once
to fill helpers place. It would fill always empty places in your settlement and you could build real city thanks
to them!

2# Forester -> wild animals and a hunter -> you could recreate wildlife population with forester
whose
fresh planted trees would be eaten by wild animals -> the only condition of them to reproduce is forest
with hexagon of 5 diagonal of grown trees – any new tree planted by forester will be eaten by wild animal, this
will make sense to create forest and keep it in other purpose than only for wood.

3# Pasteurs – You would have Pasteur with small hut which takes care of sheeps using huge area (I
think of
total farm usage area- hexagon with 5 diagonal), sheeps can be hunt down by hunter but - one hunter for
two shepherd will work 100%), my concerns are about blocking attackers way with this building.

4# Milk could be produced by cow farms which can be turned into cheese in another
building
using log (as source of heat) and milk. This would be 4th type of food. And another usage of log. I guess
there could be also solution of two cow farms – produce two milks and one cheese is made out of two milks.

5# Orchard –another source of different type of food – fruits – just like farm it will just
grow
trees and they will have fruits. No second or third building required pure production of food but takes much time
to grow trees (3x as normal tree) and much to grow fruit like (2xwheat time).

6# Last new type of food – eggs from chicken farm – requires wheat and water but takes hexagon with
5
diagonal

7# this 3 presented new types of food Cheese, Fruits and Eggs will create just additional line in
mines

menu they may seem too easy to get plenty of food but they would differ building types and overall planning
process of playing depending on resources and also usage of food in huts and houses

8# pretty awful separate idea – Slaughter house could also have button (like shipyard boats
and
ship) to use donkeys to produce meat. Well… sometimes you just don’t need more donkeys…

9# emptying building from resources button – You are run out of iron, but your iron smelter is full
with
coal, I think it would be nice to have button allowing to take resource out of building before burning it (as
they are still counted as resources in “stock”

10# allowing boats to transport people (just an idea, I guess very helpful but would change
playing
on few maps drastically)

11# placing farm flags which will cause farms to sew in specific area around, sometimes you
just
want farmers to sew in specific place to get more fields like this 3 fields (O) OxOxO instead of 2 xOxOx. I’m
using roads to block them but it is causing creation of unnecessary roads and communication problems

12# fish breeder – in small hut who would renew population of fish basing on wheat, I’m
afraid that
there is no chance to renew population of fish anyhow, this idea would also add animation of small fish where it
can be fished, and breeder would just sew grain like others but by edge of water (will walk in fish empty spots)

13# I would love to have option which allows to make forester plant chosen type of trees– like
tajga,
mediterran forest, mixed or cherry trees. This is just visual but would made game even more pleasurous!

14# Nations – Indians ( I mean Aztecs maybe?) and Hindu – well this are quite huge
nations
which architecture is completely different from what is presented in original and additional Babylonians and
Celts

15# Stop bombarding catapult option!

16# I think there should be also additional advantage of fortress when being bombarded by catapult – it
would
require 3 stones to bombard fortress and 2 to bombard watchtower .

17# also there could be to choose option before battle which disallows building catapult close to
border

so it would be used just for defending purpose. Or no mor than specific number of catapults per player

18# Metalworks could have order list of required tools – I mean you don’t put how many % of
specific it
produces but what amount, and every finished tool it decreases by one, means you need 2 hammers and 3 axes, You
just increase in tools menu number of required tools and it shows 2 hammers and 3 axes, then after producing 1
axe it shows 2 hammers 2 axes

19# That lookout tower could increase range of soliders attack to buildings which were out
of
distance to attack

20# Random ships could disappear in sea ^^ would make shipyard still necessary, and give
funny
informations like “We’ve lost contact with Apollo”, or “Jupiter has disappeard”


Spike am 29.04.2020 09:01 #15453

Im Ruhestand
Just answering with my opinion:

Zitat:
1# Helpers and inhabitants were never a problem, they just surprisingly appear somehow.
My idea is to limit maximum number of your helpers to 100 (base in hq) and to create 2 new types of
buildings – hut and house which will allow to increase Your total population by – 5 and 10 people
(storehouse and harbor +25). It would require creating roads in a challenging way and also to spend place and
resources on the buildings. To make hut and house work you would have to add there food and water but just once
to fill helpers place. It would fill always empty places in your settlement and you could build real city thanks
to them!

