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</summary></entry><entry><title>Tournament 2025 @ Playing Widelands
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<html><body><p>You could make it a 2v2 tournament, everyon ...
line 5, column 0: (15 occurrences) [help]
<html><body><p>You could make it a 2v2 tournament, everyon ...
<?xml version="1.0" encoding="utf-8"?>
<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Latest posts on all forums</title><link href="http://www.widelands.org/forum/" rel="alternate"/><link href="http://www.widelands.org/forum/feeds/posts/" rel="self"/><id>http://www.widelands.org/forum/</id><updated>2025-07-04T15:52:49+02:00</updated><entry><title>Tournament 2025 @ Playing Widelands
</title><link href="http://www.widelands.org/forum/post/44354/" rel="alternate"/><updated>2025-07-04T15:52:49+02:00</updated><id>http://www.widelands.org/forum/post/44354/</id><summary type="html">
WorldSavior wrote:<br>
<html><body><p>You could make it a 2v2 tournament, everyone plays once or twice with everyone else in a team - so this would be 3 or 6 rounds. If there is a 5th player, there could be 5 rounds instead. In each round, one player has a break...</p></body></html>
</summary></entry><entry><title>Tournament 2025 @ Playing Widelands
</title><link href="http://www.widelands.org/forum/post/44353/" rel="alternate"/><updated>2025-07-04T12:18:53+02:00</updated><id>http://www.widelands.org/forum/post/44353/</id><summary type="html">
hessenfarmer wrote:<br>
<html><body><blockquote>
<p><em><a class="userLink" href="http://www.widelands.org/profile/_Elefantenrennen" title="This link refers to a userpage">_Elefantenrennen</a> <a href="http://www.widelands.org/forum/post/44352/">wrote</a></em> </p>
<p>A very basic idea for a 2vs2 map would be: One player of the team has a lot of coal and little iron, while his teammate has a lot of iron but no coal at all. However, Amazons can then be played to bypass those roadblocks, so you'd have to think about balancing that. Maybe remove all water access from the players? No, then, Atlanteans would be unplayable. There's really a lot to think about. </p>
</blockquote>
<p>if it will be a pure 2vs2, playing Amazons in such a setup would be a disadvantage because the team with the amazon player would have to deal with half of its ressources not available. However a good poimnt that did not came to my mind yet. <br/>
last ressort would be fixing the tribes but I am not sure yet about this. </p>
<blockquote>
<p>Another concern I have is that with trading in a team, it's going to be less "trading" and more just "gifting" (trades like 20 iron for 1 log). Also, in a 1v1, it could be that one player just doesn't build a market and so the resources the other player spent to build his market are wasted. The first player can now take advantage of his opponent's few resources and take him down. </p>
</blockquote>
<p>Another good point. So a 1vs1 would only make sense if we have a map that enforces trading. Meaning it needs to be very imbalanced, like one player not having water while the other not having something else. I doubt I can modify a map in this way very quickly. </p>
<blockquote>
<p>What I mean to say is, there's really no perfect way of testing this trading system in a tournament setting. But maybe I just have to try it with an AI first to get a deeper understanding of how it works. </p>
</blockquote>
<p>Well, currently it seems to me the best way to test this would be a "battle royal" setup. Which leaves me with the problem of how to fit this into the normal score table. </p>
<p>Still I am glad that we are able to discuss these things beforehand rather then doing it "mid tournament", and I am really trying to find a setup that would fit all participants.</p></body></html>
</summary></entry><entry><title>Tournament 2025 @ Playing Widelands
</title><link href="http://www.widelands.org/forum/post/44352/" rel="alternate"/><updated>2025-07-04T11:11:23+02:00</updated><id>http://www.widelands.org/forum/post/44352/</id><summary type="html">
_Elefantenrennen wrote:<br>
<html><body><p>I am looking forward to participating in this tournament. However, I will not do any final decisions before it is decided what the format of the tournament will be. Personally, I would like a 2vs2 tournament, but I haven't actually tried the trading system other than playing the tutorial for it. </p>
<p>A very basic idea for a 2vs2 map would be: One player of the team has a lot of coal and little iron, while his teammate has a lot of iron but no coal at all. However, Amazons can then be played to bypass those roadblocks, so you'd have to think about balancing that. Maybe remove all water access from the players? No, then, Atlanteans would be unplayable. There's really a lot to think about. </p>
<p>Another concern I have is that with trading in a team, it's going to be less "trading" and more just "gifting" (trades like 20 iron for 1 log). Also, in a 1v1, it could be that one player just doesn't build a market and so the resources the other player spent to build his market are wasted. The first player can now take advantage of his opponent's few resources and take him down. </p>
