Way too easy to run out of resources
Bug #894614 reported by
Γριφεγ
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Undecided
|
Unassigned |
Bug Description
For example, when a forest is harvested, but there is an other one, and I build a woodcutters den, but it is never build because the timber runs out in medio, and there is no way to do anything else in the game...
Either resource extraction houses should not require their own resource, or the whole thing should be rethought a bit... because now it hampers gameplay
Changed in widelands: | |
milestone: | none → build17-rc1 |
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I guess this will trigger a race for opinions :-)
In my eyes, you are right about buildings should in general not require the resource they produce.
However, I also feel that this general rule can be broken in at least two special areas:
1. If we are speaking about the most basic resources - raw trunks and raw stone - I believe it should be in the eyes/responsibility of you to always have a few laying around. Don't raze the last lumberjack if you can't build a new one.
2. If a tribe especially does this for balancing reasons for a very advanced/highly processed resource. In that case it must be part of the 'introduction campaign' for that tribe.
On a side note, I have *never* had a 'no trunk left deadlock' as you described, even for desert worlds. Keep on playing and training, you'll soon notice that resource management is something the game is about :-)
Maybe you didn't notice the foresters? You don't need to completely harvest forests, for a steady trunk production you'll most probably have to afforest the trees you cut down :-)