Have been thinking about such thing some years ago and finally abandonned that idea for a simple reason: It somehow doesn't fit and is
hard to control. You may never know if you have enough settlers or not. If you can just create settlers by building a house and burn
it, you still have endless settlers but it needs more time. If the maximum settlers is capped to the number of beds, what does happen
if some of those buildings burn and you currently have more? What about dying, do those settlers free up slots?
Overall my opinion on that was and is, it doesn't feel good but annyoing, thinking I have 1000 settlers and have du build 40 houses for
that - which I don't have the space for - mh.

Zitat:
2# Forester -> wild animals and a hunter -> you could recreate wildlife population with forester
whose
fresh planted trees would be eaten by wild animals -> the only condition of them to reproduce is forest
with hexagon of 5 diagonal of grown trees – any new tree planted by forester will be eaten by wild animal, this
will make sense to create forest and keep it in other purpose than only for wood.

We have this addon idea https://github.com/Return-To-The-Roots/s25client/issues/119 what about that?

Zitat:
3# Pasteurs – You would have Pasteur with small hut which takes care of sheeps using huge area (I
think of
total farm usage area- hexagon with 5 diagonal), sheeps can be hunt down by hunter but - one hunter for
two shepherd will work 100%), my concerns are about blocking attackers way with this building.

Overall this would allow quite cheap (building slot wise) production of food. Currently most players will only build mills as they need
2 medium spots rather than a castle and medium slot (pig farm). Like the https://github.com/Return-To-The-Roots/s25client/issues/119
idea somewhat more as it takes less space but is also slower.

Zitat:
4# Milk could be produced by cow farms which can be turned into cheese in another building using log (as source of heat) and
milk. This would be 4th type of food. And another usage of log. I guess there could be also solution of two cow farms – produce two
milks and one cheese is made out of two milks.

For what? In general this is the same production chain with changed skin :D Although for seafaring a larger food buffer would be great,
I don't see any gameplay use of this.

Zitat:
5# Orchard –another source of different type of food – fruits – just like farm it will just grow trees and they will have
fruits. No second or third building required pure production of food but takes much time to grow trees (3x as normal tree) and much to
grow fruit like (2xwheat time).

Considering the space, this might just replace any normal food production then. You may need more time but need no additional buildings
so you can build more orchards. You only need one tool (if any needed) instead of 2 different. You also need only one production cycle
rather than 3. But same es #4.
There is actually one situation where I'd like to see an addional food production: When playing with exhaustible wells. You may run out
of water at some point and then it's only wood and hunters. I've never played a game where this happened though so I'm not sure if
there is any change needed.

Zitat:
6# Last new type of food – eggs from chicken farm – requires wheat and water but takes hexagon with 5 diagonal

We once had that in mind: https://github.com/Return-To-The-Roots/s25client/issues/49
But this also has been closed as there is no need for additional food sources.

Zitat:
7# this 3 presented new types of food Cheese, Fruits and Eggs will create just additional line in
mines menu they may seem too easy to get plenty of food but they would differ building types and overall planning
process of playing depending on resources and also usage of food in huts and houses

If any new food is implemented, I'd rather go this way: The displayed slots are just any food so it doesn't matter which of the
6 types you get in. On larger maps you will never suffer "full" mines so I don't see a problem here.

Zitat:
8# pretty awful separate idea – Slaughter house could also have button (like shipyard boats
and
ship) to use donkeys to produce meat. Well… sometimes you just don’t need more donkeys…

Then stop the donkey breeder? :D As this building would also drain stored donkeys you end up with 0 donkeys and then you'll need more.