<p>What I mean to say is, there's really no perfect way of testing this trading system in a tournament setting. But maybe I just have to try it with an AI first to get a deeper understanding of how it works.</p></body></html>
</summary></entry><entry><title>Kanäle und Seen anlegen @ [Deutsch] - Spielerforum
</title><link href="http://www.widelands.org/forum/post/44351/" rel="alternate"/><updated>2025-07-04T10:11:42+02:00</updated><id>http://www.widelands.org/forum/post/44351/</id><summary type="html">
MarkMcWire wrote:<br>
<html><body><p>Ich war mir nur nicht sicher, ob der C++-Code eine universelle Erweiterung der Terrain-Objekt-Klasse erlaubt. Aber gut zu wissen, dass ihr das so flexibel programmiert habt.</p></body></html>
</summary></entry><entry><title>Addon-Idee:Traitors @ Add-Ons
</title><link href="http://www.widelands.org/forum/post/44350/" rel="alternate"/><updated>2025-07-02T18:03:50+02:00</updated><id>http://www.widelands.org/forum/post/44350/</id><summary type="html">
___ wrote:<br>
<html><body><p>Hallo,</p>
<p>Ich bin relativ neu in diesem Forum und würde gerne eine (meiner Meinung nach) gute Addon-Idee vorschlagen, denn ich kann nicht sehr gut programmieren:</p>
<ul>
<li>Bei dem Addon "Traitors" ginge es darum, dass, jedesmal ein bestimmtes Ereignis passiert, z.B. ein Soldat verlässt das Lagerhaus, eine kleine Wahrscheinlichkeit besteht, dass das Lagerhaus zu einem zufälligem Gegners deines Teams überläuft. Dabei übernimmt das Lagerhaus/Hafen alle deine Militärgebäuden einem bestimmten Radius, z.B. 10.</li>
<li>Wenn eines deiner Lagerhäuser übernommen wird, oder wenn du eines deiner Gegner übernimmst, bekommst du eine Benachrichtigung.</li>
<li>Das Ganze würde das Bauen von Lagerhäusern um einiges riskanter machen.</li>
<li>Überlaufen könnten allerdings nur Häfen oder Lagerhäuser, ansonsten könnnte man einfach nichts tun, bis das Hauptquartier des Gegners übernommen wird.</li>
<li>Sollte das Hauptquartier im Eroberungsradius liegen, so kann das Lagerhaus/der Hafen nicht übernommen werden.</li>
</ul>
<p>Es wäre sehr nett, würde dies Einer von euch zumindest mal ausprobieren.</p>
<p>Mit freundlichen Grüßen,</p>
<hr/>
<p>mit freundlicher Unterstützung von <strong><em><a class="userLink" href="http://www.widelands.org/profile/janus" title="This link refers to a userpage">janus</a></em></strong> editiert und formatiert</p></body></html>
</summary></entry><entry><title>Kanäle und Seen anlegen @ [Deutsch] - Spielerforum
</title><link href="http://www.widelands.org/forum/post/44349/" rel="alternate"/><updated>2025-07-02T12:41:03+02:00</updated><id>http://www.widelands.org/forum/post/44349/</id><summary type="html">
Nordfriese wrote:<br>
<html><body><p>Das geht, sogar ohne C++-Änderungen, über ein Add-On. Jedes Terrain kann mehrere Enhancements in unterschiedlichen "Kategorien" haben, und jeder Terraformer (Deichbauer, Amazonen, etc) transformiert innerhalb einer Kategorie.</p>
<p>Für bestehende Terrains wäre das z.B.</p>
<pre><code class="language-lua">-- Add-On
wl.Descriptions():modify_unit("terrain", "summer_steppe", "enhancement", "lake_maker", "summer_water")
</code></pre>
<pre><code class="language-lua">-- Worker
"findspace=size:any radius:6 terraform:lake_maker",
"terraform=lake_maker",
</code></pre></body></html>
</summary></entry><entry><title>Kanäle und Seen anlegen @ [Deutsch] - Spielerforum
</title><link href="http://www.widelands.org/forum/post/44348/" rel="alternate"/><updated>2025-07-02T12:33:13+02:00</updated><id>http://www.widelands.org/forum/post/44348/</id><summary type="html">
MarkMcWire wrote:<br>
<html><body><p>Wäre es eigentlich möglich das Deichbauer-Prinzip umzudrehen, so rein vom c++-Code? Ich hätte da so eine Idee, dass ein Spieler aktiv Kanäle anlegen kann oder kleine Seen oder Teiche für die Fischerei. Der Arbeiter müsste natürlich sinnvollerweise einen sehr kleinen Arbeitsradius haben, damit er nicht die gesamte Karte flutet.</p></body></html>
</summary></entry><entry><title>What do the different attack colors mean? @ Playing Widelands
</title><link href="http://www.widelands.org/forum/post/44345/" rel="alternate"/><updated>2025-06-30T00:25:16+02:00</updated><id>http://www.widelands.org/forum/post/44345/</id><summary type="html">
Ron_of_Nord wrote:<br>
<html><body><p>I agree that there should be an explanation somewhere, even a post in the playing section explaining this<br/>
I didn't know myself that it was random, there goes my theory of the colours representing distance<br/>
Maybe that's what they should do. I'll have a look at that post when I get the chance</p></body></html>
</summary></entry><entry><title>What do the different attack colors mean? @ Playing Widelands
</title><link href="http://www.widelands.org/forum/post/44342/" rel="alternate"/><updated>2025-06-29T13:40:41+02:00</updated><id>http://www.widelands.org/forum/post/44342/</id><summary type="html">
berlin-player wrote:<br>
<html><body><p>Quote:</p>
<pre><code>Yes, the background tints indicate soldiers who are in the same building, or on the same warship.
