Map Last Bastion: enemy fortifications on the other side of water make game impassible in some situations

Bug #1669230 reported by Paul
14
This bug affects 2 people
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Medium
Unassigned

Bug Description

In Last Bastion, there is a narrow pass that seems to be the only way to get to enemy territory.

In the attached screenshot, this pass (south east of the castle) is blocked by an enemy fortification across the water. The ice floes at the north and east of the screen are impassible (although other ice floes in this map can be crossed, in particular the one outside the western extent of the screenshot). No fortification has sufficient range to cross this pass.

In this state, there seems to be no way to reach the enemy, or even to push back the enemy's line of control. (Ironically, the enemy wouldn't be able to defend the land on the player's side of the water either, per the same game rules.)

This is version 18-3build4 as packaged with Ubuntu 16.10.

Tags: maps

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Paul (i41bktob-launchpad-net) wrote :
Revision history for this message
Paul (i41bktob-launchpad-net) wrote :

I also tried to edit the same game to swap users with the enemy so that I could destroy that building and switch back, but could not effect the swap. The original save file is attached.

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GunChleoc (gunchleoc) wrote :

The map was revised for build 19, but the problem is still there. We need small building plots north of the mountain, or maybe 1 medium plot for a tower.

tags: added: maps
Changed in widelands:
status: New → Triaged
milestone: none → build20-rc1
importance: Undecided → Medium
Revision history for this message
kaputtnik (franku) wrote :

Thanks for your bug report :-)

This situation depends on the map. Seems that the map designer didn't thought of this, otherwise he may made building spaces in the north of the mountain (east of your castle).

I can't see what possibilities the game should give in such a situation. It's just misfortune :-(

Regarding the ice floes: They are passable if neighboring fields are passable and there is only one field of ice floes between the passable fields. Same goes for water.

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Paul (i41bktob-launchpad-net) wrote :

Thanks, that's a good hint and also gave me an idea about editing the map ... although unfortunately the editor fails while saving the modified terrain with an error about /binary/

I should probably upgrade before going any further. Great to see that this will get fixed though.

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Teppo Mäenpää (kxq) wrote :

I was about report this issue (exactly same position), but then found this ticket.

The blue player can build that tower pretty fast. In addition, after doing this, the blue can win the game in territorial time/territorial lord without giving the red a change. An easy solution would be to add some flat territory (yellow slot at least). This would allow the red to build a tower there and advance further.

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kaputtnik (franku) wrote :

Just took another look on that map. I think the same situation can arise to blue if red occupies position 26/0 with a tower?

The questions is: Limit building space or add building space. Or both: Add building space around position 19/45 to help red and restrict building space around position 26/0 to help blue?

Revision history for this message
Teppo Mäenpää (kxq) wrote :

Would it harm the blue too much, if that area would have red building slots only?

I think that your suggestion is good. However, if the blue would be prevented from blocking red like that without doing the blue homeland too much damage, it would be even better.

Revision history for this message
kaputtnik (franku) wrote :

> Would it harm the blue too much, if that area would have red building slots only?

You mean around position 10/57? I remember playing that map and had problems finding building space for middle and big sized buildings. So i am in favor to keep that slots.

Not sure if this applies also to the red player and my suggestion would harm him.

kaputtnik (franku)
summary: - enemy fortifications on the other side of water make game impassible in
- some situations
+ Map Last Bastion: enemy fortifications on the other side of water make
+ game impassible in some situations
Revision history for this message
Teppo Mäenpää (kxq) wrote :

I don't think that the red player is significantly harmed if that yellow slot is converted to red.

Revision history for this message
kaputtnik (franku) wrote :

I would be pleased if you can edit the map and make a merge proposal.

Teppo Mäenpää (kxq)
Changed in widelands:
assignee: nobody → Teppo Mäenpää (kxq)
Teppo Mäenpää (kxq)
Changed in widelands:
status: Triaged → In Progress
Revision history for this message
Teppo Mäenpää (kxq) wrote :

Map edited, merge proposal made.

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GunChleoc (gunchleoc) wrote :

In the attached screenshot, the only way for the red player to get past is to attack the enemy. I could build a tower to the right only because the enemy felled the trees that were in the way - my lumberjacks couldn't reach them.

I recommend adding a small building plot.

Screenshot of the situation attached.

Revision history for this message
GunChleoc (gunchleoc) wrote :

Multiplayer savegame on the new map

Revision history for this message
Teppo Mäenpää (kxq) wrote :

Before the fix, it was possible to block the other player so that he/she was not able to attack or expand. Now that should be gone.

Now, both players can attack in the savegame. Red cannot sneak past blue, but that is already less of a problem.

Why would one need the extra spots? I am sorry, but do not fully follow.

Revision history for this message
kaputtnik (franku) wrote :

I also think that adding a few more spots is better. Mainly because a player has to know the map very well and has to place his military buildings in a clever way to ever reach the added spot. Adding an additional spot do not harm, imho.

Revision history for this message
Teppo Mäenpää (kxq) wrote :

kaputtnik: Putting spots there allows the blue player to occupy those, too. If done so, the blue can snap parts of the "red homeland" away.

Of course, this is not a problem if the red player knows not to dismantle military buildings at certain spots in the homeland. However, many people assume that homeland is safe.

Therefore, adding those spots, would amplify the benefits of knowing the map details instead of reducing those.

In short: I disagree with kaputtnik, terribly sorry for that :-(

Revision history for this message
Teppo Mäenpää (kxq) wrote :

This is also the reason why I put the new spots, fixing the original issue, on mountain top instead of the place pointed by GunCheloc.

Revision history for this message
kaputtnik (franku) wrote :

After revisiting the map i agree with teppo. Gun, the problem of your last game with the modified map isn't the same problem of the bugreporter. The bugreporter couldn't get behind that area, because there is no enemy to fight against, respectively the enemys military buildings are too far away.

Revision history for this message
GunChleoc (gunchleoc) wrote :

OK, let's have it then :)

Changed in widelands:
status: In Progress → Fix Committed
assignee: Teppo Mäenpää (kxq) → nobody
Revision history for this message
Teppo Mäenpää (kxq) wrote :

Fix not committed yet ;-(

Revision history for this message
GunChleoc (gunchleoc) wrote :

Travis is still busy. No patience the young man has :P

I always set to Fix Committed when I set the merge command, so I won't have to touch it again... usually.

Revision history for this message
Teppo Mäenpää (kxq) wrote :

It is not about patience. I simply am not 100% confident that the Travis build succeeds and bunnybot finishes the merge, just because there are no errors that the compilers can catch in the branch.

Revision history for this message
GunChleoc (gunchleoc) wrote :

I don't worry about that, because I keep an eye on the active reviews page anyway, so I'll notice if there is a problem with the merge ;)

Revision history for this message
Teppo Mäenpää (kxq) wrote :

Ok. Did not know that.

Revision history for this message
GunChleoc (gunchleoc) wrote :

Fixed in build20-rc1

Changed in widelands:
status: Fix Committed → Fix Released
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