Zitat:
9# emptying building from resources button – You are run out of iron, but your iron smelter is full
with coal, I think it would be nice to have button allowing to take resource out of building before burning it (as
they are still counted as resources in “stock”

See: https://github.com/Return-To-The-Roots/s25client/issues/67

Zitat:
10# allowing boats to transport people (just an idea, I guess very helpful but would change playing on few maps drastically)

see: https://github.com/Return-To-The-Roots/s25client/issues/54

Zitat:
11# placing farm flags which will cause farms to sew in specific area around, sometimes you just want farmers to sew in specific
place to get more fields like this 3 fields (O) OxOxO instead of 2 xOxOx. I’m using roads to block them but it is causing creation of
unnecessary roads and communication problems

Could be a version of this one: https://github.com/Return-To-The-Roots/s25client/issues/129

Zitat:
12# fish breeder – in small hut who would renew population of fish basing on wheat, I’m afraid that there is no chance to renew
population of fish anyhow, this idea would also add animation of small fish where it can be fished, and breeder would just sew grain
like others but by edge of water (will walk in fish empty spots)

If one grain = 1 fish, this would also decrease the overall price for food so everyone would just go with fish. Also players with
coasts then have an advantage which would imbalance some maps (which people are not aware of). On the other hand this seems one way to
create food without water - but then again, should this be even possible? I still like the idea of a water purifier or a deep well
more.^^

Zitat:
13# I would love to have option which allows to make forester plant chosen type of trees– like tajga, mediterran forest, mixed
or cherry trees. This is just visual but would made game even more pleasurous!

Currently I like that any newly created forest looks the same for all players. I'd rather change it so any nation plants a specific
type of forest. But that might not be what you want.

Zitat:
14# Nations – Indians ( I mean Aztecs maybe?) and Hindu – well this are quite huge nations which architecture is completely
different from what is presented in original and additional Babylonians and Celts

If someone creates graphics there is nothing that prevents us from adding new nations. But there is a lot of work needed for new
nations. Just a reminder: Any new building also needs graphics for any nation.

Zitat:
15# Stop bombarding catapult option!

Stop the catapult? That will stop catapults from shooting.

Zitat:
16# I think there should be also additional advantage of fortress when being bombarded by catapult – it would require 3 stones
to bombard fortress and 2 to bombard watchtower .

It's not settlers like that more than 1 resource of a type is used in a work cycle. Wouldn't change that. But you could add a chance
like 50% if watchtower is hit, 33% if fortress is hit. Please also see this: https://github.com/Return-To-The-
Roots/s25client/issues/181

Zitat:
17# also there could be to choose option before battle which disallows building catapult close to border so it would be used
just for defending purpose. Or no mor than specific number of catapults per player

There already is an addon for limiting catapults. I'd rather not add an addon which disallows catapults in some areas, people will be
confused and not understand where they can build catapults and why. Currently I'm always playing with 3 catapult limit.

Zitat:
18# Metalworks could have order list of required tools – I mean you don’t put how many % of specific it produces but what
amount, and every finished tool it decreases by one, means you need 2 hammers and 3 axes, You just increase in tools menu number of
required tools and it shows 2 hammers and 3 axes, then after producing 1 axe it shows 2 hammers 2 axes

Simply enable "Tool ordering" addon

Zitat:
19# That lookout tower could increase range of soliders attack to buildings which were out of distance to attack

I quite dislike that because:
- If you have to set the border distance of inland buildings depending on hostile lookouttowers, you may have a lot of border areas
which makes defending nearly impossible
- If you don't set that distance depending on hostile lookouttowers, you end up with inland buildings which can be attacked but aren't
defended in any way
- overall this leads to weakly defended buildings which the enemy can just pick

I'd rather go a different way: You can only see 1 node behind your border (no matter how close enemys are) and only lookouttowers could
scout farther (or scouts).