</code></pre>
<p>Source code:</p>
<pre><code> soldier_colors.emplace(serial, RGBAColor(RNG::static_rand(256), RNG::static_rand(256),
RNG::static_rand(256), kAlpha));
</code></pre>
<p>Really? The color is just chosen at random?</p>
<p>Well, I tried to think of so many different theories, and then it is just a dice roll!</p>
<p>How crazy!</p>
<p>Yes, that could actually be mentioned somewhere in a help dialog within the attack dialog.</p>
<p><img alt="face-smile.png" src="/static/img/smileys/face-smile.png"/> </p></body></html>
</summary></entry><entry><title>What do the different attack colors mean? @ Playing Widelands
</title><link href="http://www.widelands.org/forum/post/44340/" rel="alternate"/><updated>2025-06-29T09:42:09+02:00</updated><id>http://www.widelands.org/forum/post/44340/</id><summary type="html">
OIPUN wrote:<br>
<html><body><p>The colouring was discussed also <a href="https://www.widelands.org/forum/topic/6098/">here</a>. As I see it, it is a good feature, but most of the players doesn't not understand the meaning of these colours. Maybe it will be worth to make some changes to it to make more clear what the colours actually mean. I am not able to explain this sufficiently neither.</p></body></html>
</summary></entry><entry><title>What do the different attack colors mean? @ Playing Widelands
</title><link href="http://www.widelands.org/forum/post/44339/" rel="alternate"/><updated>2025-06-29T02:03:24+02:00</updated><id>http://www.widelands.org/forum/post/44339/</id><summary type="html">
Ron_of_Nord wrote:<br>
<html><body><p>Hi berlin-player, welcome to the widelands forum<br/>
In answer to your question, the different colours represent the different military<br/>
buildings in the area that the soldiers will come from<br/>
I think it also based on distance but I haven't worked that bit out myself yet.
Basically I think all the blue ones come from one group of military buildings while the other colours<br/>
represent groups of other military buildings.<br/>
Maybe Nordfriese or Hessenfarmer may know better, hopefully some of the more knowledgeable <br/>
player can give better insight into this.</p></body></html>
</summary></entry><entry><title>What do the different attack colors mean? @ Playing Widelands
</title><link href="http://www.widelands.org/forum/post/44338/" rel="alternate"/><updated>2025-06-28T09:03:36+02:00</updated><id>http://www.widelands.org/forum/post/44338/</id><summary type="html">
berlin-player wrote:<br>
<html><body><p>When attacking enemy tribes, I can pick the soldiers I want to send into battle in the attack dialog.
<br/> <br/>Each soldier is marked in the background with a color from the rainbow spectrum: red, orange, yellow, green, turquoise, blue, or purple.
<br/> <br/>What exactly do the colors mean? Why are there colors such as turquoise, blue, and purple in addition to red, orange, yellow, and green?</p></body></html>
</summary></entry><entry><title>Widelands Öffentlichkeitsarbeit @ [Deutsch] - Spielerforum
</title><link href="http://www.widelands.org/forum/post/44335/" rel="alternate"/><updated>2025-06-23T23:05:28+02:00</updated><id>http://www.widelands.org/forum/post/44335/</id><summary type="html">
Nordfriese wrote:<br>
<html><body><p>Ja, das wäre sehr willkommen wenn du das machen willst <img alt="face-smile.png" src="/static/img/smileys/face-smile.png"/> </p></body></html>
</summary></entry><entry><title>Widelands Öffentlichkeitsarbeit @ [Deutsch] - Spielerforum
</title><link href="http://www.widelands.org/forum/post/44334/" rel="alternate"/><updated>2025-06-23T22:05:50+02:00</updated><id>http://www.widelands.org/forum/post/44334/</id><summary type="html">
TickeHD wrote:<br>
<html><body><p>Leider musste der von Teayo erstellte Widelands 1.3 Trading Trailer seines Wunsches nach privat gestellt werden, daher denke ich darüber nach, einen neuen Trailer für die Version 1.3 zum neuen Trading-System zu erstellen. Ich frage ganz einfach mal in die Runde, besteht denn aktuell Interesse daran, dass ich einen neuen Trailer erstelle?</p></body></html>
</summary></entry><entry><title>Get general statistics as variables @ Coding & Scripting
</title><link href="http://www.widelands.org/forum/post/44333/" rel="alternate"/><updated>2025-06-23T17:13:06+02:00</updated><id>http://www.widelands.org/forum/post/44333/</id><summary type="html">
Sauss-Ente wrote:<br>
<html><body><p>Thank you, Nordfriese.
Would that be a useful feature request then to have all the stats always accessible on demand? Could be used for some more detailed scenario scripts.</p></body></html>
</summary></entry></feed>