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Settlers 3 pioneers only to carriers
Settlers 3 pioneers only to carriers






settlers 3 pioneers only to carriers

If you don't have second island, make it on land. On the first island you produce gold ingots and send to the other one (remember to conquer it!) by a transport ships. Since storages were highly expensive (territory, not building cost), I tried to find alternative for them. It was very good practice, especially on big maps. bakery), nearest bucket was called and usually it was nearest well. If the water was needed by any other building (f.e. After some time all wells produced 8 units of water and nothing more. You had special short (usually 2-units long) dead end with a building at the end of it. Every warehouse had "don't store water" and every well wasn't directly connected to any road. But in S2 I use a concept of one-way-away well and water prohibition. In Wide you have less productivity from the well, so it can't be easily jammed with water buckets. The transportation system was getting jammed easily. In every game I tried to do some tricks to make my game better looking: a) S2 water & wells In S2 and Wide you have infinite limit of wares for warehouses and it is almost costless. I used them only when I needed to store gold and crystals, but only in some cases. Since economy of S3 is based on pure carriers and "small" warehouses near each building, warehouses in S3 are not needed. In Wide and S2 you have some kind of "warehouse" on output, but it is very limited (S2 - 1 ware, Wide - didn't care, but probably more?) and you can't find direct data about it. In all S2, S3 and Wide you have some kind of "warehouse" inside each production building, but only in S3 you have mentioned "warehouse" in its output (8 wares). Instead of this in S3 you have limited number of carriers. In S2 you have roads (the same here in Widelands), but in S3 you don't have them. If you are comparing Settlers 3 and Settlers 2 (I will use S3 &S2 names), there are significant differences: 1. Posted at:, my perspective adding warehouse limits will break current economy look. (Since there is another discussion about congestion here - if there is congestion and the congestion-control alforithm is in place, I think the wares are just not taken anymore away from buildings that produce) That is what I expect to happen when there is overproduction and like to have it part of the game.

Settlers 3 pioneers only to carriers free#

If everything is blocket - well, he has to shut down producers, build new, free temporary roads just from a warehouse to a site were a new warehouse is to be built, delete and rebuild flags with wares (to get rid of the wares - they will be destroyes, but then there is space again) or such. I think exactly that are the problems the player should circumvent through managing logistics. It's far from almost present in the codebase, because a feature like this would have engine implications too - how will productionsites react when warehouses are full? If we just keep producing logs, for example, all the roads will get clogged up.








Settlers 3 pioneers only to carriers