Zitat:
20# Random ships could disappear in sea ^^ would make shipyard still necessary, and give funny informations like “We’ve lost
contact with Apollo”, or “Jupiter has disappeard”

That be very annyoing and unfair in a lot of situations:
- If every player looses a ship at the same time, one may lose 20 coins while the other loses 1 board
- If it's random, one player may loses 3 ships while other players haven't

For me settlers is about indirect control and not much random (apart from fighting which can be calculated) so I'd not play with such
option.

Just as reminder, those are just my opinions, thanks for sharing your ideas :)

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Editiert von Spike am 29.04.2020 09:03

NeXuS am 29.04.2020 10:17 #15455


Zitat:
13# I would love to have option which allows to make forester plant chosen type of trees– like tajga, mediterran forest, mixed
or cherry trees. This is just visual but would made game even more pleasurous!

Currently I like that any newly created forest looks the same for all players. I'd rather change it so any nation plants a specific
type of forest. But that might not be what you want.


I like the idea of having a specific tree type per nation.
I just played the map Europe with a start as numidian in Spain and having full grown oaks planted by numidian foresters somehow disturbed my picture. ;-)
Roman and Vikings should use normal oaks, but numidians should use palms as normal trees... on the other hand bunch of palms growing on a deep green juicy looking meadow doesn't fit either... so I see the problem.



Zitat:
19# That lookout tower could increase range of soliders attack to buildings which were out of distance to attack

I quite dislike that because:
- If you have to set the border distance of inland buildings depending on hostile lookouttowers, you may have a lot of border areas
which makes defending nearly impossible
- If you don't set that distance depending on hostile lookouttowers, you end up with inland buildings which can be attacked but aren't
defended in any way
- overall this leads to weakly defended buildings which the enemy can just pick

I'd rather go a different way: You can only see 1 node behind your border (no matter how close enemys are) and only lookouttowers could
scout farther (or scouts).


I play with fog of war enabled and then you sometimes have to use lookout towers or scouts to attack... Why do we need a force to scouts, when fog of war is allready a solution...

---
http://www.danta-spiele.de

"Der Mensch spielt nur, wo er in voller Bedeutung des Wortes Mensch ist, und er ist nur da ganz Mensch, wo er spielt." - Schiller


Berciq am 29.04.2020 15:08 #15460


1# Well loosing space and not creating roads everywhere is base of this house idea. What if this huts were
pointless? Like there could just live few helpers? Quickly reacting to newly build roads and not having to walk
out os HQ or storage but just from house? You would say so why should I even build them? And I would answer maybe
there is someone who want? ;D

After using up all resources there is no point of having like anything, I feel many players see just this 3 game
goals None, Conquer ¾ / Total domination ---> at the very end 21# suggestion

2# Idea of wild animals eating small trees is different than hunter breeding animals with wheat, I think
everything is about balance of time of production, game would allow you to use different way but it would take
some disadvanteges also. So you would need 2 forester with 0 woodcutter, for one hunter to provide 1 meat
continuously

3# Pasteur is small hut which produces food, will work on stages with high elevation differences and you still
need to use up two times more space than farm to produce sheep

4# There is purpose  and different way
Normally: Farm(wheat)->Mill(flour)->Bakery(food)<-Well(Water)
Idea: Cowfarm(Milk)->Cottage(Cheese)<-Woodcutter(Log)
Cowfarm is taking up huge area, you cannot build anything there and cottage is small hut not medium house. I
think I need to explain it better. When you put cow farm, ability of building anything around 2 radius
disappears. And also if you put it on desert it won’t work, cows could leave like deserted soil which will
disappear after time (easiest solutions of all, simple to add desert graphic on soil like cut down wheat in farm,
which will overgrow overtime with ground which is beneath by  decaying desert spot.

