>The number of wares a ship can load is 20 for all tribes, but that is too less: The barbarian port needs 21 wares, the Imperial one 19 and the Atlanteans' port 17 wares. If a builder, maybe a carrier and some soldiers are transported, there is no space for something additional, including soldiers.
good to know, so indeed there needs to be a fix.
> - When a ship that sails in direction XYZ finds land, what will happen? Will it start searching a port space itself (which direction first?) or wait for new player commands?
No - at least as I plan it - I would like to implement it the way, that it stops once it finds new land and sends you a message. It will then wait until you tell it what to do.
> - Can a ship be sent to a special place on the map, e.g. because I know I can build a port there? I think about moving to the place and then choosing "move here". What will happen if that is on land or in a not reachable lake?
ixprefect suggested something similiar - a possibility to sail to already found port buildspaces - but that's an addon as well as the military aspects, so this can follow some time after the basics work.
> I do not like the idea that one can take a port space in my area without a fight. My suggestion is to check whether to port space in under military control (so whether the building has been destroyed). If that is not the case (and only then), a port can be built. If there is military presence, attacking like suggested. I do not think that the wares should be lost: The soldiers might hurt enough.
not sure whether I understood you correctly, but I think you would like to always have the need for a fight, if the port build space is in opposing area controlled by at least one military site or port. <- after thinking a bit about it, I agree, that this would be the best way to go.
And yes, I as well agree, that it would be enough to loose the soldiers and let the ship fastly sail away.
@#8:
Militarysites are destroyed, if they are smaller than another militarysite in the near, that would be destroyed, if the smaller one is taken over. For the rest see last point above.
@#9, @#11 and @#12:
I agree with Sirver and _aD: we should only keep one ship.
@10:
I am against too much control of which wares are loaded.
From my point of view the expedition should only hold the wares + builder needed to build up the port + soldiers to defend. The number of soldiers would be the only thing I would like to make controlable.
Giving more options would make this feature to complicated -> I am all for KISS here :)
>Or is it possible to have a watch window that follows the ship?
Already possible. Automatic popping up windows are never a good idea (neither a pop up message, nor a watch window), as there are always people (like me ;) ) who do not like it and would be annoyed. And I am as well against making this configurable - feature creep. ;)
>And finally some thoughts of the map. As it will take some time until one has ships, is there a way to prevent the port buildspace to get grown by trees? Also the surrounding should stay clear that at least a woodcutter can be built.
It should not be a problem to place the constructionsite of the port although there is a tree. However the surrounding trees could be a problem. But I consider this a design issue. The maker of a map has to take care to have enough space around the port by using terrain where trees can't grow that well.
@#7:
>The number of wares a ship can load is 20 for all tribes, but that is too less: The barbarian port needs 21 wares, the Imperial one 19 and the Atlanteans' port 17 wares. If a builder, maybe a carrier and some soldiers are transported, there is no space for something additional, including soldiers.
good to know, so indeed there needs to be a fix.
> - When a ship that sails in direction XYZ finds land, what will happen? Will it start searching a port space itself (which direction first?) or wait for new player commands?
No - at least as I plan it - I would like to implement it the way, that it stops once it finds new land and sends you a message. It will then wait until you tell it what to do.
> - Can a ship be sent to a special place on the map, e.g. because I know I can build a port there? I think about moving to the place and then choosing "move here". What will happen if that is on land or in a not reachable lake?
ixprefect suggested something similiar - a possibility to sail to already found port buildspaces - but that's an addon as well as the military aspects, so this can follow some time after the basics work.
> I do not like the idea that one can take a port space in my area without a fight. My suggestion is to check whether to port space in under military control (so whether the building has been destroyed). If that is not the case (and only then), a port can be built. If there is military presence, attacking like suggested. I do not think that the wares should be lost: The soldiers might hurt enough.
not sure whether I understood you correctly, but I think you would like to always have the need for a fight, if the port build space is in opposing area controlled by at least one military site or port. <- after thinking a bit about it, I agree, that this would be the best way to go.
And yes, I as well agree, that it would be enough to loose the soldiers and let the ship fastly sail away.
@#8:
Militarysites are destroyed, if they are smaller than another militarysite in the near, that would be destroyed, if the smaller one is taken over. For the rest see last point above.
@#9, @#11 and @#12:
I agree with Sirver and _aD: we should only keep one ship.
@10:
I am against too much control of which wares are loaded.
From my point of view the expedition should only hold the wares + builder needed to build up the port + soldiers to defend. The number of soldiers would be the only thing I would like to make controlable.
Giving more options would make this feature to complicated -> I am all for KISS here :)
>Or is it possible to have a watch window that follows the ship?
Already possible. Automatic popping up windows are never a good idea (neither a pop up message, nor a watch window), as there are always people (like me ;) ) who do not like it and would be annoyed. And I am as well against making this configurable - feature creep. ;)
>And finally some thoughts of the map. As it will take some time until one has ships, is there a way to prevent the port buildspace to get grown by trees? Also the surrounding should stay clear that at least a woodcutter can be built.
It should not be a problem to place the constructionsite of the port although there is a tree. However the surrounding trees could be a problem. But I consider this a design issue. The maker of a map has to take care to have enough space around the port by using terrain where trees can't grow that well.