5# Orchard will also take place which cannot be build-up like farmer with 6 fields but you can’t build as trees
are fruiting for like 10 times and then die. It takes much of space and time to grow, you need two to feed just
one mine for continuously work. So I would consider this twice or three times before building

6# Answering to “there is no need for additional food sources.” because there is nothing else that uses up food
than mines. All this ideas of cow far, Chicken farm, Orchard and Pasteur are changing Your boring country with
only farms, mills, bakeries, and wells into some shuffled graphic, building and graphic diversity and also
strategy which on some conditions works better than original buildings and on some conditions it will work worse.

7# You are right about food stack problem, with additional food

8# But You either have to burn down donkey breeder or have it stopped and productivity falls to 0. I want it to
keep working and get benefits out of it 

11# I thought it is too complicate to do but loved one like this but I suggest just button which will change Farm
from planting XOXOX to OXOXO

12# okay if fish breeder lowers prizes of food then let’s make it requiring more time to produce it

13# I think this forest assigned to nation could be implemented to work for AI and allowing us to have chance of
planting whatever we like (pines in mountains, Cyprus on deserts etc.) So why not connecting both of this ideas?
: ]

14# just haven’t seen this nations proposed yet, also pictures of leaders of nations.. If only I could draw some
pixelarts 

15# I wish to have button which could stop my catapult so it will stop shooting to my enemies. So I could use
tactic and still have built catapult full with stones ready to shoot.

16#, 17#, 18#, 19# My idea of increasing stone number is complete failure, I abandon it, % chances are much
better solution. I still think that addon option to “catapult usage only for defence” would be nice addition to
strategy. But  with lookout tower, when I learned how fog of war works, and tool ordering tool idea seem
pointless.

20# Don’t think that any of my ideas can’t be changed or twisted, what if this was applied only to empty ships?
Anyway whats point of having shipyard after having 3 ships?

- - - - - -

9# and #10 Not surprised it has already been suggested, but I cannot find anything on git tub, I must learn how
to search there properly. I think You can be mad at someone who without reading is suggesting ideas. There are
two reasons to this, reading ideas will change your own ideas and solutions, and throws you in a case when you
can only improve ideas and not think about different solutions. Second is that I see Spikes enormous knowledge
about all so-far suggested ideas, which was purchased over years, it is really hard for someone new to start from
scratches. That is why I would love to thank You for all answers and feedback.

- - - - - -

What if there were two additional goals not forcing you to fight with enemies to win?:

21#: “Whoever after X hours got better developed country wins”

when this “better developed” would be factor of % productivity, number of buildings which process raw materials
and storage of products (not raw materials). So that you will not win by having 100 wells producing 100 water
buckets or by stopping everything and turning on 20 minutes before end of game, also having 30 iron smelthers
will not work when You will have its production o 10-30% level. I have no idea of formula, am open to suggestion
and propose this factors.

22# First who reaches X wins.
    X1 100% productivity on all his building
    X2 500 military force
    X3 specific size of country

23# Whoever after (30/1h/4h/16h) hours got X wins
    X1 highest productivity
    X2 highest military force number
    X3 biggest country area

Anyway I’m still totally for having additional few buildings which would fill empty settlement and make it more
diverse :/ I'll try to draw something at summer and see how difficult it is


Spike am 29.04.2020 17:33 #15461

Im Ruhestand
Just saying something general: As long as someone adds an addon you can add any idea.
I'm just trying to understand most and try to keep those ideas withing current settlers II mechanics - but as long as someone adds them
it doesn't really matter.

Zitat:
6# Answering to “there is no need for additional food sources.” because there is nothing else that uses up food
than mines. All this ideas of cow far, Chicken farm, Orchard and Pasteur are changing Your boring country with
only farms, mills, bakeries, and wells into some shuffled graphic, building and graphic diversity and also
strategy which on some conditions works better than original buildings and on some conditions it will work worse.

Actually everything reads as this it what your ideas are about, adding more buildings to make your country look diverse. I'd rather use
a different approach: Add additional graphics for any building which are then randomly used. This in fact leaves buildings and
production chains as they are but your farms don't look all alike.
On the other hand I also agree that there isn't much use for small houses, which on one hand is sad but on the other values large
building spots more. I always try to build up my wood economy in areas where I can build mostly huts and my industry where I can build
large buildings.

Zitat:
8# But You either have to burn down donkey breeder or have it stopped and productivity falls to 0. I want it to
keep working and get benefits out of it 

Hm, so it's all about the productivity statistics? Also, if you don't need the donkey breeder, burn it and build a pig farm, same
space, same wares consuming. Not really convinced one should add a butcher donkeys button^^

Zitat:
11# I thought it is too complicate to do but loved one like this but I suggest just button which will change Farm
from planting XOXOX to OXOXO

The layout depends on space and roads. So a change layout button wont help that much. Imagine having a farm which has spots blocked, so
he may (B = Blocked) XBXOX - so should he plant 1 field or should he go XBOXO (as he currently does) and plant 2 fields?

Zitat:
14# just haven’t seen this nations proposed yet, also pictures of leaders of nations.. If only I could draw some
pixelarts 

Sad truth: There is nobody who "waits" for a nation idea. If there is someone who can paint pixel graphics and comes to this project,
he has probably his own idea and will create that nation. Although that might sound hard, it's just how it is :-/ We had ideas for
pirates, aztecs, native americans, but nobody ever put much time into actually creating graphics.
Hah, found one: https://www.siedler25.org/index.php?com=forum&mod=forum&action=thread&id=1520

Zitat:
15# I wish to have button which could stop my catapult so it will stop shooting to my enemies. So I could use
tactic and still have built catapult full with stones ready to shoot.

Just saying I hate catapults and I don't see any tactic behind "build a lot of catapults, fill them and then shoot" other than building
9 catapults and hope they erase a fortress at once. But the same resoult would be given by draining all hostile soldiers. Can you
elaborate the "tactics" behind that?
I only see a point when attacking, that you may stop your catapults so they wont destroy the buildings you attack. But then again for
balancing this is quite okay that a catapult then wont get any stones delivered. But as said: If someone adds such addon, why not,
everyone can disable it^^

Zitat:
Don’t think that any of my ideas can’t be changed or twisted, what if this was applied only to empty ships?
Anyway whats point of having shipyard after having 3 ships?

None - well maybe boats. I always stop the shipyard when I have enough ships.

Zitat:
9# and #10 Not surprised it has already been suggested, but I cannot find anything on git tub, I must learn how
to search there properly. I think You can be mad at someone who without reading is suggesting ideas. There are
two reasons to this, reading ideas will change your own ideas and solutions, and throws you in a case when you
can only improve ideas and not think about different solutions. Second is that I see Spikes enormous knowledge
about all so-far suggested ideas, which was purchased over years, it is really hard for someone new to start from
scratches. That is why I would love to thank You for all answers and feedback.

Can only talk for myself, but I'm not mad ;) Just trying to link everything I once heard. Years ago I suggested an option to burn
forest so you may expand faster, from todays view and experience that was a... nah idea^^

Zitat:
What if there were two additional goals not forcing you to fight with enemies to win?:

I personally strongly dislike that as the economy part in settlers is boring, expanding is fun, at least for me :D Also I once
suggested other (also fighting) related victories, but now I think: For what? There is a small window at the end and... thats it. I can
play the exact same game and know I won without that window. Thats why I nearly never enable any goal as it's always clear who won. You
can do the same with your victories, simply check the productivity statistics and you know who won.

But you can create some of those "goals" by lua scripting if you need that for playing with your friends, at least military force
works. I once created two other gamemodes...
There it is: https://www.siedler25.org/index.php?com=forum&mod=forum&action=thread&id=1259&start=2
Although the script wont work anymore, you can fix it. There are some settings for economy wins, or at least quests or something like
that. I forgot what it was :D
Oh and that one: https://www.siedler25.org/index.php?com=forum&mod=forum&action=thread&id=956

But I can't find my "King of the Hill" Version, looks like I trashed it.

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